What's truly missing from CFM and every other Franchise Mode

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  • Ungee34
    Rookie
    • Mar 2008
    • 114

    #46
    Re: What's truly missing from CFM and every other Franchise Mode

    Whats missing in CFM, is fantasy football... which btw is what makes the NFL so popular and every game watch worthy today!

    They need to implement a side mode into CFM where you can set number of fantasy teams and go through a draft during the pre-season.
    Play your actual CFM and fantasy football at the same time....wouldnt that change things a bit? Sure some people could rig it and play on rookie and draft only their players....but there's no fun in that.

    This would definitely give Madden replayability and keep me coming back for more.
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    • TDKing
      MVP
      • Feb 2003
      • 1845

      #47
      Re: What's truly missing from CFM and every other Franchise Mode

      Originally posted by Ungee34
      Whats missing in CFM, is fantasy football... which btw is what makes the NFL so popular and every game watch worthy today!

      They need to implement a side mode into CFM where you can set number of fantasy teams and go through a draft during the pre-season.
      Play your actual CFM and fantasy football at the same time....wouldnt that change things a bit? Sure some people could rig it and play on rookie and draft only their players....but there's no fun in that.

      This would definitely give Madden replayability and keep me coming back for more.
      I think they tried a fantasy football thing a long time ago. Dont remember the year or details but it didn't last too long.

      Sent from my VS985 4G using Tapatalk

      Comment

      • Ungee34
        Rookie
        • Mar 2008
        • 114

        #48
        Re: What's truly missing from CFM and every other Franchise Mode

        Yeah, that was Madden 09. They did that terribly poor because they basically wanted people to do FF through EA. All they allowed us to do was port over real life FF rosters and essentially play against other players online, this basically was just a 'create a fantasy team' feature.

        Im suggesting actually playing your CFM, and during the pre-season be given an option to play fantasy football. A player who chooses to play can then set-up a fantasy league w/ player selections from the actual CFM and compete in a fantasy league based off CFM results & statistics. This should be able to be done online or offline. A FF league based off Madden play would be pretty cool. Do you throw a pass in the red zone or try to stack the deck with your RB b/c you have him starting that week on your fantasy team? Would definitely add a cool dimension to the game.
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        • burter
          Rookie
          • Jun 2007
          • 456

          #49
          Re: What's truly missing from CFM and every other Franchise Mode

          Originally posted by Sturzinator
          Sounds fantastic......but....

          You're expecting this from a developer that can't consistently get the wind direction pointer correct or replicate a proper punt into the wind?
          Haha sooo on point. Anytime I play a CFM game and the wind is pointing north or south over 9mph I restart the game until it points east or west or the wind is less then that. One game it was at 14mph down and the cpu punter punted it 10 yards....... Every single time! Was nuts.

          Anyways back on topic. I see your point big time. I'm playing with the browns and I have Dalvin Cook. He got injured in game 3 season 2. So I was debating on picking up Nile Davis. I decided to go with my low 60's overall RB's because one was only 1 point slower then Nile. Well next game I couldn't run the ball to save my life. My QB ended up throwing like 51 passes(lost the game). Next game I picked up Nile and he started off slow but ended up with over 100 yards with some good broken tackles(still lost but was a more balance game).

          I felt a real dilemma in picking him up until after I saw my backups run. Now if the players have personalities like the thread starter said, this would have probably been even better immersion into the game. My 2 back up rb's totally could be mad and their overall drop by like 5 points each because of this.

          But it's EA Madden soooooo................
          Last edited by burter; 11-19-2017, 12:29 AM.
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          • Toupal
            MVP
            • May 2014
            • 1296

            #50
            Re: What's truly missing from CFM and every other Franchise Mode

            What is CFM missing?

