What features are you most wanting to see in CFM?

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  • jpdavis82
    All Star
    • Sep 2005
    • 8793

    #1

    What features are you most wanting to see in CFM?

    I made a list of the top 5 most requested features for CFM and passed them along to Kolbe & John White, two main devs for CFM now. Let me know if you guys agree or disagree with this list and what else you think the community wants most in CFM in M16,17, and so on, and I'll try to get your requests to them as more things are listed.

    In order I said....

    1. Formation Subs & Defensive Assignments
    2. Edit draft classes
    3. Scores & Stats Ticker
    4. Weekly Wrap Up Show
    5. Off & Def Coordinators(coaching carousel)
  • Aggies7
    All Star
    • Jan 2005
    • 9495

    #2
    Re: What features are you most wanting to see in CFM?

    Studio Updates similar to NCAA 14. The rest of the list I like
    Texas A&M Aggies
    Denver Broncos

    Colorado Avalanche
    Colorado Rockies

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    • 4thQtrStre5S
      MVP
      • Nov 2013
      • 3051

      #3
      Re: What features are you most wanting to see in CFM?

      Originally posted by jpdavis82
      I made a list of the top 5 most requested features for CFM and passed them along to Kolbe & John White, two main devs for CFM now. Let me know if you guys agree or disagree with this list and what else you think the community wants most in CFM in M16,17, and so on, and I'll try to get your requests to them as more things are listed.

      In order I said....

      1. Formation Subs & Defensive Assignments
      2. Edit draft classes
      3. Scores & Stats Ticker
      4. Weekly Wrap Up Show
      5. Off & Def Coordinators(coaching carousel)

      I would pick, of the above 5 listed, numbers 1, 2, and 5 as being my most important...Bottom line for me is, as long as gameplay is improved it spills into other areas to make them more enjoyable or at least tolerable.

      I believe AI trade logic falls under gameplay, if not, I would add better AI logic into the top five..
      Last edited by 4thQtrStre5S; 06-05-2015, 07:16 AM.

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      • 4thQtrStre5S
        MVP
        • Nov 2013
        • 3051

        #4
        Re: What features are you most wanting to see in CFM?

        Originally posted by Aggies7
        Studio Updates similar to NCAA 14. The rest of the list I like
        There is so much from NCAA 14 that, if injected into Madden, would make it 100 times better...

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        • jpdavis82
          All Star
          • Sep 2005
          • 8793

          #5
          Re: What features are you most wanting to see in CFM?

          Originally posted by 4thQtrStre5S
          I would pick, of the above 5 listed, numbers 1, 2, and 5 as being my most important...Bottom line for me is, as long as gameplay is improved it spills into other areas to make them more enjoyable or at least tolerable.

          I believe AI trade logic falls under gameplay, if not, I would add better AI logic into the top five..
          I think you will like what they're doing with gameplay this year, it's not everything I want but it's a lot of improvement across the board not just one or two things they added.

          Comment

          • Hooe
            Hall Of Fame
            • Aug 2002
            • 21554

            #6
            Re: What features are you most wanting to see in CFM?

            I'm not including formation subs / package personnel system / tiered play calling / whatever as a CFM request because based on previous information it's a responsibility of the core gameplay team to add that sort of thing, not the CFM team.

            With that said:

            - tracking of advanced analytics statistics such as Win Probability Added, Expected Points Added, Success Count, and Success Rate; use those statistics as modifiers for XP rewards to limit "XP grinding" by placing more emphasis on stats earned in situations which actually helped contribute to a team victory (and also provide big XP bonuses for clutch plays; example, Malcolm Bulter's Super Bowl INT was worth a gigantic +0.82 WPA for the Patriots or something like that, his XP reward for making a game-winning play on such a high stage should arguably be very large).
            - 10-man practice squad
            - contract restructure mechanic (convert current year's base salary into a signing bonus to free cap room in the current year at the expense of future years' cap space)
            - fifth-year team option in rookie contracts for first-round draft picks
            - restricted free agency and exclusive right free agency
            - compensatory draft picks
            - more robust injury system (ratings affected, "Probable" / "Questionable" / "Doubtful" / "Out" statuses)
            - full player editing (limit to commissioner in online leagues, make player ratings edits public in an online league)
            - full draft class editing
            - more interesting contract negotiation, players should present counter-offers
            - full coaching staffs / coaching carousel

            Basically, I want more gameplay mechanics which draw from the real life NFL, and I care about that more than presentation.
            Last edited by Hooe; 06-05-2015, 09:21 AM.

            Comment

            • RW Nole
              Rookie
              • Jul 2006
              • 109

              #7
              Re: What features are you most wanting to see in CFM?

              In the interest of time I'll just list my top 3:

              1. Full editing capabilities within offline CFM that mirror that of NCAA 14. Let me add or remove dreads, let me change height/weight, skin tone, names, attributes, etc. Let me edit everything so I can create the gaming experience that suits me. This should include editable draft classes. I understand why all of these changes may not work in online CFM's but can I please play offline the way I'd like to play....PLEASE?!?!?!?

