CFM Top 5 Feature Survey: Team Managers

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  • T4VERTS
    MVP
    • Jan 2011
    • 1153

    #1

    CFM Top 5 Feature Survey: Team Managers

    In an attempt to better align the OS community on what features they are looking for in CFM I am conducting a survey to send to John White at EA. John has identified the four ways he believes a majority of players play CFM. The point of this specific thread is to determine the Top 5 most desired features for people playing CFM in a “Team Management” focused way. This means that a majority of your games are simmed and you are more interested in roster construction/management over playing the games. If you play in multiple CFMs and play them differently, or think you fit in multiple categories, please fill out a separate submission for each thread.


    If this fits your style of play please reply to this thread using the below template. When naming your features be as specific as possible, saying better contracts is too vague. I will compile the lists later and group them into larger groups, but if we start with more specific responses it gives more flexibility to combine them later. Make sure the order reflects your feelings on the importance of these being in the mode in your mind.

    Top 5 Features:
    1. (Feature) – (Explanation not to exceed three sentences)
    2. (Feature) – (Explanation not to exceed three sentences)
    3. (Feature) – (Explanation not to exceed three sentences)
    4. (Feature) – (Explanation not to exceed three sentences)
    5. (Feature) – (Explanation not to exceed three sentences)


    Please do not add any other comments, or thoughts, on other people’s responses. The idea of this is to have a central location that we can easily develop lists that will be compiled and sent to John down the road.


    If you have any questions please feel free to DM me.
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  • coach422001
    MVP
    • Aug 2008
    • 1492

    #2
    Re: CFM Top 5 Feature Survey: Team Managers

    I'll get you started:

    Top 5 Features:
    1. Quicker CPU v CPU startup: let me just select the game and click "yes I want to spectate, or like in older versions select the games you'd either play or watch and any game before those gets simmed so your ticker looks more realistic, and games you don't want to watch/play are done faster during the game week.

    2. Global attribute editor: if the game needs tweaking outside of updates and tuners like all the kickers are too accurate or too many times the player tries to spin instead of diving forward for the first down, I can edit all the players at that position at one time rather than player by player to balance my league (whew, one LONG sentence)

    3 Assign playbooks to each team that stick. If I decide to make the Giants a run & gun team, let me edit/customize a playbook and assign it as the default for league game use for that team.

    4. Editable/creatable draft classes

    5. Coordinators along with head coaches AND these coaches can impact the skills/attributes of the players on their team. Coordinators and coaches also gain skills to improve this ability and (for coordinators) to improve their ability to become head coach.

    Edit: alot of what the favorite team group is saying would go well here (progression system, tracking stats year to year)
    Last edited by coach422001; 08-15-2017, 05:25 PM. Reason: Brief comment about cross-over comments with similar thread

    Comment

    • DeuceDouglas
      Madden Dev Team
      • Apr 2010
      • 4297

      #3
      Re: CFM Top 5 Feature Survey: Team Managers

      1. Obscured attributes - Visible PHY attributes and obscured intangible ratings to make roster management more difficult and uncertain. Similar system to Madden 12 on a larger scale.

      2. Restricted/Exclusive Rights Free Agency - Small but important and authentic roster management aspect. Makes handling younger players that are drafted, claimed, undrafted, etc. more intricate and authentic.

      3. Compensatory Picks - An entire round of the draft missing. Can play a factor in who you sign and who you let go.

      4. Waiver Wire - Probably the most common transaction aspect and is something used throughout nearly the entire season.

      5. Expanded Contract Abilities - Turn goals into incentives in contracts and tie those to player morale. Front loaded/back loaded contracts as well as a more intuitive contract set up.

      Comment

      • adembroski
        49ers
        • Jul 2002
        • 5825

        #4
        Re: CFM Top 5 Feature Survey: Team Managers

        Why is there no category for those of us who fully manage and play single player CFMs?

        Sent from my SM-G930P using Operation Sports mobile app
        There are two types of people on OS: Those who disagree with me, and those who agree.

        The first kind is wrong. The second is superfluous.

        The only difference between reality and fiction is that fiction needs to be credible.
        -Mark Twain.

        Comment

        • T4VERTS
          MVP
          • Jan 2011
          • 1153

          #5
          Re: CFM Top 5 Feature Survey: Team Managers

          Originally posted by adembroski
          Why is there no category for those of us who fully manage and play single player CFMs?

          Sent from my SM-G930P using Operation Sports mobile app


          http://forums.operationsports.com/fo...rite-team.html
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          Comment

          • SolidSquid
            MVP
            • Aug 2014
            • 3159

            #6
            Re: CFM Top 5 Feature Survey: Team Managers

            But I don't always use my favorite team, I usually end up running one with the Bucs, one fantasy draft, and one with a bottom tier team.

