Improved AI trading and drafting logic, custom draft classes, realistic injuries, practice squad, players holding out for better contracts(this should really be in the game), Being able to set up your board for the draft. Are just some of the things I hope they have added to CFM.
Was/has there been any franchise info released?
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Re: Was/has there been any franchise info released?
Improved AI trading and drafting logic, custom draft classes, realistic injuries, practice squad, players holding out for better contracts(this should really be in the game), Being able to set up your board for the draft. Are just some of the things I hope they have added to CFM. -
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Re: Was/has there been any franchise info released?
I hope to see more HC09 things implemented like an upgraded wear-n-tear injury system, more in-depth team management and the ticker from NCAA Football, minus the ESPN branding. I'm disappointed and frankly baffled by the fact that there won't be a more fleshed out depth chart in team management allowing for formation subs, like special teams and group subs/strings.Comment
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Re: Was/has there been any franchise info released?
Improved CPU play calling
Improved CPU clock management
Improved CPU franchise moves
Weekly wrap up show
More dynamic commentary (tell me who my opponent played last week and what happened)
Better sim stats. League leaders that are accurate(for a few years now some human controlled defensive players don't show up)
In game updates from around the league
Player of the game fixed (int returned for a TD is automatically player of the game)Comment
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Re: Was/has there been any franchise info released?
Improved CPU AI
Improved CPU play calling
Improved CPU clock management
Improved CPU franchise moves
Weekly wrap up show
More dynamic commentary (tell me who my opponent played last week and what happened)
Better sim stats. League leaders that are accurate(for a few years now some human controlled defensive players don't show up)
In game updates from around the league
Player of the game fixed (int returned for a TD is automatically player of the game)Comment
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Re: Was/has there been any franchise info released?
- Full coaching staff (OC, DC, ST, QB, RB, WR, TE, OL, DL, LB, DB, S&C) that affects progression and developement
- Some sort of playbook knowledge/scheme knowledge rating that makes players that have been in your system more valuable and makes guys off the street less viable options as an immediate plug.
- Practice Squad. But only if something like the above is implemented. Otherwise, it's virtually pointless.
- Elimination of the week specific injuries. Probable, Questionable, Doubtful, Out designations.
- Cleaner, quicker UI.
- Team Scouts and 'Draft Experts'
- Variable combine data.
Among other things. Pretty much went over everything I'd like to see in my off-season thread.Comment
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Re: Was/has there been any franchise info released?
An optional realistic progression system where progression drives performance and not performance driving progression. Progression based on potential, coaches teaching attributes and other real world factors.
Hidden actual ratings with shown perceived ratings. Perceived by your scouting and coaching staff. The accuracy of the perceived ratings would be tied to the ability of your scouting and coaching staff to evaluate players, how long the player has been in the league and how long the player has been on your team.
Actual Physical attributes would be accurately displayed. Progression in physical attributes would change in a realistic manner. Speed would not change much if at all.
Better CPU roster AI
Better CPU trade logic
Working formation subs set and saved from the franchise menu and not just during gameplay.
Hiring an entire coaching staff with each coach having individual attributes for player evaluation, teaching, and some type of game-planning if it's possible to work that in.
Optionally be able to setup schedules for OTA's, training camp, pre-season, and regular season team and individual drills that can be simulated to determine progression. Give the consumer the option to either use the more realistic progression and setup OR do the current XP progression.
I can think of more, but I doubt much will get into the game.Comment
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Re: Was/has there been any franchise info released?
Things I'd like to see - practice squads, a more robust injury system, custom draft classes, and a Big Board for automating a user's draft in an online CFM in the event that the user can't make the draft date.Comment
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Re: Was/has there been any franchise info released?
SpoilerOn the issue of practice, I hope they added actual practice aside from the mini game drills. If I want to practice plays with my team I should be able to. It was in NCAA.
To the broader issue of CFM improvements, we were told when they switched to this connected careers mode that one of the benefits would be the work and features they would be able to add on in future releases. I have not forgot that promise so EA better deliver.
Specific things I want to see:
1. Create/edit a draft class: Always wanted this but with the absence of NCAA it becomes a necessity. It ain't that hard EA
2. Coaches should matter: Not just "traits" or "skills" but tendencies and philosophies. I could post an entire blog on the subject but here I will leave it at giving coaches personality. Speaking of personality...
3. Personality: Make CFM lifelike. Bring HC 09's personality system over and implement a morale system. I want to see holdouts and unhappy WRs if they don't get the ball enough.
4. Owner mode improvements: Currently it feels empty and meaningless. I can jack my prices to absurd levels and not see any impact when I play a game. And add more graphs and charts! Track attendance week to week and year to year.
5. Advanced stat tracking. I want to look back at previous years and see who led the league in a category. And add more stats, especially catches allowed for corners. The more advanced metrics the better.