              2. Formation sub (there's just no excuse for this to not be in the game)

              3. More realistic goals (Why does my 3rd string WR need 115 catches to reach a goal? Why does my back up DT need 45 tackles?)

              Comment

              • jpdavis82
                All Star
                • Sep 2005
                • 8793

                #8
                Re: What features are you most wanting to see in CFM?

                Originally posted by RW Nole
                In the interest of time I'll just list my top 3:

                1. Full editing capabilities within offline CFM that mirror that of NCAA 14. Let me add or remove dreads, let me change height/weight, skin tone, names, attributes, etc. Let me edit everything so I can create the gaming experience that suits me. This should include editable draft classes. I understand why all of these changes may not work in online CFM's but can I please play offline the way I'd like to play....PLEASE?!?!?!?

                2. Formation sub (there's just no excuse for this to not be in the game)

                3. More realistic goals (Why does my 3rd string WR need 115 catches to reach a goal? Why does my back up DT need 45 tackles?)
                3. Was addressed this year I believe, I know the goals were adjusted and lowered but idk about the specific example you gave. Keep in mind these are goals not requirements, really only the first tier is something you can probably say you'd need to achieve. A goal is something you're supposed to go after, not a requirement to succeed.
                Last edited by jpdavis82; 06-05-2015, 09:22 AM.

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                • Yukon46
                  Football Fanatic
                  • Sep 2009
                  • 951

                  #9
                  Re: What features are you most wanting to see in CFM?

                  Originally posted by CM Hooe
                  I'm not including formation subs / package personnel system / tiered play calling / whatever as a CFM request because based on previous information it's a responsibility of the core gameplay team to add that sort of thing, not the CFM team.

                  With that said:

                  - tracking of advanced analytics statistics such as Win Probability Added, Expected Points Added, Success Count, and Success Rate; use those statistics as modifiers for XP rewards to limit "XP grinding" by placing more emphasis on stats earned in situations which actually helped contribute to a team victory
                  - 10-man practice squad
                  - contract restructure mechanic (convert current year's base salary into a signing bonus to free cap room in the current year at the expense of future years' cap space)
                  - fifth-year team option in rookie contracts for first-round draft picks
                  - restricted free agency and exclusive right free agency
                  - compensatory draft picks
                  - more robust injury system (ratings affected, "Probable" / "Questionable" / "Doubtful" / "Out" statuses)
                  - full player editing (limit to commissioner in online leagues, make player ratings edits public in an online league)
                  - full draft class editing
                  - more interesting contract negotiation, players should present counter-offers
                  - full coaching staffs / coaching carousel

                  Basically, I want more gameplay mechanics which draw from the real life NFL, and I care about that more than presentation.
                  This.... Editing of players should not be a feature item we need to request... it should just be a basic operation for any franchise mode.

                  Editing every Option of every player on every team is just needed.... because no matter how much tweaking seems to get done, something always gets goofed up with draft classes and such, and this could easily be fixed via editing.

                  I dont even want to edit ratings anymore....

                  But you gotta open up editing of .. ..

                  *Names and everything included there
                  *Head/Face/Hair/Colors
                  *Body sizes
                  *Equipment


                  Comment

                  • jeremym480
                    Speak it into existence
                    • Oct 2008
                    • 18198

                    #10
                    Re: What features are you most wanting to see in CFM?

                    Personally, I would be thrilled with JP's list. I'd be even more happy with CMHooe's, but I learned to keep my expectations low at this point.

                    One thing that I would love to see is a Player Morale system. It doesn't have to be too complex, basically just copy what NBA 2k does by keeping up with the players happiness and give us one line on what the player is thinking (example: "I love it here and I'm thinking about resigning when my contract is up" or "I'm only interested in a starting job", etc. Couple that system with the Player Interest System that they already have and then we're getting somewhere.

                    Hell, if there really want to be ambitious give us a similar system for coaches. Let us have the ability to create coaches and coordinators. Let us edit them, give them strengths/advantages so each coach is unique.... NCAA 14 was the closest we've seen to that and even that system can be improved upon.

                    Lastly, give us options, sliders and more options for franchise mode (again see NBA 2k's MyLeague). Give us the option to do things like control other teams easily, turn trade appoval on/off, have manual injuries, raise the salary cap, turn player morale or chemistry on/off.... And sliders for things like trade frequency, trade negotiation difficulty, morale difficulty/effects, injury frequency/effects, player ambitions, etc.

                    Sorry for any typos..
                    My 2K17 Boston Celtics MyLeague

                    Alabama Crimson Tide
                    Green Bay Packers
                    Boston Celtics

                    New Orleans Pelicans

                    Comment

                    • cthurt
                      MVP
                      • Oct 2009
                      • 2525

                      #11
                      Re: What features are you most wanting to see in CFM?

