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Madden NFL 19: More on Franchise Mode's Additions and Gameplay

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Old 06-18-2018, 06:22 PM   #25
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Quote:
Originally Posted by Alex the Great
This is so utterly false. If they dropped the NFL license I bet they'd lose 50% of sales, easily. MUT is only interesting because it has real players and while they might be able to cut a deal with legends, there's probably not enough of them to keep everyone interested. Plus they'd lose a lot of those content updates that drive people to keep playing.

Edit: Btw just saw I responded to you in two different threads. I'm not trying to pile on ya!
No worries man. I don't take it personal if someone disagrees with me. But you wouldn't have to have a licensing deal to get real players. They could do a licensing agreement directly with the NFLPA for player likeness and have every player who is a union member (pretty much every player in the league).

Of course you wouldn't be able to use real team names or stadiums, but neither does Pro evolution soccer. What PES gives users is awesome customization tools that can be uploaded and downloaded by the community to recreate real team names, stadiums and logos. This way we wouldn't be subject to the restraints the NFL places on EA and allow us more customization to our leagues.

On a side note. This would benefit ultimate team as well as users could create their own custom teams instead of using one of the 32 already created nfl teams

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Old 06-19-2018, 10:10 AM   #26
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

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Originally Posted by Other Guy
This exact topic came up in one of the franchise threads. Just about everyone agreed that changing schemes and/or playbooks every week to manipulate the XP system would be completely unrealistic and shouldn't be allowed in online leagues.

It's a little concerning to see one of the devs advocating this. Doesn't this defeat the purpose of finding players who fit your scheme in the first place?
Yes , this right here was one of my first concerns when hearing about the ability to change schemes. While on the one hand i get it, at times a coach may change his scheme, its not often its done mid season ( barring some major injury to a key star ). As an online commish, i tend to have a radar for "potential issues" with their new stuff and this one really had me trying to think " how are we going to be able to combat this possible abuse of the system."

Id love to see( but prob wont happen until 2025) a tool for commish to choose how often people can change schemes ( kinda of like progression for cpu, you can set when they use xp). Start of season only , start and mid season, anytime........ That way at least the commish would have some control over that . Outside of that , guess only way to know is to check players attributes and see if guys are being " well rounded" and not just for the scheme they are currently in ( alot of work ). Sometimes the things they overlook makes me

Quote:
Originally Posted by canes21

Instead we're just getting a step in the right direction to make us feel like they understand what we want and they'll expand on it, but history shows that isn't the case with this franchise.

This is what bothers me the most. Still waiting 3 years later for gameplanning to be more in depth than just based on playcalls from last weeks first down play calls by your opponent. Still waiting for more functionality from the companion app , etc. If you add something , that you know needs more depth to it, why not finish it out the next year, or two. Set some people aside and say " here you work on fully fledging this out ." Instead of adding something else that was half done.


Quote:
Originally Posted by BleedGreen710
I dont like how he said they made every draft class balanced so theres players available in each archetype. he also said they wouldnt want your league to become all strong arm QBs just because of random draft generation. but why? thats how it is in real life. not every draft has a perfect allotment of 3-4 linebackers as 4-3, scrambling QBs to pocket passers etc. and that can have a big effect on your league. by making it so every draft is balanced by archetype it makes franchise seem less organic. I rather an 'anything can happen' draft rather then one that feels like prospects are hand picked by the devs so that all the teams running different schemes are guaranteed to find a prospect that fits.
Another thing i was wondering about upon first news . I posted in another thread. Now i didnt notice he said that there will be 2-4 players per archetype that will come out of the draft really good. But at the same time, by him implying they didnt want the league full of one type , most likely that dont matter if half are riding the bench. So that makes me feel like there will be 2-4 good players per archetype and thus making draft classes a bit better than they should be. Of course, this is not known yet until someone gets their hands on it and tests it out.So i hope my gut feeling on this is wrong, but time will tell.
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Old 06-19-2018, 12:53 PM   #27
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Has cpu vs. cpu improved at all
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Old 06-19-2018, 02:03 PM   #28
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

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Originally Posted by Therebelyell626
No worries man. I don't take it personal if someone disagrees with me. But you wouldn't have to have a licensing deal to get real players. They could do a licensing agreement directly with the NFLPA for player likeness and have every player who is a union member (pretty much every player in the league).

Of course you wouldn't be able to use real team names or stadiums, but neither does Pro evolution soccer. What PES gives users is awesome customization tools that can be uploaded and downloaded by the community to recreate real team names, stadiums and logos. This way we wouldn't be subject to the restraints the NFL places on EA and allow us more customization to our leagues.

On a side note. This would benefit ultimate team as well as users could create their own custom teams instead of using one of the 32 already created nfl teams

If anybody genuinely thought a football game without an NFL license would sell it would be on the market already ( 2k? ) , previous attempts have failed financially why would EA be any different ? And why would they even risk a major cash cow by even thinking about it ......
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Old 06-19-2018, 02:24 PM   #29
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Quote:
Originally Posted by Alex the Great
This is so utterly false. If they dropped the NFL license I bet they'd lose 50% of sales, easily. MUT is only interesting because it has real players and while they might be able to cut a deal with legends, there's probably not enough of them to keep everyone interested. Plus they'd lose a lot of those content updates that drive people to keep playing.

Edit: Btw just saw I responded to you in two different threads. I'm not trying to pile on ya!
Cosign... and the only reason it'd *only* be 50% is the Madden brand has weight.

The FIFA/PES comparison isn't really a fair one. PES won its supporter base when FIFA was utterly awful. Plus when you're dealing with a sport that has on the order 20x the number of fans as the NFL, you can afford to be a distant 2nd. But make no mistake; FIFA was well ahead of PES even when the quality gulf was massive (PS2 era).

Madden without the NFL would fail. And that's npt even considering that someone else would pick up that license. League licencing for a sports game is like a voiced protagonist in an RPG now. It's just expected, it's a core, baseline feature you just seem like a cheap wanna-be without.
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Old 06-19-2018, 02:58 PM   #30
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Quote:
Originally Posted by briz1046
If anybody genuinely thought a football game without an NFL license would sell it would be on the market already ( 2k? ) , previous attempts have failed financially why would EA be any different ? And why would they even risk a major cash cow by even thinking about it ......
You guys are missing my point. None of those games had real life current NFL players. If they did a license with the NFLPA they could have real players in the game. Just not real teams.

None of those examples you have given have ever had real current nfl players so it does not apply to my suggestion
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Old 06-19-2018, 03:03 PM   #31
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Quote:
Originally Posted by adembroski
Cosign... and the only reason it'd *only* be 50% is the Madden brand has weight.

The FIFA/PES comparison isn't really a fair one. PES won its supporter base when FIFA was utterly awful. Plus when you're dealing with a sport that has on the order 20x the number of fans as the NFL, you can afford to be a distant 2nd. But make no mistake; FIFA was well ahead of PES even when the quality gulf was massive (PS2 era).

Madden without the NFL would fail. And that's npt even considering that someone else would pick up that license. League licencing for a sports game is like a voiced protagonist in an RPG now. It's just expected, it's a core, baseline feature you just seem like a cheap wanna-be without.
You make some good points. THe game would still be madden though. I am not suggesting dropping the john madden name license. You just wouldn't have the NFL license.
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Old 06-19-2018, 03:10 PM   #32
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Re: Madden NFL 19: More on Franchise Mode's Additions and Gameplay

Does anyone have the numbers for John Madden Football on the N64? That game only had the NFLPA, and if I recall it did not sell well compared to Madden 98 on the PS1.


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