That's not how it works, trust me, they look at the community requests and try to prioritize a list and see what can get in each year. This is the first year CFM has been built under Kolbe & John White. Kolbe was the brains behind The Show's career mode, I have very high confidence in where CFM is going in M16 and the future.
What features are you most wanting to see in CFM?
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Re: What features are you most wanting to see in CFM?
That's not how it works, trust me, they look at the community requests and try to prioritize a list and see what can get in each year. This is the first year CFM has been built under Kolbe & John White. Kolbe was the brains behind The Show's career mode, I have very high confidence in where CFM is going in M16 and the future. -
Re: What features are you most wanting to see in CFM?
That's not how it works, trust me, they look at the community requests and try to prioritize a list and see what can get in each year. This is the first year CFM has been built under Kolbe & John White. Kolbe was the brains behind The Show's career mode, I have very high confidence in where CFM is going in M16 and the future.Comment
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Re: What features are you most wanting to see in CFM?
That's not how it works, trust me, they look at the community requests and try to prioritize a list and see what can get in each year. This is the first year CFM has been built under Kolbe & John White. Kolbe was the brains behind The Show's career mode, I have very high confidence in where CFM is going in M16 and the future.
"How it works"...You gave a list based on community wants/desires. That information has been provided by this community (and others) FOR YEARS. If the Developers still need to solicit for ideas, direction or demand how is that progress?
Kolbe being involved is great and a damn good thing. But to start a thread like this is somewhat lazy because again this info has been provided time and again. Why should people have to continually repost the same things year in year out.
You say it's not that simple. CFM users are not like MUT users and they are not like Online H2H users. They want the depth that come with roster control, player development, scouting, drafting, contract negotiations blah, blah, blah. This is all stuff that EA and the team know. It's on them to get it implemented.
People posting these wishlist year in and year out have no real impact.Moderator
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What features are you most wanting to see in CFM?
Originally posted by jpdavis82Nobody asked me to create this thread, I did it because I have connections to the team now and am trying to make CFM better, you're welcome.
What am I welcome for exactly? You passing on a list no one asked for? You're missing the point JP this information isn't new and has been out there for years. If the guys at EA read these threads like they claim they do then they already have this information. If they don't then what's the point really?
I see you have connections but from what I've gathered from your tweets and posts you aren't a CFM plays so while you can compile a list if you don't really feel the CFM players pain how are you going to intelligently articulate those pain points?
Edit: And please don't act like you're doing us a favor passing info to the Developers. It's part of the job of a game Changer which is clearly something you're interested in becoming.Last edited by N51_rob; 06-06-2015, 01:46 PM.Moderator
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2 Minute Warning PS4 Madden 18 Franchise
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Re: What features are you most wanting to see in CFM?
That's not how it works, trust me, they look at the community requests and try to prioritize a list and see what can get in each year. This is the first year CFM has been built under Kolbe & John White. Kolbe was the brains behind The Show's career mode, I have very high confidence in where CFM is going in M16 and the future.
How many times have we heard this same rhetoric. It's (insert name)'s 1st or 2nd year with (whatever part of Madden). Give them time. They have the foundation set for this or that to finally be what we want. Lol
If they really wanted Franchise mode to be what has been wanted for a all these years it would be. They do what they want. They give us what they think we want instead of what is ask for. Example: new depth chart that no one asked for.
It's cool that you have a passion but, their approach isn't changing. IMO
There have been improvements to the current CFM system that people wanted. So they listen if it goes with how they think it should be but, all these things that have been on lists for years aren't getting added or they already would be. Again IMO
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Re: What features are you most wanting to see in CFM?
I think the whole idea of "game changers" is ridiculous and an insult to consumers of real sport games..I know what a real football game should look like, in its fundamental sense, so why are developers, seemingly, unaware?
EA hired an OL professional, and still OL/DL is under par for any comparison to real football..But some how a random person from the community can fix things, by suggestions?
NO! what happens is, people get a label, and are made to feel important, and the corporation figures how to do the least amount of work, while pretending to care about the few complainers, to increase profit..Which means part of it is making the community feel like they are involved.. <--that is business whether you are liberal or conservative..
and complainers are the few..How many people purchased M15 compared to the number of people on message boards saying it is not up to par?Last edited by 4thQtrStre5S; 06-06-2015, 02:36 PM.Comment
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Re: What features are you most wanting to see in CFM?