            Custom Draft Classes

            Stadium Creator

            Team/ Uniform Creator

            News Center (as opposed to random tweets)

            Historical Stat Tracking

            Playable Pro-Bowl

            Playable CPU vs CPU (Games that are not user controlled during a franchise)

            Dynamic Injury System

            Restricted Free Agents

            Expansion Teams/ Expansion Draft

            Supplemental Draft

            Player Personalities

            Half Time Shows

            Weekly Wrap Up Show

            Updating Stadiums (Championship Banners)

            Rivalry Tracking

            Classic Rosters/ Teams

            Hall of Fame

            Remembering anything that happened from the season before....

            These are just things I can rattle off the top of my head.

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            • Toupal
              MVP
              • May 2014
              • 1296

              #51
              Re: What's truly missing from CFM and every other Franchise Mode

              Things that have been REMOVED and yet to be added back to Madden:
              https://www.reddit.com/r/Madden/comm...d_from_madden/

              -Assistant coaches - OC, DC, ST

              -Retired players as coaches

              -Ability to hire actual unemployed coaches in post season and not just generic ones

              -Create-A-Stadium (not picking a pre-fab one, like actually creating a stadium - frustrating bc it hasn't been around since the PS2 era (but, of course, NBA 2K16 included it in their game this year,,,)

              -Custom draft classes - OK, technically the option to edit the names of draft classes like in NBA 2K hasn't been in Madden and you can kinda say that being able to now edit the rookies in Madden 17 after their drafted kinda solves this problem. However, I'm grouping this option in with the "import rookie class from NCAA video game" feature, which understandably was removed for legal reasons, but unlike NBA2k, which replaced this feature with the ability to customize draft classes, Madden has not done such a thing.

              -Ability to control all 32 teams in owner mode - yeah, I know there's a complicated way of doing this, but it used to be a lot easier.

              -The "Tony Bruno" Radio Show or any kind of highlight show - I felt the radio show in Madden 05 was a nice touch because of the player interviews and how Tony would talk about news around your franchise. The "Extra Points" show looked nice, but became boring and repetitive since all those hosts would do was read off the scores. Despite it being 2016 and two console eras and TWELVE years removed from NFL 2k5, we still have no weekly highlight show and EA has failed to duplicate anything remotely representing the immersive weekly/preseason/postseason highlight shows seen in NFL 2K5 and College Hoops 2K8. Honestly, I can't name one EA Sports title that features anything close to this. Yet, fans have been demanding it ever since NFL 2K5.

              -CPU vs. CPU game - not only are you restricted from playing other team's games besides your own in franchise mode, even if you are able to successfully manage all 32 teams, you still can't just another team's game. What's more bizzare is that this feature was available in NCAA Football 14, but not in Madden 25 which was also released that year. Why?

              -Create A Team - this feature was great in the PS2 era but was never capitalized on in the next-gen era. It would have been cool to custom create your NFL franchise upon relocation, create a 33rd NFL team, or even re-create NFL Europe and CFL teams and assign low rated players to them in a sort of farm system. However, for whatever reason, this feature was mysteriously during 360/PS3 phase

              -Expansion team/draft - believe it or not, Madden 2002 actually featured an expansion draft. With the Houston Texans franchise starting play in 2002, Madden 2002 allowed franchise users to either play as the expansion Texans following the end of the 2001 or designate 5 players as eligible for the expansion draft. As the Texans, you could play through the expansion draft. If you were controlling one of the other 31 teams, you could decide whether to pull back your other designated players after one was drafted. This feature was only in Madden 2002 and hasn't been seen since.
              Senior Bowl - I think this feature was only in Madden 07. In the postseason, you could play as either the North or South team in the Senior Bowl. This was a great way to learn more about the rookies before the NFL Draft. You could also import your rookies from NCAA Football 07 and play as them in the Senior Bowl as well.

