Whats so big this year that we havent heard a thing bout CFM mode? Hope they added to players award history and added a new injury system.
Was/has there been any franchise info released?
Collapse
Recommended Videos
Collapse
This topic is closed.
X
X
-
Re: Was/has there been any franchise info released?
Whats so big this year that we havent heard a thing bout CFM mode? Hope they added to players award history and added a new injury system. -
Re: Was/has there been any franchise info released?
They have already come out to tout "practice" improvements but I doubt that includes on option for practice injuries and there still may not be practice squads. The latter would be really unforgivable considering we have been told for years the problem with adding practice quads was the console limitations. Also I don't know how many people remembered or even noticed but there was a Team Chemistry system in MUT, albeit very basic but no type of explained team chemistry system in CFM.
I'll stop there until we hear some more news about the mode, it's just seems the last few years the career mode in Madden has been adrift.Comment
-
Re: Was/has there been any franchise info released?
I don't know man but I'm not expecting much considering how Josh Looman went from HC09 to some of the stuff he did for CCM/CFM. I think it was last year that they added the "Tycoon" mode with financial advisers, which was a huge head scratcher for me. I don't see how you add something like that before fleshing out the player/team management, that's not a simulation priority list.
They have already come out to tout "practice" improvements but I doubt that includes on option for practice injuries and there still may not be practice squads. The latter would be really unforgivable considering we have been told for years the problem with adding practice quads was the console limitations. Also I don't know how many people remembered or even noticed but there was a Team Chemistry system in MUT, albeit very basic but no type of explained team chemistry system in CFM.
I'll stop there until we hear some more news about the mode, it's just seems the last few years the career mode in Madden has been adrift.Because I live in van down by the river...Comment
-
Re: Was/has there been any franchise info released?
Madden on psp had a practice squad. I liked Madden 12 rookie system. But instead of unlocking attributes the way we do now. The tangibles should be automatic (speed, strength, etc) we should get a scouting report of guys we scout. No numbers just a general description with strength and weaknesses. Then during the preseason we unlock their actual rAtings. First week we get a letter range so for example this player has a route running grade of b-a. Next week we get a b. Then we get his final number after the third week game is done. Also the ratings need to make sense. No more 70 speed receivers unless we can change their positions to Maybe a te. Then let us change body builds.
Of course getting rid of the terrible xp proggresion system would be a must. Players get better by working hard, and learning and maturing. Not by me earning points for them.Comment
-
Re: Was/has there been any franchise info released?
I like your Idea, but i'd go further. I wouldn't have full ratings revealed for rookies until after a full season, plus another preseason. This would make users commit to a player instead of trading him after you realize he sucks.
Of course getting rid of the terrible xp proggresion system would be a must. Players get better by working hard, and learning and maturing. Not by me earning points for them.Comment
-
Re: Was/has there been any franchise info released?
I would love these as an option for progression/scouting. Leave the XP stuff and precise attributes for those that want it, but give those that want something more realistic an option. The game doesn't have to be so rigid.. there can and should be multiple ways of setting up the game.Comment
-
Re: Was/has there been any franchise info released?
I'm probably in the minority but displayed ratings is something I wish Madden would change. Nothing fancy, just a simple option to see actual data, ie 40 times, bench press, etc and stats, like in the real world versus numeric ratings. For me, numeric ratings fall under TMI and create a franchise where the virtual owners/GMs know too much, eliminating some real world human error. I would like an option to hide numeric ratings for my entire league/CFM.
Also, I won't even get started on XP progression, I'll just say I would prefer an option for a different system.Comment
-
Re: Was/has there been any franchise info released?
I would love these as an option for progression/scouting. Leave the XP stuff and precise attributes for those that want it, but give those that want something more realistic an option. The game doesn't have to be so rigid.. there can and should be multiple ways of setting up the game.Comment
-
Re: Was/has there been any franchise info released?
I'm probably in the minority but displayed ratings is something I wish Madden would change. Nothing fancy, just a simple option to see actual data, ie 40 times, bench press, etc and stats, like in the real world versus numeric ratings. For me, numeric ratings fall under TMI and create a franchise where the virtual owners/GMs know too much, eliminating some real world human error. I would like an option to hide numeric ratings for my entire league/CFM.
