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Player Progression In Franchise Mode.
This is a discussion on Player Progression In Franchise Mode. within the Madden NFL Old Gen forums.
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01-07-2011, 04:10 PM | #217 | ||||||||||||||||||||||||
Rookie
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Re: Player Progression In Franchise Mode.
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01-07-2011, 04:12 PM | #218 | ||||||||||||||||||||||||
Rookie
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Re: Player Progression In Franchise Mode.
1. That should be up to the player's discretion (when did a standard over personal preference become so attractive? I do a lot of things to make the game more challenging but if I suddenly decided to do it the other way and couldn't I would be livid at having that option stripped from my grasp especially when it requires less than 10-20 lines of code per option to do, which is not a lot). I think nearly every component of the game should be customizable. It is not a true simulation now and the pretense should be dropped in favor of players being able to somewhat craft the game they want to play. 2.I agree but I believe the influence on progression should be a part of the progression algorithm rather than having its own stand alone effect. (People the math may seem difficult to the uninclined but I assure you the number crunching isn't 10% as complicated as the algorithm used to simulate one game. Please stop throwing your hands in the air stating the problem is too difficult to resolve. It only fuels EA to not do anything since you don't expect anything. Stop praying the madden czars are right and praising them when it's gets better but is still broken. A leaky tire is better than a flat tire, but a new tire would be best. 3. I see merit in this idea, but it would take a lot of time to flush it out. It's not too difficult, but we have no frame of reference (as opposed to ratings progression which we have years of reference to move forward from) to determine what the effects should be. If it is ever implemented it should be optional (as I believe most components should be) so if it is ineffective in its first installment it doesn't hinder the game in any unalterable way. 4.I believe they should affect potential more than progression and their effect on progression should be an aspect of the progression matrix and miniscule, where as their affect on the player's potential could be more pronounced, as it tends to be IRL. 5. Definitely, with a variety of career paths, especially in this day and age of superstar being more coveted than athlete in the title "superstar athlete". 6. I agree for the most part, however, I like the position based physical stats (AGI for HB, DE, LBs, Ss; or ACC WR, CB; or STR for DT & OL) but I think the physical stat influenced should be determined by practice, workouts, coaching or something that the user can determine. I loved in pre-gen where I had a LB with poor ACC and could do the DB drill to try and raise it (which was fine up to the madden and sometimes all-pro level of the drill depending on other stats of the LB). I'm not saying reinstitute drills to raise stats, but the idea of working with a guy on a specific physical stat is a nice thought (though much care should be made to cap it quickly and have the increases be moderate to low, though some stats are more important than others, as we all know, in the game not IRL; and those stats should be controlled much more stringently) 7. For a large part I agree, but keep in mind PUR is not just about angles, it's also how much distance between the ball carrier and defender is too much to catch up on (which is an aspect I would like to see de-emphasized and the angle itself emphasized more; once you get past a slower person if you do nothing to break stride you should not be caught; you wouldn't IRL. And for those who say "I saw such-and-such catch so-and-so in a game," watch with attention to detail the ball carrier was probably looking for other defenders or running lanes and may have slowed to process this decision making while the defender had little else to concentrate on other than bringing down the carrier assuming there were no blockers in front of the ball carrier to turn back on the defender) 8. I agree with this for offensive players running the ball and receivers beating the press (even then the technique is not diminished IRL, it's effect is just less pronounced because the defender has more time to diagnose the play and best angle to attack from IRL), but MCV is more about body position and angles taken. The physical component of MCV is the back pedal and having the torsional agility to turn with the receiver quickly and fluidly enough to stay in coverage. 9.I think the evaluation of the player should be better, but no where near infallible (as that would be just as rediculous as their ignorance now). However I think drafting players based on a scheme and team need should be more influencing of a factor. Also I think the largest gains made in progression should not be in the first 3 years of the player in the NFL but the first three years of significant playing time (also progression for limited playing time could be made based on effect of their presence, which has more to do with the coach putting inexperienced players in the right position to make good plays and understand the realities of the game than some arbitrary potential rating) so those players that sit can become the late blooming gems and it would work the same without exceptions, but determined by team direction (and those gems wouldn't lose their value to the CPU as high potential players). This would exclude certain positions who generally learn off the field before they are put on it for any serious playing time (i.e. QB, O-Line, FS, FB, blocking TE and 3-4 DE) 10. Q.E.D. above. |
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01-07-2011, 04:13 PM | #219 | ||||||||||||||||||||||||
Rookie
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Re: Player Progression In Franchise Mode.
Also, get rid of OVR. It really serves no purpose but as an over ride for the CPU to use as an AI crutch when making off-the-field desicions. That concludes my take. I understand it is lengthy, but so were the opinions on the thread. |
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01-07-2011, 10:01 PM | #220 | ||||||||||||||||||||||||
Pro
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Re: Player Progression In Franchise Mode.
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01-09-2011, 06:58 PM | #221 |
Pro
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Re: Player Progression In Franchise Mode.
Madden 08 PC is the best franchise mode IMO.
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01-09-2011, 07:57 PM | #222 |
Rookie
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Re: Player Progression In Franchise Mode.
This may or may not be the appropriate place for this question, but I just finished the first season of my franchise and got to the offseason, and I can see that my players have progressed (or regressed), but unlike in old Madden, I don't see the same (+4) or (-1) next to the rating that showed their growth or decline. Is there a screen where I can see this change, or do I just have to eyeball it (or write all my ratings down before advancing to the offseason ugh).
Also, both Aaron Hernandez and Rob Gronkowski (A POTs) advanced +5, even though Herndo finished with ~1300 yards and 8 TDs, and Gronk had just over 400 and 4. Sigh. |
01-09-2011, 09:26 PM | #223 |
MVP
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Re: Player Progression In Franchise Mode.
CarpCarter, after you advance past the staff hiring screen under team management there's a progression category you can select that will show you what you're talking about and it's only available in the off-season
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01-19-2011, 11:27 AM | #224 |
Rookie
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Re: Player Progression In Franchise Mode.
Look what i hate about Online Franchise is the fixed draft classes its too unrealistic.. Than to top it off in Online Franchise you can see the players overall and all other stats.. I Love to Draft if they made a game solely on Drafting id buy it. Its an art-form to be able to evaluate stats (based on scouting reports) and draft guys you HOPE is going to be the next Tom Brady or you might draft a Ryan Leaf. The point is Madden should do keep progression/Potential as is just don't show everyone the Overall make it a fun way to grab sleepers against your friends. Draft classes should also be updated with patches so people like us cant know the future madden studs before they arrive. Player Progression should also have a slight increase based on performance and not so much on age look at Ray Lewis still in top form he shouldn't decrease because he a granddad.
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