              In Game Saves - I could be wrong but I feel like this feature hasn't been re-introduced since the PS2 era. However, it's on NBA 2K16. No excuses EA
              Ability to change soundtrack - One of the most frustrating things about Madden 25 is that there is no way to change the music or pick and choose which music you want to hear in the game. I love hearing the NFL themes while at the Madden 25 main menu, but as soon as I go to connected franchise, the music switches to the same overused 1 of 2 NFL themes that only play in franchise mode. Why can't I switch to the music from the main menu? Nearly every Madden I can think of had some kind of "jukebox" option where you pick and choose what songs to play and even an ability to skip over songs as they play. Now, as stated in the beginning, this may be an issue that was fixed in Madden 16 since I don't remember looking at that option.

              The old intros of NFL clip montages - I'm probably not in the majority of this, but I don't like the new intros that have you playing as the Panthers or Steelers right away. I'm not a fan of those teams so why would I want to experience a game winning drive with either of them. I just want to get to the main menu, why can't I skip this please? The old intros were a lot more creative. The Madden 11 intro with Drew Brees is personally my favorite. Why get rid of these?

              Camera views of stadium - Madden creates impressive looking stadiums but its hard to really appreciate their beauty when the camera angles fail to show any aerial shots. Blimp views were in Madden 12 but taken out.

              Editing player positions - again, this problem may have been already addressed in Madden 17 with full editing control, but for whatever reason, EA decided to severely restrict the ability to edit a player's position in game. If you wanted to move a left guard to right guard, fine. But if you wanted to move that speedy QB to WR, then you were going to have to wait until the offseason to do so.

              Mascots

              Player run outs - I'd also like to point out that in Year 2 of my Madden 12 franchise, I opened the season on the road at Green Bay who had just won the Super Bowl the year before. As the Packers were running out, the stadium PA announcer says "And here come your Super Bowl champion Green Bay Packers!" I thought this was a really nice touch and one of the few, VERY FEW, instances of where the in-game presentation recognizes on-going events in your franchise.

              Create-A-Fan

              Pregame show - most of this has been addressed in my criticism of the lack of any highlight show above, but I'd also like to point out that Madden 97 actually had a video play right before a game in season mode where James Brown would mention all the big matchups that week of the 96' season and then cut to Pat Summerall and John Madden who would talk about the upcoming game. Sure it was cheesy, but the fact that EA's best attempt at a "pre-game" show twenty years later is having Larry Ridley say "Its Peyton Manning and the Broncos vs Cam Newton and the Panthers next on EASports!" is a little disappointing. Just look at what NBA2K has done with Shaq, Ernie Johnson, and Kenny Smith or even EA's NHL series with Emrick and Olyzeck. Madden just pales in comparison.

              In-game highlights - maybe its a reach to say this was actually in Madden way back in the SNES era, but the fact that NFL 2K5 and NCAA Football 13/14 were able to somewhat replicate this but not Madden is telling.

              Real TV Broadcast Integration - ok, this has never been in Madden but we've seen in it EVERY other EA Sports title except Madden: NBA Live (ESPN), NHL (NBC), FIFA (ESPN/Sky Sports), and even the now defunct NCAA Football series (ESPN) and NCAA Basketball 10 (ESPN AND CBS!!). The past few Madden titles seemed to go as far as making it seem like an NFL on CBS broadcast without actually calling it such. How cool would it be to play a game with a CBS, FOX, NBC, and ESPN broadcast. There's been so much demand by fans for this over the years so much so that can find mods for TV broadcasts on old Madden PC games. Yet, for whatever reason, EA has refused to wade into this era. I've heard a rumor for a long time that EA had planned to integrate an ESPN broadcast into Madden but met resistance from NFL officials because ESPN and NFL Network are competitors. It's a silly excuse imo. Currently, NFL 2k5 remains the last game to have real TV broadcast integration in a NFL video game.

              Detailed Player Cards - If you RS click on a player to bring up their card, you'll notice their stats, dimensions, college, draft position. However, these information used to be much more detailed to include the team they played for next to their career stats and how they were acquired by their current team. I think the best feature was the list of historical achievements. Now, this is still somewhat present in Madden 16, but its really only for players who have won yearly awards at their position, MVP, ROY, etc. Back then, player cards also kept track of past Pro Bowl appearances, AFC/NFC POW honors, and playoff/Super Bowl appearances.