            Comment

            • T4VERTS
              MVP
              • Jan 2011
              • 1153

              #7
              Re: CFM Top 5 Feature Survey: Team Managers

              Originally posted by SolidSquid
              But I don't always use my favorite team, I usually end up running one with the Bucs, one fantasy draft, and one with a bottom tier team.
              Close enough. I didn't pick the buckets I just posted them. Please delete your messages after reading this and post your features there.
              Follow me on Twitter @T4Verts

              Comment

              • adembroski
                49ers
                • Jul 2002
                • 5825

                #8
                Re: CFM Top 5 Feature Survey: Team Managers

                I guess I interpreted that as the casuals who just play the games but would rather not deal with transactions.

                Sent from my SM-G930P using Operation Sports mobile app
                There are two types of people on OS: Those who disagree with me, and those who agree.

                The first kind is wrong. The second is superfluous.

                The only difference between reality and fiction is that fiction needs to be credible.
                -Mark Twain.

                Comment

                • Toupal
                  MVP
                  • May 2014
                  • 1296

                  #9
                  Re: CFM Top 5 Feature Survey: Team Managers

                  1. Customize/ Share Draft Classes:
                  - Give us full control of editing players before the draft. Allow us to set sliders for the quality and depth of the draft class.
                  - More in depth scouting such as college awards and stats. I want to hear commentary about former heisman winner in my season

                  2. Assistant Coaches/ Coaching Pool:
                  - Coordinators and position coaches are a must with the ability to fully edit coaches
                  - Coaching Free Agency so you can hire/ fire coaches in the middle of the season
                  - Retired players become coaches

                  3. Historical Stat/ Award Tracking:
                  - Season awards and records are viewable all the way back to the NFL beginning 1920 Season.
                  - Player cards show stats and awards for player by season and what team they were on.
                  - More records are tracked and they have an actual legacy score to compete with other players for the HOF.

                  4. Uniform/ Stadium Creator:
                  - Similar to NCAA's teambuilder website. Let us build a stadium, jerseys, and do relocation from scratch. Let us build our own unique stadium that can be shared and viewable by others.

                  5. Presentation Update:
                  - Commentary always needs to be up to date, and I want to see it carry on into year 2, 3 , 4 and plus. If the Bengals win the 2018 Super Bowl, I want to hear them referred to as defending super bowl champs in the 2019 season.
                  - With that, I want to see the stadiums/ championship banners update with championships

                  Comment

                  • deu22ces
                    Rookie
                    • Jun 2010
                    • 207

                    #10
                    Re: CFM Top 5 Feature Survey: Team Managers

                    1. Playbook Knowledge rating/mechanism - overall gist: players have dominant scheme/prior experience; rookies and free agents with no previous experience have to go thru a learning curve - ties into AWR/PRC; impacts on drafting, free agency, chemistry, depth chart, trades, pre-season, practices, progression/regression

                    2. Assistant Coaches - w/impact on team building (minimum OC,DC,ST) - impacts drafting, free agency, chemistry, progression/regression, pre-season, practices, depth chart

                    3. Chemistry - similar to what is in MUT already, more detail the better, positions that rely on chemistry to succeed as a team (QB/WR, RB/OL, QB/OL, LB/DL, CB/S etc.

                    4. Expanded Contracts - to include multiple types seen in today's NFL as well as RFA, ERFA. (to keep a RPG element - incentive contracts to replace the current goal XP)

                    5. Customizable Draft Classes - including sliders for customizing

                    Comment

                    • BreakingBad2013
                      Pro
                      • Aug 2013
                      • 848

                      #11
                      Re: CFM Top 5 Feature Survey: Team Managers

                      Hidden or non-numerical ratings system:
                      - Specific numerical ratings reduce any reasoning for pre-season football, practice, or giving "that one guy" a chance. This also goes for draft scouting, where a scout would give strengths and weaknesses, not a letter grade. Also eliminates user controlled XP system

                      Team chemistry and scheme diversity:
                      - Giving players chemstry based on length together or play style would be awesome. I think team chemistry should be separate to offense and defense as well, since they are their own individual units. Also, having schemes applied to players and teams would be amazing. A player going to a bad scheme for should significantly decrease his abilities, unless he's a special player who fits multiple schemes. This would also require defensive and offensive coordinators.

                      Player roles/Badges:
                      - So many players are in the NFL that separate themselves from other guys. Wether it be the vocal leader trying to get everyone on the same page, or the special teamer who's only job is excelling at Special Teams. The badges or roles would apply to helping or hurting the team, and give strengths and weaknesses to players outside of just simple ratings.

                      Injury history and reoccurrence rating:
                      - We've seen a ton of players have nagging injuries that ruin their career. Unfortunately it's the dark side of football, but would add so much immersion if your star WR tore his ACL in back to back seasons, and you need to scramble for a replacement.

