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Big Coaching Decision: Madden NFL 17

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Old 06-23-2016, 10:49 AM   #1
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Big Coaching Decision: Madden NFL 17

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Old 06-23-2016, 10:53 AM   #2
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Re: Big Coaching Decision: Madden NFL 17

Every time madden does something right they also do something that makes me go "what?" The on field improvement has been great but how is this adding any depth to cfm? You get to make the same decisions you've always made except there a new menu for it. It's cool that you can bring players back early with diminished ratings and higher risk of injury but that's been in football games before.
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Old 06-23-2016, 11:00 AM   #3
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Re: Big Coaching Decision: Madden NFL 17

Actually looking forward to this quite a bit. Adds a lot of flavor IMO to what is otherwise a dry menu-drive spreadsheet simulator.
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Old 06-23-2016, 11:10 AM   #4
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Re: Big Coaching Decision: Madden NFL 17

Like the injury stuff. Hopefully it's something they continue to build on. I don't know how the CPU will handle coach goals but I could see it potentially causing issues. Everything else isn't anything new. Hopefully the commentary talking about the moves isn't really forced.
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Old 06-23-2016, 11:22 AM   #5
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Re: Big Coaching Decision: Madden NFL 17

Quote:
Originally Posted by DeuceDouglas
Like the injury stuff. Hopefully it's something they continue to build on. I don't know how the CPU will handle coach goals but I could see it potentially causing issues. Everything else isn't anything new. Hopefully the commentary talking about the moves isn't really forced.


MrPrice said there's some really cool graphics and commentary for CFM that we haven't seen yet.


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Old 06-23-2016, 11:29 AM   #6
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Re: Big Coaching Decision: Madden NFL 17

Quote:
Originally Posted by jpdavis82
MrPrice said there's some really cool graphics and commentary for CFM that we haven't seen yet.


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Has there been any hint as to when we might see these things?
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Old 06-23-2016, 11:38 AM   #7
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Re: Big Coaching Decision: Madden NFL 17

Quote:
Originally Posted by DeuceDouglas
Like the injury stuff. Hopefully it's something they continue to build on. I don't know how the CPU will handle coach goals but I could see it potentially causing issues. Everything else isn't anything new. Hopefully the commentary talking about the moves isn't really forced.
See, I actually have a big problem with the injury stuff they've added. First off, I still can't believe we don't have the actual injury statuses that we have in the real NFL. There is a lot to be managed with injuries in NFL football. You need to manage how you nurse certain guys back, you need to list their status on a weekly basis, you need to dedicate training resources towards their recovery. THEN the decision comes each week on whether or not the guy is ready to play.

Now, add to that the ability to have MULTIPLE injuries. 2k has already done this in their basketball game and it's fantastic. To me, this system screams the opposite of BIG DECISION. It's hardly that. It's a binary decision. I either bring the guy back after 6 weeks or bring him back after 8 weeks. Nothing changes from the time he is injured to the first 6 weeks he is definitely OUT. There is zero dynamicity to this. How much better would it be if I could actually be involved in making decisions to rehab the player at the risk of aggravating the injury. I log in and see that my trainer gives me the bad news... "BAD NEWS ON JPP! - WE PUSHED HIM TOO HARD IN THE WEIGHT ROOM AND HE SEEMS TO HAVE RE-AGGRAVATED HIS GROIN PULL. HIS RECOVERY IS DELAYED AT LEAST ANOTHER TWO WEEKS". Or I might see the opposite. Hiring a more experienced trainer might affect how these types of things are handled, and the success rate for them. Give me something to do that I actually care about as opposed to rushing to just accept a simple binary option that doesn't even map to real life.

With multiple injuries, it would be awesome to see JPP's pass rushing attributes affected with a tricep injury, and his speed and agility affected by a knee sprain. The problem with CFM is that there is nothing to engross a user outside of the actual games. The NFL license provides everything they need to model these things. They simply choose not to do it. Instead, it seems they have wasted away a good 4 years moving game mechanics around in different menus.
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Old 06-23-2016, 12:07 PM   #8
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Re: Big Coaching Decision: Madden NFL 17

Quote:
Originally Posted by GiantBlue76
See, I actually have a big problem with the injury stuff they've added. First off, I still can't believe we don't have the actual injury statuses that we have in the real NFL. There is a lot to be managed with injuries in NFL football. You need to manage how you nurse certain guys back, you need to list their status on a weekly basis, you need to dedicate training resources towards their recovery. THEN the decision comes each week on whether or not the guy is ready to play.

Now, add to that the ability to have MULTIPLE injuries. 2k has already done this in their basketball game and it's fantastic. To me, this system screams the opposite of BIG DECISION. It's hardly that. It's a binary decision. I either bring the guy back after 6 weeks or bring him back after 8 weeks. Nothing changes from the time he is injured to the first 6 weeks he is definitely OUT. There is zero dynamicity to this. How much better would it be if I could actually be involved in making decisions to rehab the player at the risk of aggravating the injury. I log in and see that my trainer gives me the bad news... "BAD NEWS ON JPP! - WE PUSHED HIM TOO HARD IN THE WEIGHT ROOM AND HE SEEMS TO HAVE RE-AGGRAVATED HIS GROIN PULL. HIS RECOVERY IS DELAYED AT LEAST ANOTHER TWO WEEKS". Or I might see the opposite. Hiring a more experienced trainer might affect how these types of things are handled, and the success rate for them. Give me something to do that I actually care about as opposed to rushing to just accept a simple binary option that doesn't even map to real life.

With multiple injuries, it would be awesome to see JPP's pass rushing attributes affected with a tricep injury, and his speed and agility affected by a knee sprain. The problem with CFM is that there is nothing to engross a user outside of the actual games. The NFL license provides everything they need to model these things. They simply choose not to do it. Instead, it seems they have wasted away a good 4 years moving game mechanics around in different menus.
Completely agree. It's something but I still think the old Xbox/PS2 era injury setup was a lot better than what we'll get. I'd love to see something like this become part of the player card:



Pair that with something like wear-and-tear stamina where players can breakdown as the season progresses you've got the start to something good. Back to the M17 injuries though, the thing I dislike the most is what I saw in the blog screenshot which was this:



So you can play Penn through an injury but if you choose not to, for whatever reason, the backup and your coach gain double XP for the week. The video in the OP shows the exact same thing for the Bucs WR's. It makes no sense to me at all and seems like risk/reward just for the sake of it. And what's the difference if I suit Penn and still start the backup? Shouldn't he still get double XP for starting? Also, I think the player should have some decision as to whether or not he plays that overrides the user which could be something that is thrown into commentary like "The Raiders thought Penn was a go all week but he struggled through warmups and the decision was made that he wasn't able to play." And then when something like that happens it's a set back and pushes the timetable back another couple weeks or something. But of course something like that goes strongly against the hand-holding nature of CFM.

Last edited by DeuceDouglas; 06-23-2016 at 12:22 PM.
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