NO football game will be perfect, but when I see a blocker pulling on a sweep, for example, and he completely misses the obvious threat to block, then there is an issue..The blocker doesn't even have to hold the block, if ratings do not allow for it, but at least recognize it..I am not professional, but I know who should have been blocked when I watch a play..Comment
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Re: What features are you most wanting to see in CFM?
What a surprise, this thread had deteriorated into another "rail against the development team and Madden's history" thread, must be a day ending in "Y".Jordan Mychal Lemos
@crypticjordan
Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.
Do the same thing tomorrow. And the next. Now do it forever.Comment
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Re: What features are you most wanting to see in CFM?
What am I welcome for exactly? You passing on a list no one asked for? You're missing the point JP this information isn't new and has been out there for years. If the guys at EA read these threads like they claim they do then they already have this information. If they don't then what's the point really?
I see you have connections but from what I've gathered from your tweets and posts you aren't a CFM plays so while you can compile a list if you don't really feel the CFM players pain how are you going to intelligently articulate those pain points?
Edit: And please don't act like you're doing us a favor passing info to the Developers. It's part of the job of a game Changer which is clearly something you're interested in becoming.
JP, you arent the first guy on here asking for a list to bring to EA. Others even non game changers who were asked to go a bunch of years ago, took multiple pages of requests with them...If you have more influence than others, than I am rooting for you
EA will do what EA wants to do with Madden, CFM, and any other mode...They dont need listen to their current customers, they are in the business of getting new customers. Hence all these additions the past few years to make the game more accessible, quicker to play, and easier to understand..Cant really blame them, it is their game and people continue to buy it...
I enjoy playing Madden (even 15), but the last few years have been tough to truly get into it as a solo franchise guy. I'm hoping it changes, but if it doesnt, Ill find other things to do...Comment
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Re: What features are you most wanting to see in CFM?
What am I welcome for exactly? You passing on a list no one asked for? You're missing the point JP this information isn't new and has been out there for years. If the guys at EA read these threads like they claim they do then they already have this information. If they don't then what's the point really?
I see you have connections but from what I've gathered from your tweets and posts you aren't a CFM plays so while you can compile a list if you don't really feel the CFM players pain how are you going to intelligently articulate those pain points?
Edit: And please don't act like you're doing us a favor passing info to the Developers. It's part of the job of a game Changer which is clearly something you're interested in becoming.
EA always claims they are listening to the community but EVIDENCE shows they clearly arent. Game changers/community members shouldnt have to constantly spoon feed them these lists each year. We ask for an efficient formation subs screen. Instead we get a new goals screen and depth chart screen ( literally no one asked for this ). We ask for a scores/stats ticker, instead we get a goals ticker. We ask for signature animations,instead we get signature celebrations. We ask for a CFM overhaul in general, instead we get a MUT overhaul. I could go on all day.
Any one with eyes can see that nothing at EA has changed. Im waiting for the next " 3 year plan " from EA. EA only fixes whats on THEIR agenda and what benefits them ( MUT ), not what benefits the community.
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Re: What features are you most wanting to see in CFM?
My Top 10 suggestions.
1. Use Skill Trainer to determine your draft projection and use the NFL draft system (similar to the Show) for CFM Player Career.
2. Fix the Regression System
3. CPU vs CPU or even go to the other team to change uniforms
4. Allow more customization for coaches like hats and visors
5. Make the trade system more fair and realistic
6. Have Mascots on the stadium
7. Even though it isn't in CFM, I would like to replay some of the greatest moments in NFL history
8. More Hall of Famers to play as (Derrick Brooks, Thurman Thomas, OJ Simpson, etc)
9. Allow us to play kicker or punter
10. War Room board similar to NCAA 14 (even having the same system)
Even though I don't really use formation subs, I still think it's a good addition. I also would want more uniform choices (actually having home and road versions of the throwbacks) and have a clutch rating.Comment
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Re: What features are you most wanting to see in CFM?
