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Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Old 05-31-2015, 12:24 AM   #89
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by 4thQtrStre5S
So you have degraded everything to insults..Nice..
Nope. Just stating my opinion.

Like I said play me in Madden 15 on Xbox One. We both can stream so everyone sees how we play our game. Would be entertaining for OS.
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Old 05-31-2015, 12:27 AM   #90
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Remember discipline ratings in the old NCAA games?

Could that ever make a re-appearance in EA football? When you sign a questionable guy there's that risk he gets suspended or something like that? Maybe add ratings to coaches to signify how tight a ship they run

Or does the NFL not want that kind of thing in the game?
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Old 05-31-2015, 12:28 AM   #91
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by IndyColts2
I'm making valid points now. He's just instigating.

But with the scouting I'm still not 100% sure on how it even works to be honest. I believe you have 3 skills to unlock and that's it per player. The combine is definitely a needed addition. As it is in M15 my league has to assign players for each team to scout which creates our own "combine" so we all have a fair way of seeing each players speed, agility, acceleration, strength, etc.

Still gotta wait on how the system works but for an Online CFM guy it evens the playing field a little more especially since you can't just unlock as many skills as you want. Gotta spend your points wiser now. Might be good

You made no valid points - you made opinions and then talked down to others who oppose your opinions..simple as that..
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Old 05-31-2015, 12:32 AM   #92
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by IndyColts2
Lmao....

So who do you consider to be their* "core" audience then..? I'll wait.

I honestly don't even care about getting a full on sim game because I know even I would find it difficult lol (I'd still like the challenge). I simply want a game that looks like what I watch on Sundays.. and Thursdays... and Mondays....... I still play a game where you press a button and before your controlled player makes his move, the other players are reacting to it. I still play a game where I pick a play against a CPU and the CPU knows what play it is and chooses its play based off of yours. And if I audible then they change their play depending on what you audible to. I still play a game where even if i make 5 defenders play man to man against a WR, that WR can still get open within 5 seconds.

I want a realistic game. Doesn't even have to be sim. As of now it's not even close to realistic
^^^^ Here is his start, and yes, after about 3.5 seconds, that WR will be open...Any receiver with 5 seconds to get open, will get open; come back when you know football...
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Old 05-31-2015, 12:39 AM   #93
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by The JareBear
Remember discipline ratings in the old NCAA games?

Could that ever make a re-appearance in EA football? When you sign a questionable guy there's that risk he gets suspended or something like that? Maybe add ratings to coaches to signify how tight a ship they run

Or does the NFL not want that kind of thing in the game?
Either way I think that kind of thing could be added to help temper confidence loss/gain and make players feel a little more unique in that regard. Cool headed QB who doesn't get shaken as much from throwing a couple of picks, especially if the result of the game is a win.

Someone w/ poor discipline could be much more of a boom/bust-style player.
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Old 05-31-2015, 12:44 AM   #94
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by IndyColts2
To be fair I believe that is what stat banners are for. To be fair I believe that's what announcers are for. To be fair I believe Madden 16 is not going to have a milestone tracker, its a dynamic goal tracker. Which means they will tell you each drive to do something. One drive it will say "get your QB's confidence back up. Complete 3 consecutive passes." To be fair I don't think I've ever seen that before during an NFL broadcast. Sorry to direct this at you but I'm tired of seeing people defend these mediocre "improvements."
I just don't understand why people think this is a good thing to have during a live game. Maybe outside of the game and in the goals section in CFM. But to not have an actual score ticker really irritates me.
I think Madden wants to force is to think like coaches with this system. A lot of the goals are drive specific or game specific but they also track them over multiple games. And if a running back is hot you want keep him going. Like Murray. And those goals reflect that. Its not true to what you see on tv and I would MUCH rather have an actual score ticket as well But I'm trying to work with what we've been given.

I'm not trying to defend them, just stay optimistic.
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Old 05-31-2015, 12:49 AM   #95
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

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Originally Posted by 4thQtrStre5S
^^^^ Here is his start, and yes, after about 3.5 seconds, that WR will be open...Any receiver with 5 seconds to get open, will get open; come back when you know football...
I said with 5 people playing man on that WR. Even Calvin has trouble against double coverage. Just saying bro. Not gonna argue anymore have a good night. If you still want to play me and stream for OS let me know though.

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Old 05-31-2015, 12:52 AM   #96
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by IndyColts2
I'm making valid points now. He's just instigating.

But with the scouting I'm still not 100% sure on how it even works to be honest. I believe you have 3 skills to unlock and that's it per player. The combine is definitely a needed addition. As it is in M15 my league has to assign players for each team to scout which creates our own "combine" so we all have a fair way of seeing each players speed, agility, acceleration, strength, etc.

Still gotta wait on how the system works but for an Online CFM guy it evens the playing field a little more especially since you can't just unlock as many skills as you want. Gotta spend your points wiser now. Might be good
Well it should be 3 ratings plus the combine figures. Common sense should tell us that the attributes related to combine numbers should not be one of the 3 you unlock, but I would not be surprised. If done right then the 3 should be from the pool of intangible attributes.

From what I hear I don't like this new scouting system. I think I prefer the old one with my house rules
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