Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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  • Skyboxer
    Donny Baseball!
    • Jul 2002
    • 20302

    #61
    Re: Madden 16 CFM initial impressions by Shopmaster Part 1

    Originally posted by jpdavis82
    No that's not what I was saying, I'm saying like for example if Eddie Lacy is struggling like he did at first last year he may have been struggling in his confidence due to the injury, now honestly injuries should probably affect confidence a lot, especially concussions. Anyway say on a normal week his goal every week is 100 yards, if he doesn't hit that it probably won't affect him or a guy like Lynch much but if a rookie HB comes in and struggled to get 50 yds every week that would affect his confidence and that's kind of the idea behind the system. Look at Manziel last year, he came in confident and arrogant but struggled and even off the field he was humbled and he's going to have to regain confidence this season and the trust of his coach and teammates. That's the idea behind the system, it's just that it was so broken in M15. Players with high OVR and consistency rating shouldn't be dropping in confidence and regressing as much in M16.
    Are these goals player specific or position specific?
    Basically if I have an up an coming RB ..is his goals the same as the starter (or close to it) or does the game give a realistic curve.
    Joshua:
    "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
    a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


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    • oneamongthefence
      Nothing to see here folks
      • Apr 2009
      • 5683

      #62
      Re: Madden 16 CFM initial impressions by Shopmaster Part 1

      It would be cool to be able to compare players side by side. Like having two player cards side by side. Any chance this is in?
      Because I live in van down by the river...

      Comment

      • jmurphy31
        MVP
        • Jun 2008
        • 2803

        #63
        Re: Madden 16 CFM initial impressions by Shopmaster Part 1

        Originally posted by jpdavis82
        No that's not what I was saying, I'm saying like for example if Eddie Lacy is struggling like he did at first last year he may have been struggling in his confidence due to the injury, now honestly injuries should probably affect confidence a lot, especially concussions. Anyway say on a normal week his goal every week is 100 yards, if he doesn't hit that it probably won't affect him or a guy like Lynch much but if a rookie HB comes in and struggled to get 50 yds every week that would affect his confidence and that's kind of the idea behind the system. Look at Manziel last year, he came in confident and arrogant but struggled and even off the field he was humbled and he's going to have to regain confidence this season and the trust of his coach and teammates. That's the idea behind the system, it's just that it was so broken in M15. Players with high OVR and consistency rating shouldn't be dropping in confidence and regressing as much in M16.
        But are goals geared toward position and playing time. Say my rookie rb has only 50 yards for a bunch of weeks in a row, but it's as a back up. And say he's averaging a good ypc, does his confidence drop. Or even if he's a starter but your a passing team. He only runs for 50 yards but scores a TD and doesn't fumble. I think that's a solid day for a rookie rb in that spot.

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        • jmurphy31
          MVP
          • Jun 2008
          • 2803

          #64
          Re: Madden 16 CFM initial impressions by Shopmaster Part 1

          Originally posted by jpdavis82
          The onscreen notifications, what do you mean shut off goals exactly? It's part of the progression system. It was designed to simulate the real nfl based on stats and metrics. Real nfl players have goals every week, it's just the way it was implemented that was the problem. Same thing goes for confidence and regression.
          Pretty sure nfl players don't have goals in real life. I used to coach hs football and the individual players didn't have goals. We had unit goals. It would be more believable if they/you said to make progression work better it had to based on something tangible (ie, stats). I can understand if the game can't calculate route running ability each game to help progress WR.

          Why can't the system be more tied to groupings. WRS had a good day (17 receptions 300 yards and 2TDs) +3 confidence for all. But if one WR in the group had 3 drops it would subtract 5 confidence points.

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          • SolidSquid
            MVP
            • Aug 2014
            • 3159

            #65
            Re: Madden 16 CFM initial impressions by Shopmaster Part 1

            My biggest problem with xp, besides the fact that it's an rpg element that I feel has no place in a team sports game, is you can make ANY player a 99 overall by "grinding"(rpg term). Not every player should be able to become a superstar in the league that's not realistic. Players need to have ceilings and they certainly all shouldn't be the same.

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            • jpdavis82
              All Star
              • Sep 2005
              • 8788

              #66
              Re: Madden 16 CFM initial impressions by Shopmaster Part 1

              Originally posted by SolidSquid
              My biggest problem with xp, besides the fact that it's an rpg element that I feel has no place in a team sports game, is you can make ANY player a 99 overall by "grinding"(rpg term). Not every player should be able to become a superstar in the league that's not realistic. Players need to have ceilings and they certainly all shouldn't be the same.
              Ok last post of the night, this was addressed this year so you still have a majority of average players not superstars everywhere.