              Dynamic Attendance - stadium attendance would dwindle during preseason and when the team was lowsy. It would increase during regular season and playoffs and when the team was playing great. I'm pretty sure this feature was never ported over from the PS2 era.

              Comment

              • reyes the roof
                Hall Of Fame
                • Mar 2009
                • 11526

                #52
                Re: What's truly missing from CFM and every other Franchise Mode

                They have in game saves now, if you shut it off in the middle of the game it gives you the option of picking up where you left off the next time you play.

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                • videogamelover
                  Rookie
                  • Jun 2013
                  • 63

                  #53
                  Re: What's truly missing from CFM and every other Franchise Mode

                  an good injury system, you can't take people off of Injured Reserve, once they are healed up in Madden 18

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                  • SyncereBlackout
                    Rookie
                    • Aug 2014
                    • 828

                    #54
                    Re: What's truly missing from CFM and every other Franchise Mode

                    Originally posted by videogamelover
                    an good injury system, you can't take people off of Injured Reserve, once they are healed up in Madden 18


                    Yes. You can.


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                    • JayCutlersCig
                      Pro
                      • Nov 2017
                      • 638

                      #55
                      Re: What's truly missing from CFM and every other Franchise Mode

                      Call it corny, but I really, really miss Superstar mode. If not that, at least dynamic storylines.


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                      • DaGreatOne21
                        Rookie
                        • Jun 2017
                        • 65

                        #56
                        Re: What's truly missing from CFM and every other Franchise Mode

                        Not a bad write up, but I honestly dont think the NFL will let EA use some of the things regarding personalities that would really improve franchise mode.

                        For instance, Id like to see a rating for "off field discipline". Players who have low ratings are more prone to getting suspended for off field incidents. The NFL wont allow EA to use anything that paints the NFL or its players in a negative light....even if its 100% realistic.

                        Or, players who have low ON field discipline are more prone to late hit and unsportsmanlike conduct, but that has been all but removed from Madden because of the NFL.

                        Forgetting about discipline....how about ego? A player with a big ego might choose to not resign with a team if he isnt getting the targets he thinks he should be getting, or choose to demand a trade. A player with no ego is a consummate team player and could perhaps provide ratings boosts if they are a start player.

                        I like the suggestion in theory, but even if EA wanted to implement these kinds of things (and unless they can somehow make it into a microtransaction, I doubt they would), the NFL wouldnt let them.

                        Thats part of the reason there is no immersion to the game though. So many players feel exactly the same....but thats partly because ratings are done so poorly so you sometimes cant tell the difference between a 98 rated QB and a 70 rated QB.

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                        • TMJOHNS18
                          MVP
                          • May 2011
                          • 2586

                          #57
                          Re: What's truly missing from CFM and every other Franchise Mode

                          Would love to have badges, playing styles, anything to make players more unique. Take QBs. Look at Tyrod Taylor and Jameis Winston. Taylor is overprotective of the ball. Winston underprotective. Nothing in the game reflects this. Traits don't really do justice to replicate the way a player plays. The trait system is flawed in the fact that you can "upgrade" them, but only in one direction.

                          Taylor would be considered ideal, but many would complain he's too protective of the ball, he won't take risks, and is believed to be a bad pairing with Kelvin Benjamin, who uses his physical prowess and not technique to beat CBs. He doesn't rely on separation. This is a problem when Taylor would rather not force it into a tight spot. Meanwhile, Evans is covered in targets whether he's open or not. Winston doesn't care, he's going to throw it up and let Evans do the dirty work.

                          In the current Madden universe you will never see this. Not only because the CPU can't match it (because there is a system lacking the necessary ability to recreate it), but also because the USER overrides how a QB plays. They can turn Tyrod into a faster version of Rex Grossman. Separation be damned, a USER can make Tyrod into the ultimate risk taker one week, and into a conservative check-down Flacco the next. Nothing limits the USER because such a system can't be incorporated because its effects would ripple through every mode of the game.

