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IF the gameplay is good enough, can it make up for what CFM appears to be lacking?
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Good, that eases my mind a bit. Doesn't make it any less of an excuse, but it's good to know. Can you tell me why it happened like that? Seems like it made it harder on themselves to try and implement two different ideas into the game.No it means that half of what Josh wanted and half of what Kolbe & John wanted was put in. I just wish everything Kolbe and John wanted was going in, people would probably feel a LOT different about CFM this year and the direction of CFM for the future, but unfortunately there wasn't enough time. There are the things that Kolbe & Shop hinted at in the interview though and Kolbe even says how many of those they went after on that list.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Kolbe does allude to a couple of surprises for the CFM folks at the 9:00 minute mark.
Sounds like we need to stay tuned.
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
5-6 off of Shop's list of 10. I don't know Shop all too well, but from what he's said he's wanted in CFM, I can take some comfort.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
The key part is when he says Shop gave him a list of ten things, Kolbe said they tackled 6 of them. When has that ever happened this late in the cycle? I'd say never, but these guys really are trying to make CFM great for the community. That's why I get so frustrated when people say they're only going for the casual fan.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Shop compiled the list, but I was there too and we literally told Kolbe & John what things on the list we thought were most important to the community and what we thought could wait for now. Just don't expect anything too MAJOR, given the time this happened, but also try to understand how much it means to the community that they would actually make a REAL effort to get these things in the game before it releases.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Are they noticeable additions, or am I gonna go 3 seasons in before I realize something is new?Shop compiled the list, but I was there too and we literally told Kolbe & John what things on the list we thought were most important to the community and what we thought could wait for now. Just don't expect anything too MAJOR, given the time this happened, but also try to understand how much it means to the community that they would actually make a REAL effort to get these things in the game before it releases.Last edited by MajorSupreme; 06-24-2015, 06:12 PM.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Lol I wish I could say more but they may release a blog or something or they may just surprise you guys and let you find out on your own.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Out of all the guys at these community days or events or whatever, how many would you say are strictly offline or solo CFM guys?The key part is when he says Shop gave him a list of ten things, Kolbe said they tackled 6 of them. When has that ever happened this late in the cycle? I'd say never, but these guys really are trying to make CFM great for the community. That's why I get so frustrated when people say they're only going for the casual fan.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
It's fairly balanced, but just know that if I'm there, it's for the offline community almost exclusively
ESPECIALLY when it comes to offline CFM presentation.
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Game play over everything
If the game is fun to play game in game out then it'll trump additions to CFM. However it must include some type of legitimate CPU AI in-game and with roster control.
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Something that has to be asked about all of the new features, is what are the settings being used when testing for balance?
The list of features is as good as I've seen in a very long time, but balance is always going to be a question that will go unanswered until we get our hands on the game. When determining if anything is OP are the devs testing on 6 or 7 minute quarters and using those results to determine if something is balanced?
If the push is towards sim then testing has done be in games with at least 120 plays. Last year, Clint was on record saying that there wasn't an issue with sacks. He's right, if you're playing 7 minute games.
I really hope this is being considered..Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Gameplay all day for me first and foremost.
Add to the fact that 32 team control is supposed to be far easier to set up this year (thank the heavens!) I can employ 32 team control like I did on M12 and enjoy my virtual universe and handle some CPU nonsense myself. But I have to say for the most part....M15 did a decent job for me playing in my solo CFM. In year 5's offseason though I found Odel Beckham Jr, and Deandre Hopkins sitting on the free agent wire whom I signed for 700K each on a one year deal. Now their ratings are not superstar at all....they never really developed. But the CPu should be able to develop those 2 WR's.
Now I will if I can manage to keep them past year 5. I have serious contract decisions to make going into year 6. LOL.
Anyway gameplay. Can't wait to dive into the revamped WR/DB interactions and passing game as well as seeing the AI traits take over on non user catching. That is a big thing for us no switch players. I hope it works well.
And the new revamped penalty system. That is a huge improvement for me and many of us. I hope that works as intended and the penalty sliders are truly independent of gameplay sliders this year. Although I still have a feeling they are tied together. Which is fine as we know how to tweak them. But I want to see penalties, and a good variety on both sides of the ball. That would immerse me to a new level...one I have not seen since that other game.Now Playing on PS5:
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
Sacks were one of the worst things about the game last year.Something that has to be asked about all of the new features, is what are the settings being used when testing for balance?
The list of features is as good as I've seen in a very long time, but balance is always going to be a question that will go unanswered until we get our hands on the game. When determining if anything is OP are the devs testing on 6 or 7 minute quarters and using those results to determine if something is balanced?
If the push is towards sim then testing has done be in games with at least 120 plays. Last year, Clint was on record saying that there wasn't an issue with sacks. He's right, if you're playing 7 minute games.
I really hope this is being considered..
Gameplay-wise, as you said, the balance was off. They made some measures to improve it but simulation wise it was the worst I've seen in years. After their CFM patch that improved passing stats, it literally destroyed every defensive player in simulation. Year in and year out, the CPU teams in my CFM would MAX OUT at having one guy get 7-8 sacks a season. The top 10 in sacks would sometimes feature players with 4 sacks total. It was obvious to me they did this in an effort to offset the sacks in gameplay with reductions in sim, hoping the CFM player would not notice the AI teams rarely having anyone break the 10 sack threshold.
I hope they fine tuned this for M16, it was one of the worst parts of 15 to me.Comment
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Re: IF the gameplay is good enough, can it make up for what CFM appears to be lacking
I believe this has been fixed. I think the sack leaders we saw had 14-20 sacks.Sacks were one of the worst things about the game last year.
Gameplay-wise, as you said, the balance was off. They made some measures to improve it but simulation wise it was the worst I've seen in years. After their CFM patch that improved passing stats, it literally destroyed every defensive player in simulation. Year in and year out, the CPU teams in my CFM would MAX OUT at having one guy get 7-8 sacks a season. The top 10 in sacks would sometimes feature players with 4 sacks total. It was obvious to me they did this in an effort to offset the sacks in gameplay with reductions in sim, hoping the CFM player would not notice the AI teams rarely having anyone break the 10 sack threshold.
I hope they fine tuned this for M16, it was one of the worst parts of 15 to me.Comment

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