6. Change the offseason format: I know this is as likely as Vulcans coming to visit us next week, but for the offseason instead of "advance week" can we pretty please get a calender similar to MLB The Show? Purty please?
7. Add some offseason goodies: Maybe it is because it is camp time but I think it would be cool if some type of camp was added to the offseason. Make it skills trainer and open practice but I want it to feel like it belongs. The primary reason is another topic but lets just say I think they should do away with "development speed" as is and make potential and possibly other ratings for rookies kinda hidden. The only way to reveal the ratings is give them reps in practice and preseason.
Lets use Manziel as an example. The Browns did not magically know every attribute (development speed included) when they drafted him. They need to see him in camp, practice, and game situations to get an idea of the player they have. Find a way to mimic this in game. It would make practice/preseason important and it would make for an interesting in game decision on whether or not to start that rookie.
I need to stop now before I start writing a small novel. Lets just say there is a lot I want added to CFM
I'll try to keep it as short as I can.
- creatable/editable draft classes
- more realistic scouting: no exact number on attributes at least initially. letter grades. Select a player to be scouted and the scout comes back with info on attributes. Bring in the combine.
- Hide potential. Very briefly: instead of a number/letter/development speed, on the roster screen give us arrows/chevrons. Green arrows up mean progressing. Red arrows down mean regressing. Tie it to play time.
- no immediate bust/gem. Drafted players skills should not be fully revealed after draft. Give us a reason to play preseason. Also, minicamps (skills trainer minigames or freestyle practice)
- Expand coaches/staff. The more the better but at least give us coordinators and GMs. Then each coach gets attributes. Nothing like this coach gives +2 to thp though. Tendencies are very important.
- Improve cap management. Allow more flexibility in contracts. Allow for restructures.
- Dynamic commentary and improved historical stat tracking
- Better cpu roster management. Not just acquiring players but how to use them.
- far fetched but...dynamic playbooks. This could be difficult to implement but playbooks for AI teams should be randomly generated each season.
SpoilerBasically give a coach certain tendencies/traits. For example Kubiak was hired by Baltimore and instead of giving him a playbook, he would have the traits that describe the type of offense he runs. Things like WC offense, likes moving the pocket, loves crossing routes, favors two TE sets, and other concepts he has historically called. It would also include how often he runs shotgun, lead blocker preference, etc.Then during the offseason the game looks at his traits and the team build up and generates a playbook that matches. We already know that plays have a concept tag applied to them. the next step to that is to give coaches concept tags. Andy Reid loves hi-lo reads so the game would find hi-lo plays in sets that fit the team's roster. Lets look at the stick concept and assume that it would be one of Kubiaks preferred concepts. Now the Ravens have two Smiths and a Jones at WR so the game would think that is good depth and it would then assign trips (e.g. ace-slot strong) to the Ravens. Then next year Steve Smith retires and Baltimore acquires another good TE. That would change the equation so now it has more two TE trips sets from which to run the stick concept. It would be complicated and exceedingly hard to implement but it would be an awesome addition to CFM. Hopefully I explained it well.
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Re: Was/has there been any franchise info released?
I just got this from Larry Ridley the voice talent for Madden 15. I asked him more too so if he responds I'll let you know, but here's his response to my first question.
@mrlarryridley Did you record any lines for things like MVP, playoff chase, division standings, injuries, who's hot/not in connected franchise for Madden 15?
@mrlarryridley Yes, someComment
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Re: Was/has there been any franchise info released?
I just got this from Larry Ridley the voice talent for Madden 15. I asked him more too so if he responds I'll let you know, but here's his response to my first question.
@mrlarryridley Did you record any lines for things like MVP, playoff chase, division standings, injuries, who's hot/not in connected franchise for Madden 15?
@mrlarryridley Yes, someComment
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Re: Was/has there been any franchise info released?
Probably but at least there is lines supporting it and it's not just a display banner. Hopefully he gets team specific like, so and so can clinch a playoff spot with a win today.Comment
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Re: Was/has there been any franchise info released?
Pretty much everything id personally like has been mentioned multiple times over the last few pages, just like to add a few pet peeves of mine.
White sleeve glitch- completely has ruined franchise for me over the last what? 3 years now? i know its small but i flat out will not draft a player if i know he suffers from this. Nothing more deflating then spending a season scouting players, getting players you want and 9 out of 10 of them all have those damn white sleeves. I immediately take note of those names and remind myself never to draft them again as i have to start a new franchise over.
This goes along with the editing draft classes part but being able to edit players completely would be awesome. Small things like hair styles and skin complexion being completely different than the assigned player pic annoys me.
I had a long paragraph here about CFM and maybe allowing us to switch teams more easily to compensate for the bad decisions the CPU makes but it turned into a longer than expected rant so i just deleted it. long story short better CPU trade,draft, and free agency logic. if not the ability to switch teams without firing anybody or some kind of workaround where you can control all 32 teams without actually having to control all 32 teams would be nice.Comment
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