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Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Old 06-13-2015, 12:51 AM   #89
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

I read the article. Im glad they worked on the draft, which is what it is. Not exciting, actually it's pretty unsurprising. They are just pounding those player ratings into the ground, piling more and more systems and interfaces and code on top, making player ratings more and more important. Throwing confidence and consistency on ratings to simulate week to week development and performance. Ratings tied to goals.

So as far as drafting, there's more risk and more instant satisfaction. The process of finding ratings is still the focus of scouting. Is it overhauled? I suppose you could say that. I mean, its a Madden overhaul.

Hopefully there is something innovative, a departure from the normal method of handling rookies, waiting for us to find out. Because why do you keep a rookie who doesnt have a decent overall, or a good development trait? Every scouting and drafting decision one makes, all culminate in a personnel decision that has already subconsciously been made. Speaking for myself, i already know where each rookie i draft fits on my team before the first preseason game. And thats because of his rating and nothing else.
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Old 06-13-2015, 01:00 AM   #90
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by howboutdat


Players 40 yard dash :



4.70 = 92 speed

4.60= 93 speed

etc.etc.etc.



There will be a new style of cheat sheet out . No it may not tell their dev rating, but you will have a pretty dang close,if not right on idea, of the exact number grade for all those attributes mentioned above that are going to be "showcased" thru combine. I liked it alot better in madden 15 , where you got the letter grade , and it was still a pretty good distance in numbers each letter stood for.Because as we know, speed and str kills in madden ,for certain positions. So be ready for a new style of cheat sheet.

No need..Madden release an article with this information already in it..the rating czar provided this info with a scale pre-built..ugh


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Old 06-13-2015, 01:06 AM   #91
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

JP I have a question..is anyone..and I mean anyone testing this in "one player only mode" not hum vs. hum..to check and see how the cpu drafts? Cause over the past several years it has appeared the game as a whole and its sub sections are only tested for hum vs hum playing..which is why 15 was given such good grades cause it was great to play with a friend or in a full 32 team league..but single player CFM gameplay and CPU logic/coaching/and GM skills were...how u say...lacking


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Old 06-13-2015, 01:18 AM   #92
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by DeuceDouglas
This was actually in the game not that long ago. I remember you didn't get the actual attributes, you only got letter grades certain attributes of your rookies until the season started.

EDIT: It was Madden 12.
Yeah but what would be better is have the system slowly give attribute updates as the player get's more play time. The more play time the more we "see" how the player really is.
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Old 06-13-2015, 01:20 AM   #93
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

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Originally Posted by StefJoeHalt
JP I have a question..is anyone..and I mean anyone testing this in "one player only mode" not hum vs. hum..to check and see how the cpu drafts? Cause over the past several years it has appeared the game as a whole and its sub sections are only tested for hum vs hum playing..which is why 15 was given such good grades cause it was great to play with a friend or in a full 32 team league..but single player CFM gameplay and CPU logic/coaching/and GM skills were...how u say...lacking


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Unless things have changed this year EA is primarily focused on Player vs player aspects and not a whole lot on Player vs CPU for the majority of things.
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Old 06-13-2015, 01:21 AM   #94
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Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Skyboxer ur on point..getting rid or hiding rating system all together is best..@CM ur a game designer..is that hard to implement?


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Old 06-13-2015, 01:26 AM   #95
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Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Quote:
Originally Posted by Skyboxer
Unless things have changed this year EA is primarily focused on Player vs player aspects and not a whole lot on Player vs CPU for the majority of things.

And this is a downfall of not only offline CFM but also online leagues..not every league has all 32 teams...hell I hate playing some humans because by nature they will exploit the system to win..(see HGH, etc)..edit: (by testing I mean for gaming not HGH..lol) that type of testing and development needs to stop...if they create a great-good CPU CFM..by default it will be great-good head to head


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Old 06-13-2015, 01:42 AM   #96
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Re: Madden NFL 16 CFM Impressions Part 2 - Scouting and Drafting (MyMaddenPad)

Not sure why nobody commented on my badass solution to all our issues. You must have missed it.

"You have a scouting department, Maybe 2 people. Each member has positional strengths and weaknesses. As the coach or owner, I am able to direct each member which area I would like them to focus on. By focus I mean spend twice as much time on that position than other positions. Later in the season I can designate individual players I want them to focus on. That way I have some input. I can change the focus at any time. The scouts do their work each week and information on each player starts arriving. Alongside each player is a "Time Spent Scouting" indicator. As the scout spends more time with the player, the more reliable the information provided. That way I will have information on most players but some information I can be more confident in than other info. Scouts are graded based on their accuracy. Given the different amount of time for players, there would be a big negative rating for being wrong on a player heavily scouted and much less negative for being wrong on a lightly scouted player and vice versa.

You can hire and fire scouts after the draft with the accuracy rating determining the level of pay. That seems like a pretty good way to solve all our issues."

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