NO football game will be perfect, but when I see a blocker pulling on a sweep, for example, and he completely misses the obvious threat to block, then there is an issue..The blocker doesn't even have to hold the block, if ratings do not allow for it, but at least recognize it..I am not professional, but I know who should have been blocked when I watch a play..
When I am on a sweep, I expect my blockers to make the blocks and fail. I assume their ratings, along with the ratings of the defenders, contribute to their success.
Every single time I see these ridiculous complaints about blockers, including when the "experts" post video evidence, no one delves into ratings to see if that is part of the reason. No one delves into the articles and stats from a site like Pro Football Focus to to compare success rates. It's all based on the ludicrous assumption that a $60 video game will look just like real life.
Here's the deal, I don't delve in, because I don't want to waste my time. The real fact is, I know there are plays and adjustments I can make to make certain plays more or less successful. And other an some obvious flaws, like the high number of sacks (which tends to be on how the CPU QB fails to act to avoid them) and low number of penalties, I find yards per carry, completion %'s and yard per attempt to work out fairly close to whatI would expect, better teams doing better, worse teams doing worse.
If I call run plays with more blockers I tend to gain more yards. If call defensive plays with more LB's and DL, I tend to slow down the opponent. both strategies carry with it the right kind of risk. More blockers telegraphs my intention, and makes it harder to pass if I try. More LB's and DL makes me susceptible to a pass.
It's a game that mimics real life football pretty darn well. It can get better. And maybe the animations will improve so that a player failing to make a play won't set off guys that should have stuck with text sims and world of 2D football games. I'm sorry you have such a hard time dealing with the uncanny valley of sports game since the advent of 3D. None of this stuff was such a big deal in FBPro, because we expected success and failure rates, and the graphics weren't even close to realistic.
But believe me, you can dig deep and find every flaw and ruin any chance you will enjoy a sports game. Any sports game. They aren't that different than any other game. Play them enough, analyze them enough, you will find the cracks and be able to expose them all. Congratulations, you just ruined a game you might have enjoyed.
And please, do not go into the BS about being too strategic and knowledgeable, and how EA just wants poor dumb gamers like me to play, that we don't understand. I've been digging into sports in-depth since my dad brought me home a copy of Bill James Almanac 1981 (honestly, I was playing Strat baseball for years before that). My family not only watched football every Sunday growing up, but we ran a pool to predict games. I used everything I could find, form the newspaper to my week subscription the Sporting News to predict games.
I've gone years without playing baseball and football games because they got so bad after everything went 3D. I'm picky as heck. But some of the complaints I see here are ridiculous, and you just hit on a big one.Comment
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Re: What features are you most wanting to see in CFM?
To put it bluntly, you're wrong, and you are part of the problem. I see the same thing, and instead of cursing the devs, I assume it was coded for that guy, be it lack of AWR or something else, to not make the play. I don't care how it looks, I have the ability to understand that it can still make sense, even if it looks bad.
When I am on a sweep, I expect my blockers to make the blocks and fail. I assume their ratings, along with the ratings of the defenders, contribute to their success.
Every single time I see these ridiculous complaints about blockers, including when the "experts" post video evidence, no one delves into ratings to see if that is part of the reason. No one delves into the articles and stats from a site like Pro Football Focus to to compare success rates. It's all based on the ludicrous assumption that a $60 video game will look just like real life.
Here's the deal, I don't delve in, because I don't want to waste my time. The real fact is, I know there are plays and adjustments I can make to make certain plays more or less successful. And other an some obvious flaws, like the high number of sacks (which tends to be on how the CPU QB fails to act to avoid them) and low number of penalties, I find yards per carry, completion %'s and yard per attempt to work out fairly close to whatI would expect, better teams doing better, worse teams doing worse.
If I call run plays with more blockers I tend to gain more yards. If call defensive plays with more LB's and DL, I tend to slow down the opponent. both strategies carry with it the right kind of risk. More blockers telegraphs my intention, and makes it harder to pass if I try. More LB's and DL makes me susceptible to a pass.
It's a game that mimics real life football pretty darn well. It can get better. And maybe the animations will improve so that a player failing to make a play won't set off guys that should have stuck with text sims and world of 2D football games. I'm sorry you have such a hard time dealing with the uncanny valley of sports game since the advent of 3D. None of this stuff was such a big deal in FBPro, because we expected success and failure rates, and the graphics weren't even close to realistic.
