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An In-Depth Look at Player Development and How It Works in M17

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Old 08-23-2016, 10:35 AM   #9
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Re: An In-Depth Look at Player Development and How It Works in M17

Outstanding information here. Great post.
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Old 08-23-2016, 10:44 AM   #10
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Re: An In-Depth Look at Player Development and How It Works in M17

Great breakdown of everything.
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Old 08-23-2016, 11:43 AM   #11
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Re: An In-Depth Look at Player Development and How It Works in M17

20 year old studs in round 1 are now a must have.
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Old 08-23-2016, 01:18 PM   #12
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Re: An In-Depth Look at Player Development and How It Works in M17

Great stuff - so the drills. The higher the medal, the more points and you can sim after you earn a medal and get the same XP each time?

Say for example I have a Superstar trait RB, but he's third on depth chart, be will get less XP than if he was first?

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Old 08-23-2016, 01:27 PM   #13
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Re: An In-Depth Look at Player Development and How It Works in M17

Quote:
Originally Posted by brandon27
Well, this is really interesting. I started up a franchise last night just to check things out, get used to the new stuff before starting up my real one, I was surprised to see how high the costs were. I was surprised to see how "expensive" some of the upgrades for Tannehill were given how low some of his ratings were. Now this explains it, as he's 28 years old.


Very interesting new take on the system. It's really going to change the way people play franchise mode IMO. You're going to have to rely more heavily on the draft, and on development with younger players, as opposed to signing guys to their second contracts and hoping to continue their growth. What they've got at that point, is probably all theyre going to be. And, as someone else said, no more stacking up XP for players from year to year to buy some of those big upgrades, as everything will constantly go up.


Really puts the emphasis on drafting well, and developing the right guys when they're in their prime. Really, it puts things more in line with how the NFL teams operate.


I feel this is a job well done by EA here, but I know it's going to face backlash from some of the players when they figure out that it's different, or "harder" than in the past. Kind of goes along more with Rex saying he's glad EA supported the vision of a more community based Madden, than a widely acceptable casual Madden. Interesting to look in depth at a lot of these changes, and compare them to how NFL teams works, then it suddenly makes sense. Besides... if anyone doesn't like it. Just edit your players ratings to whatever you want them to be now that you have full editing. It's a win-win for the Madden gamer IMO.
completely agree. this is a sensible approach.

one question: you can edit a player's atts whenever you want?
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Old 08-23-2016, 01:53 PM   #14
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Re: An In-Depth Look at Player Development and How It Works in M17

While I like development to be challenging and don't want to be able to build up a team of 90+ OVR, I'm not sure I like that it's set definitively at 26 years old. Not EVERY athlete in the world hits a wall in their 26th year, just like not every one starts to decline exactly at 30 years old. I really think there should be some variance in this, no matter how little. I mean, some guys are late bloomers. At least, as someone else pointed out, they gave us the ability to edit players.
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Old 08-23-2016, 03:55 PM   #15
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Re: An In-Depth Look at Player Development and How It Works in M17

this is incredibly useful information, thankyou for sharing

is there a guide anywhere on how to change a players development trait? I know in M17 its a new feature (Dynamic player development) but I've yet to see my players development change and am wondering what triggers it.
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Old 08-24-2016, 06:29 PM   #16
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Re: An In-Depth Look at Player Development and How It Works in M17

Quote:
Originally Posted by ajra21
completely agree. this is a sensible approach.

one question: you can edit a player's atts whenever you want?
Yes, you can.
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