                          I would love to somehow have two somewhat equally rated players, Taylor and Winston, who's play style would completely change they way I approach the offensive side of the ball. But without there being any limitations on how the USER interacts with the players then there is truly nothing different about them. You can roster both, running the same exact plays, making the same exact throws, because at the end of the day you are controlling a QB with X THP X ACC, not Tyrod Taylor or Jameis Winston. The only thing that differentiates them is what the commentators call them.

                          This isn't going to be a dig at MUT. Nor competitive play. It's going to be a dig at the concept of CFM itself. How the such a 'great idea' has destroyed much of what people loved in previous Maddens.

                          They need to scrap CFM completely, but they won't. Combining all modes was nothing more than a great spin-job to cover up a way they can put even less work into the game each year. Not to say they don't want to work on it, but since everything is combined they are limited on what they can add each year. Features one type of Madden player wants would conflict with others, and eventually they can only focus on polishing what they have now or any somewhat substantial change would be too unbalanced/unpolished through all the modes. It has become a melting pot of three/fiour modes, which cause conflicts within each other.

                          The XP system is one of the worst features that has been spread onto other modes. It has no place in a coach or owner mode, it should only be in a player mode to let people mold their players the way they want. With CFM the XP system is constantly being tweaked and changed to work halfway decently with the other modes, which in turn breaks it for player mode, the sole purpose of it being there. But it can't be taken out, it's needed for player mode, as a 'predetermined' progression system would ruin the fun of player mode, since players would no longer have control over how the player progresses.

                          These time-saving ideas are short sighted and cause long-lasting negative effects. I would love to have a franchise mode rich with features, but if the features don't work on four levels of play (play now, player mode, coach mode, owner mode) then I would doubt them being included.

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                          • threattonature
                            Pro
                            • Sep 2004
                            • 602

                            #58
                            Re: What's truly missing from CFM and every other Franchise Mode

                            Outside of the other great ideas that have been mentioned my favorite is probably player roles. When it comes time to sign a player in free agency I want to sign them as a starter/backup/star. So if you have a QB and a RB both wanting to be the star on offense one of their overall's would drop. I want the roles to affect what team they would sign with. So if you have a star running back he wouldn't sign with a pass heavy team unless they were just offering a lot more money than everyone else. Then if they aren't getting enough touches they have the ability to lower the overalls of the rest of the offense by being a disruption (think Adrian Peterson).

                            If you have two WRs that both want to be stars well if one is not getting a designated number of throws his way per game then he can lower overall as well.

                            I mainly just want something to balance who teams sign. And would love the strategy to free agency so that you aren't just signing the best player but looking at how that player fits into your team.

                            I think you can even add traits in that would determine just how drastic each player's behavior can affect a team or how reactive they would be to being essentially lied to and not living up the promised role.

                            Hell tie that in with the badges that have been mentioned and it would add a whole new dynamic to Madden.

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                            • SyncereBlackout
                              Rookie
                              • Aug 2014
                              • 828

                              #59
                              Re: What's truly missing from CFM and every other Franchise Mode

                              Originally posted by threattonature
                              Outside of the other great ideas that have been mentioned my favorite is probably player roles. When it comes time to sign a player in free agency I want to sign them as a starter/backup/star. So if you have a QB and a RB both wanting to be the star on offense one of their overall's would drop. I want the roles to affect what team they would sign with. So if you have a star running back he wouldn't sign with a pass heavy team unless they were just offering a lot more money than everyone else. Then if they aren't getting enough touches they have the ability to lower the overalls of the rest of the offense by being a disruption (think Adrian Peterson).



                              If you have two WRs that both want to be stars well if one is not getting a designated number of throws his way per game then he can lower overall as well.



                              I mainly just want something to balance who teams sign. And would love the strategy to free agency so that you aren't just signing the best player but looking at how that player fits into your team.



                              I think you can even add traits in that would determine just how drastic each player's behavior can affect a team or how reactive they would be to being essentially lied to and not living up the promised role.



