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Thoughts on new XP system in madden?

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Old 01-21-2013, 06:50 PM   #17
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Re: Thoughts on new XP system in madden?

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Originally Posted by pacman5769
I have a question...do you really think all the XP you use on your players acutally make them a better player? or is it just smoke and mirrors...something to make us feel like we are actually making a player better...
I'm doing a test...in my offline franchise I traded Tom Brady and am progressing R Mallett....simmed thru the whole season and am now in the playoffs...used ALL of Malletts XP earned duiring the season solely on AWR...( started out at 50 I think) brought him up from a 72 OVR to an 80 OVR didnt spend any on his ACC numbers...going to buy the QB XP boost package to see what that does in season 2..and I will spend 2nd season XP in boosting his long med short accuracy...then see if I can turn Mallett into Brady part deaux...his throw power is 98 I believe...gonna be interesting to see what develops
Oh you can absolutely make them better.

If you boost his accuracy, he should become deadly throwing the ball. And don't forget traits like Sense Pressure and Force Passes. Oh, and Clutch: Yes. He'll be better, definitely. No sarcasm or snark. It's for real, imo.
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Old 01-21-2013, 06:50 PM   #18
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Re: Thoughts on new XP system in madden?

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Originally Posted by bucky60
Performance doesn't matter in progression, progression matters in performance increase or decrease. XP has the wrong thing (stats) driving the progression bus. Progression should be driving the increase or decrease in ability/ratings and ability/ratings should be driving performance. That's how things work in the real world.
Exactly right irl players progress then are able to produce better on the field, stats do not drive progression , madden has it backwards
XP is a rich get richer system where the better players produce better stats , earn more XP and thus remain the better players whilst lesser players stagnate especially on CPU teams
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Old 01-21-2013, 06:54 PM   #19
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Re: Thoughts on new XP system in madden?

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Originally Posted by N51_rob
Does anyone ever think Madden will have that kind of depth? I do not sadly.
I doubt it will ever have it but it's so odd considering what Looman accomplished/started with HC09. I don't understand why fleshing out and refining successful features from past games seems to be forbidden in Madden, lol. It honestly seems like someone high up set a standard that if it can't be marketed as "new and innovating", it can't go in next-gen Madden. Again, I believe Looman is trying his best to appease everyone, given the pressures from both "suits" and hardcore football fans but it's not possible. I can't vouch for everyone at EA Tiburon but we have video game proof that Looman is capable of creating a realistic immersive team management system because he did it with HC09. CCM, at the moment, seems to be the "funning" up of NFL football for HC09 which we have seen repeatedly done in next-gen Madden.

I don't know exactly why nor do I even care anymore but it's beyond obvious that thus far EA Tiburon is not conducive for producing a solid NFL simulation video game. The culture just will not allow it and it reminds me of how many people see the US Congress. I think most people at EA Tiburon have all the best intentions in the world but the current situation, whatever is, can't produce a realistic NFL game. I don't understand why more people don't seem to believe that, especially in light of AJ's comments. He was a guy, that basically landed his dream job, working on THE NFL football game and quit from disgust and disappointment with not only the current product but also where he felt it was headed.
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Old 01-21-2013, 07:11 PM   #20
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Re: Thoughts on new XP system in madden?

@KB:

GREAT, great post!! The part that makes strategizing and building up a team and maximizing your team's strengths so that you can cover up your team's weaknesses! If your CB's suck at zone coverage and are bump and run guys, you don't call zone coverage plays as often. You don't get to as a team change your philosophy because guys magically learned how to run block better even though your team passes 90% of the time. The XP system should be based on what your team excels in. If a CB plays zone coverage and doesn't allow many catches or TD's, then yes he should get bumped up. If the QB throws successful deep balls, but struggles on low passes then yes, he should see changes based on how he plays. Now, it's all relative to what his current rating is. It makes no sense like KB said, how the player plays one way, yet you can magically alter his game style out of the game, by him not doing any of those things.
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Old 01-21-2013, 07:17 PM   #21
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Re: Thoughts on new XP system in madden?

Just started my new CCM and I hate, hate, hate the XP system. I want something that I can progress players but takes less time to do so.

I want to spend more time on the field than in a menu progressing players. To me it's just to time consuming.

Also it takes too much time in other menus for example the trade menu, but that's a different topic.
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Old 01-21-2013, 07:45 PM   #22
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Re: Thoughts on new XP system in madden?

I enjoy the concept but the goals are all or nothing, which shouldn't be. Because I needed 125 catches but only got 100 my player failed? Why not give me 75% of the upgrade and an actual viable bonus if you meet or exceed the goal. Like adding on clutch, high motor....those would be specific to over achivement not "buy able".

Training a player should be a season thing, with goals tied to production equating performance. For example you could earn tiered attributes for meeting a series of goals. Since your forced to pick only 1 to 3 attributes the "padding" goes away.

You can gain up to a 10 attribute increase, depending on what you choose the defined goals will change. Attribues 50 and below have a 10 gain. 60 and over an 8. 70 and over a 6. 80 and over a 4. 90 and over a 3. This prevents over progression and allows you distinctly to either build a player to your mold and counteract aging in your veterans.

For example, I want my Saftey to be faster, better tackling and have better play recognition. I select those attributes as what I will "train", in both game and practices I would be required to complete the following.

25 tackles for a loss - Gain play recognition

45 Unassisted tackles - Better tackling

Run 15 players down from behind - Speed increase.

Just to throw some random stuff out. Some key increases would have a loss tied into the gain,

Speed Increase - Shed 8 pounds, lose 3 strength, 5 "force fumble". Gain 2 stamina, lose 5 injury.

This would prevent the "super player" many people love to build. This game really allows you to make A guy totally unrealistic, not only that it starts to nerf you way to late. A quick DB will be forced to spend 130k in xp to gain 1 speed because he started with 89 when he was a rookie? So six years in, the guy is strong, can't be hurt, "toughness" and clutch, plus a ball hawk with a high motor. He plays the ball aggressively and is a big hitter with Consistancy who shouldn't retire with his tendencies. Really, 2013 and this is sim football?

This is simple, simple stuff to program.

Last edited by RyanMoody21; 01-21-2013 at 08:04 PM.
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Old 01-21-2013, 07:50 PM   #23
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Re: Thoughts on new XP system in madden?

I do agree with KB. I only upgrade attributes that relate to my scheme and awareness/play recognition. Maxing out injury and stamina just seems odd. How does that even work? Replace their bones with steel? Might as well nickname my HBs Kick-*** and Iron Man.

I only upgrade intangibles, not physical traits. I'm surprised there isn't a height package.

I rarely buy traits unless it's for a Franchise player. You never see Tyrod Taylor randomly become a clutch player with perfect traits by practice. But now Flacco, I'd maybe spend money on traits.
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Old 01-21-2013, 07:57 PM   #24
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Re: Thoughts on new XP system in madden?

I've just preferred progression.

I'd prefer my play on the field decide what kind of increases I would get. Give us **** to do. Players don't only practice and play games. They lift, they run, they study.
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