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Madden 16 CFM Hands On Impressions by Virtual Sports Network

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Old 07-06-2015, 09:16 AM   #49
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

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Originally Posted by DeuceDouglas
Yeah, I just wonder how easy it would be to do all that especially with how long it took (and could still take) in switching profiles. And then also in just how the main hub is set-up. It's only designed for control of one team. With as many items as there is each week and then multiplied by 32 teams, you're looking at a potential mess. If they could find a way to consolidate it into the same weekly tasks and just basically make it so that you can do everything from the one profile just by switching within the given tasks like it used to be, then it would be a godsend. I probably spent more time changing profiles in between weeks last year than I did actually playing the game. There is a precedent for it as well as when you're doing the draft there is no need to switch profiles and it runs extremely smooth. Hopefully that gets expanded upon with all these UI and accessibility improvements.
To the bold... EXACTLY!

Or they could just make switching profiles easier and just allow us to press R2 and move smoothly from profile to profile (as it was in M12) instead of having to press R3 and then scroll down to select which profile we want to control.

Point being.... PLEASE MAKE IT HAPPEN, EA!
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Old 07-06-2015, 05:07 PM   #50
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

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Originally Posted by msdm27
To the bold... EXACTLY!

Or they could just make switching profiles easier and just allow us to press R2 and move smoothly from profile to profile (as it was in M12) instead of having to press R3 and then scroll down to select which profile we want to control.

Point being.... PLEASE MAKE IT HAPPEN, EA!
Madden 12 had the best franchise mode!

Madden 13 (in my opinion) took such a HUGE step backwards, and I still don't think Madden has recovered from it.

I think it is equivalent to when Madden made the forced jump from the ps2/xbox to the ps3/360, and stripped away all of the great features from Madden. It was basically an arcade game where you could only play head to head.

Now I feel like Madden's cfm is a lot closer to NFL Blitz 2001's season mode as opposed to what it was in Madden 12.
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Old 07-06-2015, 05:49 PM   #51
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

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Originally Posted by Toupal
Madden 12 had the best franchise mode!

Madden 13 (in my opinion) took such a HUGE step backwards, and I still don't think Madden has recovered from it.

I think it is equivalent to when Madden made the forced jump from the ps2/xbox to the ps3/360, and stripped away all of the great features from Madden. It was basically an arcade game where you could only play head to head.

Now I feel like Madden's cfm is a lot closer to NFL Blitz 2001's season mode as opposed to what it was in Madden 12.
What specifically did madden 12 franchise have? I forgot lol
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Old 07-06-2015, 06:41 PM   #52
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

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Originally Posted by Brooklynbks4
What specifically did madden 12 franchise have? I forgot lol
I know! It has been so long ago! But,

Full player edits

The ability to change teams at any time

ability to play CPU vs CPU

playable pro-bowl

importing draft classes (Obviously unachievable now) *custom draft classes*

Player Roles

Seeing the free agents ratings

Dynamic Player performance

75 man roster you had to cut down in preseason

Those are just some I can think of...
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Old 07-06-2015, 06:59 PM   #53
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

Quote:
Originally Posted by Toupal
I know! It has been so long ago! But,

Full player edits

The ability to change teams at any time

ability to play CPU vs CPU

playable pro-bowl

importing draft classes (Obviously unachievable now) *custom draft classes*

Player Roles

Seeing the free agents ratings

Dynamic Player performance

75 man roster you had to cut down in preseason

Those are just some I can think of...
This is what I never understood, remember there was a video that they put out about Madden 12 Franchise mode and how it was basically a thank you letter to the community and then the very next year a lot of what they had just done was completely erased. That was a MAJOR mistake and like you said, they're still trying to recover from it. Had they just left that stuff in CFM would be GREAT right now and then they could just add the immersive presentation stuff and most people would be very happy.
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Old 07-06-2015, 07:22 PM   #54
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

Quote:
Originally Posted by Toupal
I know! It has been so long ago! But,

Full player edits

The ability to change teams at any time

ability to play CPU vs CPU

playable pro-bowl

importing draft classes (Obviously unachievable now) *custom draft classes*

Player Roles

Seeing the free agents ratings

Dynamic Player performance

75 man roster you had to cut down in preseason

Those are just some I can think of...
This was the exact reason why I played the preseason and they had the subs right so by the 4th quarter of the 1st preseason game they had the 3rd and 4th stringers in there automatically
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Old 07-06-2015, 07:30 PM   #55
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

finally got around to actually reading what virtual sports had to say - and the thing that jumps out at me the most is actually the names of the draft prospects in that screenshot they showed of the scouting

Kadeem
Kalik
Corwin
Ezayi
Santario
Delafonta

hopefully this is just a fluke but there should not be so many uncommon names like that

I understand EA Doesn't want there to be 50 Joe Smiths in the league but I fear they went overboard with mixing up the names.

the last names seem alright though. Johnson, Hudson, Randall, Ayers, Lewis
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Old 07-06-2015, 07:48 PM   #56
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Re: Madden 16 CFM Hands On Impressions by Virtual Sports Network

Quote:
Originally Posted by Toupal
I know! It has been so long ago! But,

Full player edits

The ability to change teams at any time

ability to play CPU vs CPU

playable pro-bowl

importing draft classes (Obviously unachievable now) *custom draft classes*

Player Roles

Seeing the free agents ratings

Dynamic Player performance

75 man roster you had to cut down in preseason

Those are just some I can think of...
Well they still have the 75 cut down feature. But still things missing restricted free agents holding out, coordinators etc.
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