                              Hell tie that in with the badges that have been mentioned and it would add a whole new dynamic to Madden.


                              I like this but a players ability doesn’t decrease if their role changes. Unhappy sure. Holdouts too. But it probably stops there. Essentially player roles from FIFA and player promises from 2k


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                              • triplechin
                                Pro
                                • Jul 2010
                                • 594

                                #60
                                Re: What's truly missing from CFM and every other Franchise Mode

                                Originally posted by TMJOHNS18
                                Would love to have badges, playing styles, anything to make players more unique. Take QBs. Look at Tyrod Taylor and Jameis Winston. Taylor is overprotective of the ball. Winston underprotective. Nothing in the game reflects this. Traits don't really do justice to replicate the way a player plays. The trait system is flawed in the fact that you can "upgrade" them, but only in one direction.

                                Taylor would be considered ideal, but many would complain he's too protective of the ball, he won't take risks, and is believed to be a bad pairing with Kelvin Benjamin, who uses his physical prowess and not technique to beat CBs. He doesn't rely on separation. This is a problem when Taylor would rather not force it into a tight spot. Meanwhile, Evans is covered in targets whether he's open or not. Winston doesn't care, he's going to throw it up and let Evans do the dirty work.

                                In the current Madden universe you will never see this. Not only because the CPU can't match it (because there is a system lacking the necessary ability to recreate it), but also because the USER overrides how a QB plays. They can turn Tyrod into a faster version of Rex Grossman. Separation be damned, a USER can make Tyrod into the ultimate risk taker one week, and into a conservative check-down Flacco the next. Nothing limits the USER because such a system can't be incorporated because its effects would ripple through every mode of the game.

                                I would love to somehow have two somewhat equally rated players, Taylor and Winston, who's play style would completely change they way I approach the offensive side of the ball. But without there being any limitations on how the USER interacts with the players then there is truly nothing different about them. You can roster both, running the same exact plays, making the same exact throws, because at the end of the day you are controlling a QB with X THP X ACC, not Tyrod Taylor or Jameis Winston. The only thing that differentiates them is what the commentators call them.

                                This isn't going to be a dig at MUT. Nor competitive play. It's going to be a dig at the concept of CFM itself. How the such a 'great idea' has destroyed much of what people loved in previous Maddens.

                                They need to scrap CFM completely, but they won't. Combining all modes was nothing more than a great spin-job to cover up a way they can put even less work into the game each year. Not to say they don't want to work on it, but since everything is combined they are limited on what they can add each year. Features one type of Madden player wants would conflict with others, and eventually they can only focus on polishing what they have now or any somewhat substantial change would be too unbalanced/unpolished through all the modes. It has become a melting pot of three/fiour modes, which cause conflicts within each other.

                                The XP system is one of the worst features that has been spread onto other modes. It has no place in a coach or owner mode, it should only be in a player mode to let people mold their players the way they want. With CFM the XP system is constantly being tweaked and changed to work halfway decently with the other modes, which in turn breaks it for player mode, the sole purpose of it being there. But it can't be taken out, it's needed for player mode, as a 'predetermined' progression system would ruin the fun of player mode, since players would no longer have control over how the player progresses.

                                These time-saving ideas are short sighted and cause long-lasting negative effects. I would love to have a franchise mode rich with features, but if the features don't work on four levels of play (play now, player mode, coach mode, owner mode) then I would doubt them being included.
                                Agree with the second half, XP screwed up a lot, and combining the modes did nothing useful. First part I agree the CPU needs to reflect unique playstyles better to add more variety to the game, but I don't know about user. I think that beyond being restricted by ratings, the user should be able to do whatever they want. If you think Jameis takes too many shots, then you can play more conservative, or vice versa with Tyrod. If you think you want to play Peterman and throw it downfield against pressure, you may throw 5 picks, but you can try to do it. Interested if you have some sort of idea about how to make users play more like the real life counterparts anyway though.
                                51 & 55

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