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

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Old 05-30-2015, 04:38 PM   #41
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by kehlis
This thread is about a deep dive into CFM, not an open forum to complain.

I suggest you guys stick to the topic.
To be fair, with all the talk about how CFM received so many resources leading up to the info, it is understandable that just about everyone is let down.
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Old 05-30-2015, 04:42 PM   #42
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by XtremeDunkz
To be fair, with all the talk about how CFM received so many resources leading up to the info, it is understandable that just about everyone is let down.
Completely understood, that's why I didn't quote anyone specifically or call any one person out.

But this doesn't change the fact that we really need to keep these threads on topic as they've all turned into one common conversation at this point.

Last edited by kehlis; 05-30-2015 at 04:44 PM.
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Old 05-30-2015, 04:52 PM   #43
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

CM does bring up a good point, one that I did not even think about. The CFM becoming easier to guide through might sway casuals into visiting the mode. Their data can report that, thus when the devs show the information to the suits they might allocate even more dev time into the mode next year. IF that is the case, I can live with that.
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Old 05-30-2015, 04:52 PM   #44
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

The topic seems to be CFM, whether we comment positive or negatives about CFM, it is still the topic..Yes?
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Old 05-30-2015, 04:56 PM   #45
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

The direction of Madden CFM can be fun, if one is willing to accept the direction in which the game is designed; there is always going to be an element of user interaction in the game, from playing defense and offense, and unless a player is willing to over step their self made restrictions of things like, no player switching, etc. then the game will always fall short...

Really, defense is really great when you learn to user the right player and cover certain areas of the playing field...

At the end of the day, Madden will always be about user interaction within the game...Enjoy it...I didn't buy Battlefield 4 in hopes that the soldier I was controlling would play like a Navy Seal; I had to control the soldier to the best of my ability - that is how video games are played....

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Old 05-30-2015, 05:05 PM   #46
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by 4thQtrStre5S
The topic seems to be CFM, whether we comment positive or negatives about CFM, it is still the topic..Yes?
Yes
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Old 05-30-2015, 06:00 PM   #47
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

Quote:
Originally Posted by PeoplesChampGB
CM does bring up a good point, one that I did not even think about. The CFM becoming easier to guide through might sway casuals into visiting the mode. Their data can report that, thus when the devs show the information to the suits they might allocate even more dev time into the mode next year. IF that is the case, I can live with that.
You may be onto something there. I think the idea they may have in mind IMO, is that we can't invest in a mode people are too bored/frustrated with, so let's make it more accessible and playable, then we can build on it and make it more immersive & fun.
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Old 05-30-2015, 07:14 PM   #48
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Re: Press Row Podcast Episode 136: Madden NFL 16 CFM Deep Dive

When you are making a big deal earlier about how the majority of resources went into CFM this year, its really REALLY hard not to be let down by hearing basically what we are getting is

-UI improvements seems to be main thing - Ok yes it could use streamlining , but wasnt that just redone in madden 13 or 25? How many times does it take to get it right? Also one of the BIGGEST issues i had with the UI last year was how you had to go thru about 5 steps just to see how changing a positions scheme would effect a player at that positions overall and attributes. This is one thing ive yet to hear if they fixed. It should be simple, If i look at my HB scheme, all my Hbs player cards should be on that page, and as i change their scheme , i should immediately on that page see the change it brings that player. If this was not addressed in this seemingly large upgrade in UI, then to me , its still a failure.

-XP being such a focal point- Horrible, in so many ways. More and more ways to get XP . In a CFM of 32 users, this benefits the already better users in the league more than anyone.Thus in 3-4 years , creating more seperation in the level of competition.

- A ticker to make sure your focusing your gameplay on getting stats to met goals and get XP. - Ok , i get it , "its optional" . I also get all of us have been asking for a ticker, but for real stuff for our CFMs not making sure we are focusing on these Goals for XP. It is things like this , that says to me, its all about the casuals. They add a feature we want, but make it not actually do what we want...

- Practice - Ok cool we got this one. I heard them say in an interview with someone else today, that practice wasnt even in the game in feburary, but once the GC talked with them about how important it was it was added.... in 2 months time. So im guessing all the months before that was re-working the UI ,and "tuning" which is still yet to be seen if its done properly.

- Scouting redone- Scouting was already fun . Yet gotta spend time redoing it too. Instead of adding a larger degree of chance people might over look some things on players because they had 25 attributes to choose to scout, now we just show everyone who scouts a position the players top 3 attributes. SMH. Again , seems more for casuals. This will lessen the amount of chance your gonna find any gems in the later rounds.In madden 15 , we had a guy who found players in 5th round who won DROY with them.I dont see this happening now, with added combine numbers, showing the top three attributes, and then on top of that, telling their "true draft value" ,its really gonna end up sucking out alot of the fun IMO by lessening the chances of finding good players after round 2 now. Oh yeah, and i heard Kolbe say they actually added your amount of scouting points....

-Combine - im not a fan of it for my own reasons , i know alot of people wanted it in, so cool, its in .

I mean , it really is hard to accept " just wait " when we feel like thats all we hear and do . Just wait.Thing is , we have been waiting , when i buy it in 16 i want it in 16 not think, oh boy in madden 2020 its finally gonna be something. So ,excuse me ,for not being satisfied with hearing the same story line , year , after year, after year.Honestly it seems like the idea is have a new "head " of CFM about every 3-4 years now, so there is a good excuse as to why theres not that much progress. Its simple, we have someone new, they redoing the old stuff first to get it right(heard same thing when Looman was made the head), then by time they start actually doing something, we will remove them and restart this whole process.Im not trying to bash the devs , or even Kolbe.Im just stating what is seen . Dont hype up how much resource your putting in something and then just give us a tiny bit , like we normally get and expect us to be happy about it.It still feels like CFM is getting about the same amount of respect it had been. We got a new UI in madden 13 . We also got a couple other added features then as well. Not alot different.
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