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Is Madden25 worth $60 for an offline franchise Gamer?

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Old 11-06-2013, 04:48 PM   #33
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Re: Next Gen or Current Gen?

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Originally Posted by dghustla
wait until Black Friday.
Agreed here. If I recall correctly '13 was in abundance last year for $25. I am assuming this year will be no different, especially with the next gen coming out.
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Old 11-06-2013, 05:46 PM   #34
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Re: Is Madden25 worth $60 for an offline franchise Gamer?

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Originally Posted by ruttentud
This +infinity

With CPU tackling at 85 or higher, running gets a lot harder. Also, I quit using all of the moves. I don't juke or spin or truck. It's just way too overpowered, even without the modifier.
Seriously? So in order to have a realistic run game I have to not use any moves which is completely unrealistic not to mention BORING. Not a shot at you but just shows how long this game as got to go..
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Old 11-06-2013, 05:52 PM   #35
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Re: Is Madden25 worth $60 for an offline franchise Gamer?

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Originally Posted by LorenzoDC
But that's the thing, in the bolded part. Over the last several years it's gotten to the point where I have had to spend almost as much time trying to find a playable balance to the game with the sliders as I have been playing the game. It stops being fun.

And when the sliders come with no manual or explanation of how they interact with each other, after all these years, we do the slider forums and we're still labbing and testing things because a couple of hundred guys putting hours into it every year STILL can't figure it all out.

I don't mind doing some work. I'm not unreasonable. But the return on my investment has gotten ridiculous. I like football more than basketball, but just as a game, I'm playing NBA 2K in association mode because it actually is fun. I only have so much time to put into gaming.

When it comes to Madden, putting weeks and months into trying to get a playable game out of an offline franchise mode. . . those days are done for me. I'll put 3 weeks into it, and that's what I did with M25.

And then I stopped.
Good thoughts. Back when I played WoW, I spent dozens of hours (at least) customizing my UI with various mods. Crazy, I guess, but at least it was effective. I had the distinct info and functionality I wanted for each class I played. On the other hand, some of my friends managed to raid at a high level using the default UI.

Either way, I was customizing how I received information and input commands. I wasn't fighting with suction, warping, constant turnovers, uncanny QB accuracy, rocket catches, etc. It's great for games to offer deep customization (even if it's from the community) when people want it. Even people who enjoy Madden seem to think we *need* a lot of help from sliders. I agree, which is why I don't invest any more time in discovering whose version of the game (if any) keeps me from breaking controllers.

That doesn't even touch the CFM issues. I'm not paying to do the job of the AI! When I hear about people not using 32 team control anymore, I'll think about giving this game another shot.

Last edited by rootofalleli; 11-06-2013 at 05:54 PM.
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Old 11-06-2013, 06:31 PM   #36
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Re: Is Madden25 worth $60 for an offline franchise Gamer?

Not my favorite Madden to date...

Has been a loooong and VERY frustrating task to beat a decent game of football out of this thing on and off the field, but it can be done with a few critical "starting points":

1) DTRacing (I believe) made a few tweaks to a base roster that got decent sim stats out of the QBs...I downloaded that and played and or simmed a few seasons and adjusted various QB's AWR and ACC ratings until their stats got as good as they usually are...not perfect...close...

2) The holding slider determines how long blocks are engaged...anything above 45 is going to lead to gaping holes to run up the middle through...I currently use 40...

3) With FGL @ 45 and FGA @ 35, I see missed attempts by both the HUM and CPU...

4) With PAC set to 85 and punter player tendency set to "accurate" in the scheme menu, the CPU will coffin corner...

It's really how much time you're willing to put into it...

And most of that is "research" to determine what problems in the game are "universal" to all and what are specific to some...

I've got some sliders in my blog that I (and a few long time members / hard core sim guys) are using to more than acceptable result...

Problem is, they only seem to work properly on "Very Slow" which is not a desirable option for most...

Anyway, OP...

If you LOVE some console football, this is what we've got to work with...

PERIOD.

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Old 11-06-2013, 06:31 PM   #37
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Re: Is Madden25 worth $60 for an offline franchise Gamer?

Sliders can't fix Kaepernick and Russell both being allowed to walk after their rookie deals expire. Happened in the same franchise. I also can't get sliders to fix the 1st round corners and WRs with speed in the low 80s.

I wish there were sliders to fix the CPU XP problems.
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Old 11-06-2013, 06:35 PM   #38
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Re: Is Madden25 worth $60 for an offline franchise Gamer?

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Originally Posted by mavfan21
Sliders can't fix Kaepernick and Russell both being allowed to walk after their rookie deals expire. Happened in the same franchise. I also can't get sliders to fix the 1st round corners and WRs with speed in the low 80s.

I wish there were sliders to fix the CPU XP problems.
If you control all 32 teams, you can monitor transactions and player movement...

NOT ideal, but possible...

I also prefer NCAA DC's that are made by someone who specializes in that...

I get those on EBay...

Once again, NOT ideal...

But, from a "Devil's Advocate" perspective...

Possible...

XP?

USER can't run practice...which are tedious anyway...

Oh, and lastly:

MOST of the gameplay issues that are "universal" are enhanced by the All Madden level, which removes most semblance of player ratings...

Last edited by KingV2k3; 11-06-2013 at 06:40 PM.
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Old 11-06-2013, 06:52 PM   #39
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Re: Is Madden25 worth $60 for an offline franchise Gamer?

As I started playing 12 more this past week I was reminded how much better the progression/regression was. I signed a 72 OVR CB (B potential) and he barely played, he dropped to 67 OVR. My starting rookie QB (A potential) was rookie of the year and progressed 6 points. No aggravating XP to worry about. No goals....instead of thinking "I need 3 TDs for 2000 XP", I just play the dang game.

Far more realistic and immersive and if I don't like the way a player progresses or regresses I can edit all ratings!

I love the potential system for realism. There are players that just NEVER get any better in real life. You can't force feed them the ball and make them a star.

I just find 25 soooo much work to enjoy and I have to try so hard to ignore so many things. Sorry but seeing most of my top rookies in white sleeves all the time sucks....with Madden 12 I can just relax and play and easily tweak as needed.
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Old 11-06-2013, 07:01 PM   #40
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Re: Is Madden25 worth $60 for an offline franchise Gamer?

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Originally Posted by mavfan21
I just find 25 soooo much work to enjoy and I have to try so hard to ignore so many things.
This.

As much as I like to, my football mind just can't ignore the things I see EVERY play that take me out of the game.
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