                      I want a select all option so I can play my 32 team franchise without it taking 30 mins to create 32 users, smh still don't understand the logic behind this decision. Also like others have stated the ability to fully edit everything for the players including ratings so when players over the age of 30 ratings drop we are able to fix it to our liking.


                      Basically sounds like I want Madden 12 franchise features back.

                      Comment

                      • PatsSB2015
                        Banned
                        • May 2014
                        • 426

                        #12
                        Re: What features are you most wanting to see in CFM?

                        CPU vs. CPU.

                        Comment

                        • 4thQtrStre5S
                          MVP
                          • Nov 2013
                          • 3051

                          #13
                          Re: What features are you most wanting to see in CFM?

                          In connection with the CFM Combine feature that we know will be in M16, I would like that feature to logically correlate to proper player's rating levels...

                          I would love a system of scouting where we get game performance stats and scouting reports on players, including combine results, as a means to determine who to draft and then have ratings revealed once a player is drafted, over the system of revealing a key rating through scouting points..

                          Comment

                          • 4thQtrStre5S
                            MVP
                            • Nov 2013
                            • 3051

                            #14
                            Re: What features are you most wanting to see in CFM?

                            In EA's "Head Coach" all actions done before a game and during the off season started from the "In Office" scene(s) with the helmet of your team on your shelf behind you and you had a first person view of your office from behind your desk, and if I recall correctly, to the right of your view was a window that looked out over your stadium's playing field; I want this in CFM for all off field operations..

                            HAving a bunch of screens to select through, as it is now, takes away from the atmosphere...

                            This means, when I do trades, I want to select the phone on my desk..To scout I want a draft board in my office to select, etc etc

                            On the shelves behind your desk you would have your trophies and such to see as you enter the office..

                            As a player, I want to see my OTA dorm room or something similar that adds atmosphere to where I am in the game as far as experience and accomplishments...

                            This goes for coach and owner mode..I wanna be in Jerry Jones' office as an owner...







                            Last edited by 4thQtrStre5S; 06-05-2015, 11:22 AM.

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                            • splff3000
                              MVP
                              • Jun 2003
                              • 2867

                              #15
                              Re: What features are you most wanting to see in CFM?

                              Originally posted by jeremym480
                              Personally, I would be thrilled with JP's list. I'd be even more happy with CMHooe's, but I learned to keep my expectations low at this point.

                              One thing that I would love to see is a Player Morale system. It doesn't have to be too complex, basically just copy what NBA 2k does by keeping up with the players happiness and give us one line on what the player is thinking (example: "I love it here and I'm thinking about resigning when my contract is up" or "I'm only interested in a starting job", etc. Couple that system with the Player Interest System that they already have and then we're getting somewhere.
                              I was gonna have "a morale system" as my top request as well. I don't play 2k, but the morale system they had in Madden back in the ps2 days was just about perfect. For those youngins out there that never played ps2 madden, the morale system for that was great. If a guy felt he should be starting, his morale would drop. If, at anytine, it dropped too far he would ask to be traded. His morale determined how much he asked for when it came time to resign and also determined if he held out at the beginning of the next season. If a player's morale dropped too low, he would refuse to resign no matter what you offered. Morale made everything you did, personnel wise, have some type of consequece. Put a player on the trade block? Morale drop. Low ball the player with your contract offer? Morale drop. Start that lower rated rookie over the higher rated veteran? Morale drop for the vet. Trade or release your superstar player? Morale drop for the entire team. It was great and really made you think about the moves you make in your franchise.

                              Outside of this, I'd like to see free agency work more like recruiting did in NCAA. Yes, you make your offer, but that would just be part of the equation. You would have to "pitch" the free agent on things like; team facility, location, weather, your offer, coach's regular season wins, playoff wins, superbowl wins, etc. The free agent would have a list of most important to least important and you pitched those each week of free agency. An older player would likely have superbowl wins as most important or, if he already has a superbowl win, he may list location as most important. On the other hand, a younger player may list "your offer" as most important. You have limited time so you could either use most of it trying to woo one free agent with multiple pitches or you can spread your time out with pitches to other free agents. Also, because of this limited time, most of the higher rated free agents sign week 1 of free agency, just like in real life. No more waiting the entire free agency period for a guy with 10 offers. In essence, in that aspect, it would be the opposite of how free agency works now. The more offers a player receives, the sooner he signs.

                              Finally, I'd like to see some kind of waiver wire system, especially for online cfm. Picking up released players should never be first come first serve, like it is now, and we should not have to make up our own waiver wire rules when the waiver wire is clearly a big part of the NFL. It's simple. When a player is released, people can put in a claim for that player during that week. The person that wins the claim is awarded that player and his contract upon advance. If no one puts in a claim, the player is free to sign with anyone and it works like it does now. It's quite simple actually.

                              Based off what madden has done the last few years, I doubt any of this stuff gets into the game anytime soon, but one can hope, right?
                              Last edited by splff3000; 06-05-2015, 11:54 AM.
                              PSN - Splff3000
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