But believe me, you can dig deep and find every flaw and ruin any chance you will enjoy a sports game. Any sports game. They aren't that different than any other game. Play them enough, analyze them enough, you will find the cracks and be able to expose them all. Congratulations, you just ruined a game you might have enjoyed.
And please, do not go into the BS about being too strategic and knowledgeable, and how EA just wants poor dumb gamers like me to play, that we don't understand. I've been digging into sports in-depth since my dad brought me home a copy of Bill James Almanac 1981 (honestly, I was playing Strat baseball for years before that). My family not only watched football every Sunday growing up, but we ran a pool to predict games. I used everything I could find, form the newspaper to my week subscription the Sporting News to predict games.
I've gone years without playing baseball and football games because they got so bad after everything went 3D. I'm picky as heck. But some of the complaints I see here are ridiculous, and you just hit on a big one.Comment
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Re: What features are you most wanting to see in CFM?
To put it bluntly, you're wrong, and you are part of the problem. I see the same thing, and instead of cursing the devs, I assume it was coded for that guy, be it lack of AWR or something else, to not make the play. I don't care how it looks, I have the ability to understand that it can still make sense, even if it looks bad.
When I am on a sweep, I expect my blockers to make the blocks and fail. I assume their ratings, along with the ratings of the defenders, contribute to their success.
Every single time I see these ridiculous complaints about blockers, including when the "experts" post video evidence, no one delves into ratings to see if that is part of the reason. No one delves into the articles and stats from a site like Pro Football Focus to to compare success rates. It's all based on the ludicrous assumption that a $60 video game will look just like real life.
Here's the deal, I don't delve in, because I don't want to waste my time. The real fact is, I know there are plays and adjustments I can make to make certain plays more or less successful. And other an some obvious flaws, like the high number of sacks (which tends to be on how the CPU QB fails to act to avoid them) and low number of penalties, I find yards per carry, completion %'s and yard per attempt to work out fairly close to whatI would expect, better teams doing better, worse teams doing worse.
If I call run plays with more blockers I tend to gain more yards. If call defensive plays with more LB's and DL, I tend to slow down the opponent. both strategies carry with it the right kind of risk. More blockers telegraphs my intention, and makes it harder to pass if I try. More LB's and DL makes me susceptible to a pass.
It's a game that mimics real life football pretty darn well. It can get better. And maybe the animations will improve so that a player failing to make a play won't set off guys that should have stuck with text sims and world of 2D football games. I'm sorry you have such a hard time dealing with the uncanny valley of sports game since the advent of 3D. None of this stuff was such a big deal in FBPro, because we expected success and failure rates, and the graphics weren't even close to realistic.
But believe me, you can dig deep and find every flaw and ruin any chance you will enjoy a sports game. Any sports game. They aren't that different than any other game. Play them enough, analyze them enough, you will find the cracks and be able to expose them all. Congratulations, you just ruined a game you might have enjoyed.
And please, do not go into the BS about being too strategic and knowledgeable, and how EA just wants poor dumb gamers like me to play, that we don't understand. I've been digging into sports in-depth since my dad brought me home a copy of Bill James Almanac 1981 (honestly, I was playing Strat baseball for years before that). My family not only watched football every Sunday growing up, but we ran a pool to predict games. I used everything I could find, form the newspaper to my week subscription the Sporting News to predict games.
I've gone years without playing baseball and football games because they got so bad after everything went 3D. I'm picky as heck. But some of the complaints I see here are ridiculous, and you just hit on a big one.Comment
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Re: What features are you most wanting to see in CFM?
This is the very thing that Clint is discussing with people all of the time, but somehow they think they know more than he does about blocking and o/d line play. Clint recognizes all the things wrong with the d-line play and so does the rest of the team. Unfortunately due to legacy issues, time, and priorities they haven't gotten to that stuff yet. I assure you guys that Rex and the rest of the team are wanting to create a simulation game, that means they go after every aspect. This year they have hit on some things and next year they can go after what they weren't able to. Don't just assume some area of gameplay isn't being worked on because you haven't "seen" it in the past or present.Comment
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