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Connected Careers Player Progression is broken

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Old 11-03-2012, 06:56 PM   #81
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Re: Connected Careers Player Progression is broken

So I did some exploring, I figured everything out. I have been drafting for a 3-4 D but my scheme was a 4-3. Since I made the switch, all my players have gone up.

Also it tells you what to work on for the type of player, ie Red Zone Threat WR, needs Spec Catch and Catch in traffic

Great day, just made the madden game alot better
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Old 11-04-2012, 03:45 AM   #82
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Yea I noticed this when I drafted my QB. Had a 4TD 400 yd 74cmp% and yet I barely got any XP.

Sent from my SGH-T999
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Old 11-04-2012, 11:31 AM   #83
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Re: Connected Careers Player Progression is broken

After even more playing...this XP system has been pretty pointless as far as being an enhancement or bettering the franchise experience all around.

If you wanted progression to make sense and be based off performance, this didn't help because the players developmental ratings are so random and the goals are too limited. Having a 5 TD passing game = 3 TD passing game. Meanwhile proper regression is not there once again as well.

All and all, like most changes from the old Franchise to this new CCM, nothing was really improved. We just lost a few good features for nothing it seems like. XP isn't any better than the previous progress, the twitter does nothing for me and is as redundant & inaccurate as I feared, practice is just not good and unnecessarily time consuming and everything else in CCM is virtually the same with the exception of some features removed.

Definitely a lot of fun playing for the most part but CCM is somewhat of a failure this year imho.

Last edited by Jimi XIII; 11-04-2012 at 01:41 PM.
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Old 11-04-2012, 12:09 PM   #84
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Re: Connected Careers Player Progression is broken

I think player progression is actually pretty good this year. The problem I have is they don't curtail the player's play style accurately and award him appropriately. Tim Tebow, Terrell Pryor and Troy Smith (all scrambling QBs) get nothing out of rushing touchdowns and rushing yards. But Trent Richardson (I'm playing as the Brown's coach) is doing average on the ground and is racking up tons of XP. It just seems kind of unfair that Tebow and co. would have to pass for touchdowns when they are prone to run it in instead. I also think that the coach should be able to decide what type of goals he wants per game. It would also be nice if the player could choose all relevant back-ups player style also: so you could have a starting power back, receiving back and a speed back all lined up. The same would be nice for wide receivers.
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Old 11-05-2012, 03:28 PM   #85
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Quote:
Originally Posted by tdalessio
how and where do you change the scheme of your team??

I started with the Browns but wanted to run a 3-4. I don't think my scheme is set for a 3-4 because it says I need 4-3 run stoppers, and not pass rushing OLB (Like I want)

Please explain...

Also Im running a west coast O, so what stats do I need increase for WR; route running, catch in traffic??

Thanks
Strategy > schemes I believe...
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Old 11-10-2012, 01:44 PM   #86
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Re: Connected Careers Player Progression is broken

I am a big Head Coach 09 fan, so I recently started an offline CCM with coach mode turned on (post-patch, which means no user control). 15 minutes quarters with accelerated clock; I am getting very close to NFL stats. After a few weeks of play, I am now in season 7.

Overall, I am OK with the manual progression of my own team, although I resent the fact that the starters get much of the XP while my backups progress quite slowly, since their goals are unreasonably high for many positions.

Beyond my own team, I've noticed a lot of the other weird things mentioned in this thread. One thing that strikes me is how many young first round picks can sooner rather than later be found in the FA pool. Especially on defensive line. In my CCM, I found guys like Nick Fairley, Quinton Coples, or Shea McLelan simply get cut by their team after a year or two and sitting in FA. I am not sure, but I can see two possible scenarios causing this. One, this may be due to poor progression. These guys had overall that made them backups, and since they didn't see the field, they remained low, leading the CPU team to cut ties with them. Or, second option, it may also have to do with positional philosophy. Fairley is a good example of a drastic change based on scheme. As a run stopper, he's rated in the mid-60s, but as a pure pass rusher DT or DE, he shoots up to the 80s. Now, suppose a team wants a 3-4 run stopper and don't need a guy like Fairley, they should at least trade him to another CPU team, since he should be highly valued by another organization running a 4-3, for example. Change in philosophies/schemes occur often on CPU teams when coach firing is turned on.

This problem with poor rookie progression is a general one. In 2016, so around the time most of the 2012 draft class rookie contracts expired, pretty much all the big names rookies were dropped into the FA pool by the CPU: Andrew Luck, Michael Floyd, Doug Martin, Morris Clayborne, etc. were almost all FAs. The year before, Andrew Dalton, coming out of an MVP season, was not re-signed by the Bengals (who did not have any salary cap issues) and went into FA. Almost all the stats leaders were veterans, even at positions where it makes no sense: most of the rushing leaders were guys in their 30s, while rookies had pretty average seasons. This is really frustrating, as it kills the realism of an extended franchise mode.

The CPU will also sign rookie QBs in the first round of the draft, but many don't ever see the field, and since they don't progress, the CPU will keep them on the bench forever, and at the end of the year will sign a scrub FA QB like Kyle Orton, since he has a slightly higher overall. Again, this makes little sense. I've seen so many other examples of poor CPU management of roster, but that's another topic.

For better progression, the CPU should rotate players more in game. In my CCM games, I'll see the CPU run the same HB 30 times a game, even small scatbacks like Stephens-Howling or Sproles. Does anybody know how to fix this? It's as if they never get tired.

The other issues I have with the general idea of manual progression based on performance XP, especially in online leagues, is that it can become a vicious circle: guys who win a lot of games have more XP therefore making their team and players better, while guys struggling will continue to struggle since their progression will be stunted. It also frequently leads to stats padding to meet unrealistic goals: guys running a HB 35 times a game, spamming their WRs or TEs, etc.

Leave it to EA to fix something only to break something else. Too bad that, once again, I'm stuck hoping next year will be better or that, one day, there will be another installment of Head Coach.
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Old 11-10-2012, 02:16 PM   #87
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Re: Connected Careers Player Progression is broken

Quote:
Originally Posted by Jimi XIII
After even more playing...this XP system has been pretty pointless as far as being an enhancement or bettering the franchise experience all around.

If you wanted progression to make sense and be based off performance, this didn't help because the players developmental ratings are so random and the goals are too limited. Having a 5 TD passing game = 3 TD passing game. Meanwhile proper regression is not there once again as well.

All and all, like most changes from the old Franchise to this new CCM, nothing was really improved. We just lost a few good features for nothing it seems like. XP isn't any better than the previous progress, the twitter does nothing for me and is as redundant & inaccurate as I feared, practice is just not good and unnecessarily time consuming and everything else in CCM is virtually the same with the exception of some features removed.

Definitely a lot of fun playing for the most part but CCM is somewhat of a failure this year imho.
Don't forget the clunky menus/poor navigation.
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