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Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

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Old 08-06-2014, 04:22 PM   #185
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Re: Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

A bunch of this stuff looks awesome, can't wait to play the game as CFM is all I basically play.
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Old 08-06-2014, 04:23 PM   #186
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Icon10 Re: Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

Man Im ready to play some CFM, I can't wait.
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Old 08-06-2014, 04:26 PM   #187
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Re: Madden NFL 15 - Connected Franchise Deep Dive

Oh My Goodness.

The hype is justified.

PURCHASE CONFIRMED.
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Old 08-06-2014, 04:27 PM   #188
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Re: Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

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Originally Posted by CT Pittbull
I really wish we could just turn off player development, XP/confidence, player cuts, cpu trades, cpu fa signings and play a bare bones franchise if we wanted. Good for everyone who likes relocating to a fictitious stadium and building fictitious players up but im just not one of them.


The days of re-creating the REAL NFL season as it goes through the year are over with CFM. Until EA either gives us a season/old school franchise mode back or gives the user the chance to toggle every single one of the off field options off I will be stuck in "play now" land. all this convoluted off-the-field menu porn pushes me further and further away from playing through an NFL year.


This CFM really makes it impossible to mirror the real NFL with player movements and depth charts for all 32 teams. I don't know if they changed how easy it is to control all 32 teams this year, but if its anything like it has been im out. I don't have the time to basically create 32 different profiles for every team in the NFL.


I just don't have the interest or the time to mess with anything other than playing the game on the field. And for those who may think im a "casual" gamer because I cant stand CFM just remember this. I was playing madden before many of you were born.


I am happy for those who are happy though.
Being old, or claiming to be old, doesn't automatically make your post good (nor does it automatically make you a hardcore gamer. My Dad just turned 51, played Pong back when it came out, and still occassionally picks up a game here or there. Just because he's been "gaming" since Pong came out, doesn't mean he's hardcore. Not saying you are one or the other, but dismissing anyone who may agree with you off the bat like that is a terrible way to interact.

Having said that, "Season" mode has been gone since at least Madden 06 on the 360 (I can't remember if 05 on Xbox/PS2 had it). This is nothing new. I'm not sure what to tell you...you want the game to mirror the real life NFL season, which I'm assuming means you don't want a team in the game to start a nobody over their long-time incumbent starter because you don't see that in real life.

Oh, except when San Francisco gave the job to Kaepernick over Smith based on 2 good games. Or Foles over Vick.

Young over Montana?

I get not wanting the game to do strange things, but it's amazing how strange things happen in the real NFL every year. Manning putting up only 8 points in Madden is unrealistic! Except when he does it in real life.

Turn injuries / trades / etc off, play one season, sell the game I guess.


To be on-topic, these changes to CFM sound pretty great. I hope this means we can hire better positional coaches & I hope it also means that we'll see some alternate away uniforms as well. I'd love to play a throwback season with the 49ers' 94 throwbacks, but only the home jersey's are available in M25.
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Last edited by therealsmallville; 08-06-2014 at 04:32 PM.
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Old 08-06-2014, 04:30 PM   #189
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Re: Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

No mention of sim stats being fixed. Passing td being to low. Low rated QBs passing for 50% and less. Some QBs passing for 10 td in a whole season. Just better rookie sim stats?
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Old 08-06-2014, 04:33 PM   #190
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Re: Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

Here are my thoughts

Positives:
- glad to hear about random draft classes for those who are in an online franchise. I'm not so it doesn't effect me
- CPU also using XP to build its players

Negatives
-Still no formation subs or custom depth charts
- no word on CPU off the field logic
- no mention of any CFM presentation upgrades
- I know this doesn't have to do with CFM directly but no word in any blogs on how the CPU play calling will be


I have the feeling CFM will have the same amount of immersion as the last few years. All of the updates are great but if the CPU plays and acts dumb and it feels like I'm playing 16 play now games I'll be disappointed. I'm buying it because I like playing football games and I do enjoy madden for the most part. I just wish it had something...not sure exactly how to word it, but I wish it had that wow presentation feature inside cfm(highlight show or something) to get me really excited.

Overall good additions, but like others have said, I wish there was more
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Old 08-06-2014, 04:43 PM   #191
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Re: Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

Quote:
Originally Posted by jmurphy31
Here are my thoughts

Positives:
- glad to hear about random draft classes for those who are in an online franchise. I'm not so it doesn't effect me
- CPU also using XP to build its players

Negatives
-Still no formation subs or custom depth charts
- no word on CPU off the field logic
- no mention of any CFM presentation upgrades
- I know this doesn't have to do with CFM directly but no word in any blogs on how the CPU play calling will be


I have the feeling CFM will have the same amount of immersion as the last few years. All of the updates are great but if the CPU plays and acts dumb and it feels like I'm playing 16 play now games I'll be disappointed. I'm buying it because I like playing football games and I do enjoy madden for the most part. I just wish it had something...not sure exactly how to word it, but I wish it had that wow presentation feature inside cfm(highlight show or something) to get me really excited.

Overall good additions, but like others have said, I wish there was more
On the bolded part, I brought up some of the same concerns early in the thread. CPU roster construction, trade logic, signing and FA strategy, draft/scoutung strategy. . . those are all key to immersion, game balance in the mode, etc. The only remedy - 32 team control - is so onerous to perform that it's just a royal pain, impactical, really.

I can't say I expected all that to get done, and I'm not saying the CPU logic items that were addressed, such as in season player development, aren't important. It's just that these other areas also really matter in creating a quality simulation mode.

It's disappointing. So for me, I'm not going to decide whether to buy until I see a couple of weeks of OS comments and reactions about the game, at a minimum.

Last edited by LorenzoDC; 08-06-2014 at 04:45 PM.
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Old 08-06-2014, 04:46 PM   #192
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Re: Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

Quote:
Originally Posted by Big FN Deal
I feel you Deuce and I think what you're getting at is having "confidence" be more "team chemistry" based. The argument could be made that hot/cold streaks could have just remained, while adding actual team chemistry instead but it is what it is.

After watching that Looman interview in another thread, I think there is a team chemistry component to confidence, which I agree with you would be better if it was effected more by having new players added to a team, initially starting out at ranges below 50. That could be varied based on years in the league, scheme and other factors but it would definitely incentive making personnel moves as early as possible and deter careless drastic mid/late season roster changes.
The biggest thing I'm looking for in what I mentioned is something that resembles the acclimation period that a player needs before he can just go out and perform at his normal potential. And since confidence is ratings based and is the only real way to achieve something similar that's what I was getting at. I liken it to signing a baseball player off the street or a player coming back from injury. Once a guys healthy or if you sign a free agent off the streets, they don't just go straight to the Majors, they play some games in the minors before they make it back. Sure you could throw him to the fire but his ratings should take a hit IMO.

His "confidence" would start at 0 and then maybe bump up 10 or so points a week until he gets to the neutral 50. Veterans, or guys that you've had in your organization, could go up more quickly while guys who you've never had may take a bit longer.

The more I think about this confidence rating though the more questions I have about it.

Are all players affected equally by events that take place?
After a big loss does the whole team lose 20 confidence or do some guys lose 20 and some lose less and more?
Is there much of a difference in the numbers between 0 and 100? Does 66 differ at all from 67?
Do injuries to star players affect confidence?

It will be intriguing to see how this system works and how it plays out year to year.
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