First off Ian let me just say how impressed I am with your guys' continued commitment to involving the community in the decision making process. I cannot say enough how much that means to me as a hardcore fan.
Now, I think everyone here is missing the point and running wild with your guy's open invitation to suggestions for how to remedy the problem so I'll be as specific to your questions as I can Ian.
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Solution:
1. One person, a "power user," (whether offline or online) in control of all player editing aspects.
2. Only editable during offseason prior to contract time. That way if players manipulate players overalls, their contracts would follow suit IF their contract was up. By limiting the time to edit players to one point in time, you eliminate a lot of the cheesing aspect of it I would think.
Player editing aspects that need to be controlled by the power user during the one point in time of editing during the offseason:
1) Basics - Name/info, position, number, gear.
2) Potential. I'd prefer if this were numerical but A-F is fine if thats all you've got.
3) Additional Progression Pool - This is complex so I will explain below but essentially no 1 team's players can be edited past a certain, predetermined number of overall points. This fixes the issue of the game crashing due to a team not being able to resign players.
Essentially I'm suggesting you guys look at your current progression system and look how many overall points each team progresses each season. Obviously this system does not cause the game to break now so using it as a benchmark is a good start. If you look at those numbers and look at the type of numbers that would cause your system to break you can come up with a safe number to work with. Let me explain how it would work in detail.
Okay so basically the current progression system would still work as normal but, in addition, the power user would have the option to tack on additional progression where they see fit but pulling from a team specific pool of predetermined overall points (lets just say 20 for now.)
So each team has an additional 20 overall points to distribute to their players IF the power user determines a team worthy of those additional points - not all players teams are worthy obviously. Remember its only in control by 1 user as well so its not likely that all teams would receive all 20 points anyways. In a lot of cases it would just be 1 team that receives all 20.
The 20 points could be distributed however they like among the players, I think the obvious exception being the physical categories of player attributes. For example speed/acceleration/throwing power/strength etc etc could only go up 1 point per season. That way you don't have every player in the game a 99spd because you know that would happen. The 20 points could be spent all on one player if they wanted (i.e. that HB with 96trucking and C potential but is only 65 overall can now be A potential 85 overall) OR they could be evenly distributed and of course anything in between.
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The overall specific intent would be to fill in the holes that are naturally left behind by the generic in-game progression system. The idea is to give everyone additional flexibility, not make them God. Making them God can break the game as you already stated. Giving them additional tools to customize their experience should be the focus.
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Other ideas:
Limit additional progression during aforementioned one point in time editing to players who were top 5/10 at their position in a statistical category like passing, sacks, tackles etc.
Thanks again Ian.


.But I have always been a Madden fan.Prefered it over 2k on PS2. And my friends and I was always like (yeah you gotta be good to play Maddens Franchise ,aint no cheating like 2k) WE WERE YOUNG and just talking smack to 2k guys.And thats my point!!! Madden has been like this forever! Look dont turn Madden into 2k.Keep Madden as it is,or how it used to be(PS2) Its just not Madden tradition.
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