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Madden NFL 15 Connected Franchise Details, Trailer and Screenshots

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Old 08-06-2014, 01:19 PM   #25
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Re: Madden NFL 15 - Connected Franchise Deep Dive

Quote:
Originally Posted by CM Hooe
Bad news first, things I don't see mentioned:

- no custom draft classes
- no practice squad

Good news - draft classes are now randomized, and prospects are no longer explicitly tied to story lines. Maybe we get draft class editing next year then?

Other things I like:

- the new weekly prep feature IS used by the CPU to progress players during the season, so the massive gameplay balance issue between user teams and CPU teams in CFM wrt practice XP gain should be fixed.
- changes in confidence are explicit, so the user knows exactly why the rating is changing.
- if a player has high or low confidence, what ratings and how is ratings are affected is now visible (generally speaking, it's not exactly quantified with a number but rather with an up/down arrow)
- free agency UI looks vastly more useful
- the player progression screen looks vastly more useful
- explicit tracking of player progression / regression is welcome
- more commissioner options is always welcome.
- IR designated-to-run is "kinda" there with the ability to remove one player from IR at any point. It's not exactly like real life, as I think the NFL enforces an eight-game minimum off time, but that the option is there is good.
A couple of other things apparently not in the game: formation subs, ability to hire/fire coordinators.

There a fair bit here that shows they are trying to respond to community concerns. Lack of draft class editing/creation is a bummer. No CPU versus CPU or in game coach option is a bummer, but we knew that. No options on structuring FA contracts, backloading, front loading, etc. is a bummer.
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Old 08-06-2014, 01:19 PM   #26
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Re: Madden NFL 15 - Connected Franchise Deep Dive

"Random Draft Classes
For the first time in CFM, draft classes are entirely random. Every name, rating, trait, face, etc. is randomly generated every season. No two classes are alike or predictable. This is something we’ve wanted to do for the past few years. Our fans have been very passionate about random draft classes, and this addition adds unlimited replayability to Connected Franchise."

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Old 08-06-2014, 01:20 PM   #27
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Madden NFL 15 - Connected Franchise Deep Dive

leaves me wondering if the in game presentation was touched for CFM
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Old 08-06-2014, 01:20 PM   #28
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Re: Madden NFL 15 - Connected Franchise Deep Dive

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Originally Posted by Pixx4Sixx
Really? This is what you took out of that?
It was one of many things I took out of it. Never said it was all negative. I actually really liked what I saw.
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Old 08-06-2014, 01:20 PM   #29
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Re: Madden NFL 15 - Connected Franchise Deep Dive

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Originally Posted by PatsSB2015
For user controlled teams, are we going to be forced to game prep/practice? If so, I'm down for for that. I'd rather skip it.
No they said you are not forced into it. If you choose not to use it they will use the same formula the CPU uses for your team.
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Old 08-06-2014, 01:21 PM   #30
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Re: Madden NFL 15 - Connected Franchise Deep Dive

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Originally Posted by LorenzoDC
A couple of other things apparently not in the game: formation subs, ability to hire/fire coordinators.

There a fair bit here that shows they are trying to respond to community concerns. Lack of draft class editing/creation is a bummer. No CPU versus CPU or in game coach option is a bummer, but we knew that. No options on structuring FA contracts, backloading, front loading, etc. is a bummer.
Wait, they got rid of coach mode?
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Old 08-06-2014, 01:22 PM   #31
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Madden NFL 15 - Connected Franchise Deep Dive

Loved what I saw, however I wonder if there is any additions to presentation inside of CFM. Still a wait and see on that I guess.
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Old 08-06-2014, 01:23 PM   #32
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Re: Madden NFL 15 - Connected Franchise Deep Dive

This made me laugh, because it's a complete 180 turn from what Looman said he deliberately built when CCM was introduced in M13:

Quote:
Game Prep is not designed to be a grind.
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