Also, I won't even get started on XP progression, I'll just say I would prefer an option for a different system.
And I'm with you on the XP stuff.Comment
-
Re: Was/has there been any franchise info released?
I'm probably in the minority but displayed ratings is something I wish Madden would change. Nothing fancy, just a simple option to see actual data, ie 40 times, bench press, etc and stats, like in the real world versus numeric ratings. For me, numeric ratings fall under TMI and create a franchise where the virtual owners/GMs know too much, eliminating some real world human error. I would like an option to hide numeric ratings for my entire league/CFM.
Also, I won't even get started on XP progression, I'll just say I would prefer an option for a different system.
They should reduce the amount or ratings there at the least or not make them public. Just go with descriptions like speed wr, smart receiver, strong arm and let the ratings be behind the scenes.Comment
-
Re: Was/has there been any franchise info released?
I would like madden to outright not making any ratings public at all. I agree with real stats like 40 times, bench presses, etc is what real scouts look at when evaluating a player. It should be that way as well, i think it is pretty dumb we evaluate players by looking at short medium long passing accuracy rating is 85.
They should reduce the amount or ratings there at the least or not make them public. Just go with descriptions like speed wr, smart receiver, strong arm and let the ratings be behind the scenes.Comment
-
Re: Was/has there been any franchise info released?
I also would be all for adding "fog of war" into franchise mode with respect to displayed player ratings. NBA 2K has this to an extent, masking the number ratings with letter grades in high-level categories such as "inside shooting", "3 point shooting", "perimeter defense", etc.
Making that work with the XP progression system - which A ) most likely isn't going anywhere given how integral it is in the design of CFM and B ) pretty much requires the ratings be visible to be intelligible - would be an interesting design problem. I'm sure it could be done, though.Comment
-
Re: Was/has there been any franchise info released?
Yeah that's pretty much my POV and I also agree with bucky60 about having team evaluation grades based on their coaching staff. Nothing like we have now but each team grading players based on their available data, stats, system and intangibles versus their true underlying numeric ratings. True numeric ratings should be a part of the coding of the game, not displayed, that's showing the "wires", imo.
How about taking a look at what guys do in the offseason and build in game models of those things. Allow you to create offseason regimens for your players. Specify focus areas for guys related to their positions and their weaknesses. Have Vick Study more film and work on reading coverages. Have Greg Little spend x amount of hours working on drills to improve his hands. Have your coordinators spend time studying game film. After the offseason, guys can accumulate some XP based on the areas that they worked on, and that xp can be applied to improving their attributes in those areas. This will lessen the extreme mass building of players all around, and be a much more realistic representation of how players actually improve and progress. You can go further and have risk and reward. For example, if you have a guy working hard in the weight room to improve his strength, you can have different levels of intensity or more workouts which can potentially result in more XP, but will increase the risk of an injury. Speaking of injuries, when a guy gets hurt, how about having the option to increase rehab frequency or intensity. Risk is chance for setback, reward is faster recovery and a return to the field.
Nothing I mentioned here is overly complex or invented in any way. It is using the model of the real life NFL that is available to anyone to see. I believe these types of things could be done and they could be done very well.Comment
-
Re: Was/has there been any franchise info released?
My biggest beef with the current XP progression system is that it doesn't come across as well designed or fleshed out. You can't just toss an XP progression system in to make progression more User interactive, there needs to be some rhyme and reason, risk and reward involved.
The odd thing is that the idea presumably came from RPG based games, yet the current system doesn't mimic some of the elements in the best of those systems. For example, most RPGs with XP systems, have some way of leading each in game character to a destiny or on a path as it were. Some of the best or more realistic ones, imo, like Skyrim and Fallout, actually have the character capable of progressing in areas based on their actual actions. Not to mention in those systems, they have certain teachers, ie coaches, that a character would need to train under to maximize certain skill sets. Without going into great detail, I have absolutely no idea why Looman didn't adopt a similar system for CCM/CFM.
That way at least the system fundamentally makes sense and can be designed to emulate realistically plausible progression paths. Then a User that desires to micromanage progression can do so and those like bucky60 who prefer to macromanage progression through coaching staff hiring and playing time allocation, can both do so, without sacrificing realism.Comment
Comment