                      Player emotion/morale:
                      Adding this would make sure disgruntled players don't re-sign, or happy players re-sign for less. Players could demand trades/hold out or recruit other players to join his current team. It would also lessen the value needed for some players to be traded if they're publicly vocal about being unhappy. Would also see a ratings boost/decline. Also could contribute to early and unexpected retirements.
                      Last edited by BreakingBad2013; 08-16-2017, 10:55 AM.
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                      Comment

                      • DH523
                        Rookie
                        • Jul 2004
                        • 92

                        #12
                        Re: CFM Top 5 Feature Survey: Team Managers

                        Top 5 Features:
                        1A. Change Pass/Run Ratio Weekly (With 1% Increments, NOT 5s). What's the point of having a 'Training'/XP if you CANNOT change the Pass/Run ratio for the Simmed Game?!?! I MISS THIS. Give it back. I hate seeing my opponent ranked 30th Against the Run and not being able to set my team to say 63% Run to take advantage of that obvious mismatch. Or maybe I have an elite QB and want him to throw a ton so I set my team to 74% Pass pretending I've hired a Mike Leach type as OC.
                        1B. RFA/ERFA Contracts. I loved this feature in Madden 2004/Madden 2005 and it made me actually have to decide my roster construction. Do I tender Player X at 1 Year for $4.5 Million or let him walk? Do I try to do what the Patriots do and sign somebody else to an offer sheet hoping their team can't/won't match it?
                        2. Player Statistics Detailed In Career. I'm the type who loved "reuniting" a player to a coach e.g. maybe a LB played under Rex Ryan in Baltimore and is in a FA. Real coaches tend to lean towards their players who "know" the scheme so it'd make sense they'd target such players. This was an easy way to do so & helps with immersion. Or I'd sign that 37 year old QB or RB to try and get them over 40,000 Passing Yards or 100 Rushing TDs.
                        3. Assistant Coaches. Coordinators matter in the NFL and are the #1s to the HC. They are a MUST in this kind of a videogame that touts it's "what you see." Bill Belichick isn't calling the offense AND defense for the Patriots, it's Josh McDaniels and Matt Patricia. It'd also allow users to 'follow' coordinators and snipe them for HC openings. Also see #2 for 'Stats For Career' included even if it's just a W/L Record.
                        4. Coach Attribute Boosts (Increase/Decrease Over Career) I'd like to see certain coaches have "boosts" for their team (think HC '09 maybe?). Belichick might have a +2 for Defensive AWR whereas Sean Payton may have a +2 for WR Route Running. It'd make them unique and differentiate them when looking to hire new coaches. Maybe a HC like Jason Garrett sees his Cowboys turn into the 00s Ravens defensively so his +1 Run Blocking changes to +2 Tackling.
                        5. Free Agency Fit Meter This would tie into the coaches you have but it'd relate mostly to playing style. If a team is a Zone Blocking team, just having the One Cut/ZB isn't very helpful IMO because different players may still fit within the system. Randy Moss would be a 'Vertical' WR probably but he transitioned into a 'Spread' WR when he joined the Patriots. Having a fit meter would help showcase the obvious fits but also let coaches get under-the-radar finds e.g. Vrabel's 3-4 OLB fit with NE after being tried at DE for Pittsburgh.
                        Last edited by DH523; 08-15-2017, 07:25 PM.

                        Comment

                        • timhere1970
                          MVP
                          • Sep 2013
                          • 1810

                          #13
                          Re: CFM Top 5 Feature Survey: Team Managers

                          1) coaching staffs to include position coachs. Ability to start career as position coach and move up and the ability to move down when fired. Coordinators obviously control their side of the ball and position coaches only control their position in game. As position coach rank rookies and free agents at your position.

                          2) Dynamic progression/regression system. Shoud not be based on on field results and more randomness. You shoud not be Able to could t on a player being your mlb for the next ten years when you draft him no matter how big a prospect he is.

                          3) every coach should evaluate talent differently in determining overall. This would help tremendously with free agency and drafting. A players overall should be the average grade of the coach, coordinator and position coach.

                          4) free agency, players should have different priorities. The point system where only money matters is not good. Free agents shoud consider things like, location, coach style, winning team, media market and many others with every players weighing those factors differently.

                          5) big decisikns. GM's put out fires. Hold outs, pissed off players, demands for release and trade. Some options to treat star players like star players and have that affect the rest of the team. Promises, depth chart comlaints.

                          Comment

                          • PhillyPhanatic14
                            MVP
                            • Jun 2015
                            • 4825

                            #14
                            Re: CFM Top 5 Feature Survey: Team Managers

                            1. Better Menus that Respond Quicker
                            2. When I click on a player card and then go back to my roster I don't want it to reset me at the top of my roster. I want to continue where I left off. This is a major time waster.
                            3. More interactive college scouting
                            4. More interactive player development that is more rewarding
                            5. More interactive trades/free agency discussions (i.e. Fifa 18)

                            Comment

                            • shockl3y
                              Rookie
                              • Aug 2007
                              • 408

                              #15
                              Re: CFM Top 5 Feature Survey: Team Managers

                              I just want a coaching staff. But I want it done right, not half-assed. Meaning you give us every coordinator, Offense, Defense, Special Teams. You give them the same treatment you give the Head Coaches in the game now. Records and player models in the game. That way when they become a head coach they're in the game and not some generic bull****.

                              But that's really bare minimum, because position coaches being added and receiving that level of detail is probably too much for them to handle. I would be happy with the bare minimum in this regard because it's been so damn long since Madden has had this. I honestly doubt they even know it was ever there.

                              Comment

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