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              • SolidSquid
                MVP
                • Aug 2014
                • 3159

                #67
                Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                Originally posted by jpdavis82
                Ok last post of the night, this was addressed this year so you still have a majority of average players not superstars everywhere.
                So did they cap specific ratings? How did they go about keeping it so not every player could reach that level?

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                • Yukon46
                  Football Fanatic
                  • Sep 2009
                  • 951

                  #68
                  Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                  Originally posted by jmurphy31
                  Pretty sure nfl players don't have goals in real life.
                  You have never heard of incentive contracts / performance bonuses in the NFL ?

                  NFL Players do shoot for individual goals... it's money !

                  Multiple teams have plenty of incentives on the final Sunday of the regular season, but so do many players.Seattle Seahawks defensive end Cliff Avril needs two sacks to get to 10 on the season and collect $350,000.


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                  • SolidSquid
                    MVP
                    • Aug 2014
                    • 3159

                    #69
                    Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                    Originally posted by Yukon46
                    You have never heard of incentive contracts / performance bonuses in the NFL ?

                    NFL Players do shoot for individual goals... it's money !

                    http://espn.go.com/blog/nflnation/po...r-many-players
                    Yea they should have goals effect contract demands then. That would be realistic and give CFM life. If Jason Pierre Paul has a 50k bonus for 8+ sacks and he gets it he doesn't increass his speed or zone coverage ability lol

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                    • jmurphy31
                      MVP
                      • Jun 2008
                      • 2803

                      #70
                      Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                      Originally posted by Yukon46
                      You have never heard of incentive contracts / performance bonuses in the NFL ?

                      NFL Players do shoot for individual goals... it's money !

                      http://espn.go.com/blog/nflnation/po...r-many-players
                      Correct for a season and for money. Not for one game or confidence (or skills level). Plus no coach (the user in this case) have these in mind and try to get players these goals. If it happens it happens. I saw an example of completing so many passes in a row.

                      I get it if you rush for over 1200 yards, your ratings go up. I'm ok with that but each game or drive I'm just not feeling that.

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                      • Marcus
                        Rookie
                        • Jun 2003
                        • 203

                        #71
                        Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                        Will QB progression be more balanced across the league? Last year it was really easy to progress a Qb and most of them had an OVR rating above 90 after playing a few seasons.

                        Also, do you think they will add the team name on the player card? Last year it showed the team's name & year on the roster outside of connected franchise. But for some reason it has been removed the last 2 years in connected franchise.

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                        • iFnotWhyNoT
                          Rookie
                          • Jun 2015
                          • 475

                          #72
                          Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                          Originally posted by Yukon46
                          You have never heard of incentive contracts / performance bonuses in the NFL ?

                          NFL Players do shoot for individual goals... it's money !
                          Sure they do but how madden portrays it is that its in your face. For example coaches coming up to you after every play like "ok your ___ yards away from your goal". When realistically we could assume what they are talking to players about is adjustments.

                          For weekly goals it would have been better received if actual numbers were shown as a total of what the team wants to accomplish, say against a great defensive line, or whoever your playing. Instead its come across as a way of building XP and leveling up players.

                          I get the concept it was just poorly executed for SIM players. But i don't know if we were really the focus this year. Seems like its designed to keep casual gamer's interested by rewarding them, and then celebrating the fact that they made three consecutive completions by telling them once again with a ticker. Whereas SIM players understand winning an ugly grind it out game is just as rewarding, and a confidence booster.

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                          • Skyboxer
                            Donny Baseball!
                            • Jul 2002
                            • 20302

                            #73
                            Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                            Originally posted by Yukon46
                            You have never heard of incentive contracts / performance bonuses in the NFL ?

                            NFL Players do shoot for individual goals... it's money !

                            http://espn.go.com/blog/nflnation/po...r-many-players
                            Yep... However (and this ties into a post from days ago I made).. these are financial incentive goals whether it's in contract or for leverage to use when contracts come up. The way it should be in Madden.
                            If a player misses a goal (20 yards shy of rushing goal) he is not going to lose confidence or regress.
                            Joshua:
                            "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
                            a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


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                            STEAM
                            PSN: Skyboxeros
                            SWITCH 8211-0709-4612
                            XBOX Skyboxer OS

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                            • Toupal
                              MVP
                              • May 2014
                              • 1296

                              #74
                              Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                              Originally posted by jpdavis82
                              Just in case you guys would like a visual
                              I hope the edit player tab on there allows us to FULLY edit the player, as opposed to change his equipment.

                              Comment

                              • J ROCK 05
                                Rookie
                                • May 2012
                                • 131

                                #75
                                Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                                Originally posted by jpdavis82
                                I get it, but I don't want a broken mode with new bells and whistles. I want a functional mode and I can wait til next year for bells and whistles, if it means the mode works properly.
                                Don't we hear this every year? Wait till next year, wait till next year?
                                Last edited by J ROCK 05; 06-08-2015, 07:35 AM.

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