I was thinking about skipping on this years Madden but after reading this article I'm thinking whether if this a first day purchase or get it later down the road. I'm now very interested in reading what else they have in store. I'm not hyped but color me intrigued about this years Madden.
Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
I was thinking about skipping on this years Madden but after reading this article I'm thinking whether if this a first day purchase or get it later down the road. I'm now very interested in reading what else they have in store. I'm not hyped but color me intrigued about this years Madden.Mets/Giants/Knicks/Rangers/Manchester United/Notre Dame Football
Never let fear determine who you are. Never let where you came from determine where you are going. -
Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
I was thinking about skipping on this years Madden but after reading this article I'm thinking whether if this a first day purchase or get it later down the road. I'm now very interested in reading what else they have in store. I'm not hyped but color me intrigued about this years Madden.Originally posted by BlueNGoldI feel weird for liking a post about exposed penises.Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
"But roles go beyond game-day performance. The general manager for each computer-controlled team factors roles into his decision on free agents and draft picks. After all, if you have a "quarterback of the future" on the team, there's no reason to draft a QB in the first round. If a team is built on pounding the ball up the middle, they're going to try and sign a running back in free agency who fits the role. "
Although this makes me curious, I wonder if there can be BAD and GOOD GMs? For example, a good GM wouldn't draft 2 quarterbacks of the future, but an awful one would. Be cool if there's "GM Personalities" kinda thing.
Here are some of the 20<SUP>+</SUP> roles in Madden NFL 12:- Team Mentor
- Team Leader
- Injury Prone
- Run Stopper
- Franchise Quarterback
- Defensive Playmaker
- Offensive Playmaker
- Playoff Performer
- Shutdown Corner
- Pass Rusher
- Trench Warrior
- Fumble Prone
- Underachiever
- Project Player
- 1st Round Pick
- Future Star
- Iron Man
- QB of the Future
- Feature Back
Im curious to find out how you receive an "underachiever" role. It says 20+ roles. I wonder what some other roles will be? Could be "1st round bust", "Diamond in the rough". I just hope there isnt a big icon underneath the players feet on the field. Leave the player roles on the menu's please.
I really like the potential of this new feature and definitely adds more immersion to franchise. Here are a few questions I have:
- Are GM's going to draft based on their teams base D. A 3-4 team will draft 3-4 players that fit the scheme. Same thing for who they go after in free agency.
- Is an injury role player with 70 injury rating different than a non-injury role player with a 70 injury rating? Same thing for all roles?
- If a player has 3 great weeks, why doesn't the player just have a boost in overall rating, instead of making that the max and then not affecting the player. I don't buy into the inflation of ratings, because there should be an equal amount of players who are decreased / increased after 3 weeks.
2. It has to do with the CPU making decisions. Imagine that someone with a low injury rating, but has not been injured much, is a guy who the doctors tell you has a high chance of being injured, but because he hasn't been, you take a chance on him. On the other hand, an injury prone descriptor has to be earned, so the guy has been injured a lot... a team is more likely to pass on him because he has a history of injury, not just a doctor saying he might get injured.
3. Don't want a self-perpetuating problem creating a league of 99s and 50s. There has to be a limiting factor or players will get on a hot or cold streak permanently, defeating entirely the purpose of the system.
For the record, it also resets for bye weeks. It doesn't reset, however, for preseason-to-regular season transition, which makes for some interesting preseason strategy. Play your starters to get them hot, or bench them to prevent them from getting cold?
does this mean they have real human portraits for every draft class they created? That would mean 200 real human pics per class. And if there are let's say 30 classes in the game they must've taken 6,000 pictures of unknown people. Can this really be?
Or do they use random pictures of current NFL players?
Foremost, the 75 player rosters are indeed wonderful.
1 - If I recall correctly from Head Coach 09, contract terms could be negotiated once a bid had been won (at least for user-controlled teams; i.e. there are preset bids in the "auction period"). Someone double-check me on that though, it's been a while since I've played. Or perhaps bids are put in with years on them and some team wants Tony Richardson for three years, who knows.
2 - I don't think releases are taken into account, i.e. Madden doesn't know that the Browns released Rogers before the game started and doesn't care.
3 - I actually do think that Madden AI teams will look for left tackles to play right tackle if they don't see a good-enough right tackle. Someone will have to check me on that.
2. Unfortunately, you're correct. We couldn't touch everything this season, unfortunately
3. The CPU team knows it needs a tackle, and will look for it's opening first, but if nothing looks good, it'll look for a secondary position.
Yes. What's the difference between Jay Cutler and a dollar?
My questions would be:
1. How do the player roles in Madden 12 differ from those on the PS2? Do they function pretty much the same way or what?[
2. What is the max number a single player can have?
3. How will the new dynamic player progression and player roles effect regular player progression?
4. How well do these things work when importing draft classes from NCAA? Like if Andrew Luck gets drafted to the Bills, will he become a "franchise quarterback"?
5. Will cpu controlled teams be smart enough to use Player roles (i.e. if they draft a rookie QB, will they sign a mentor QB to help him)?
6. Is the draft/trade logic exactly the same for all teams? In other words, will be able to tell a difference between a team like the Patriots and Steelers who traditionally have very good drafts and teams who don't? Will some teams be better at making trades for role players etc? Or, will all teams do an equal job in these areas?
Thanks again.
2. Not sure if there is a max.
3. They don't, directly, but obviously performance does. Josh will talk about progression in Monday's blog.
4. The mode doesn't really know the difference between a prebuild draft player and an imported player, so it'll treat them the same.
5. Special AI cases have been built in for player roles.
6. Teams aren't more "skilled' drafters than other teams, but they'll draft for their own needs and "personalities". Steelers like defense under any coach, Raiders like speed under any coach.
I'll be happy if...
1) Teams don't drop $15 million on right guard or something. I bet you've seen it- a 36 year old guard with 2 years left on his contract #3 on the depth chart behind two guys under 30, all making $5 mil a year. And the left guard situation is about the same. Please do better, AI- cut players before you are up against the cap! There needs to be a point at which AI teams will cut their losses on aging players and underachievers.
2) Player roles are NOT on everyone a few seasons in. Oh look- my defense has 2 shutdown corners, 2 hard-hitting safeties, 3 pass rushers, 4 run-stoppers, 8 defensive play-makers, and 7 playoff bad-asses (or whatever). Please do not hand out roles as door prizes. Same issue as having most starters 90+ OVR in 3 or 4 seasons. Average ratings should not inflate over time, and roles should be no more common in year 10 than year 1.
3) Some uncertainty exists. There is little point in knowing EXACTLY what you will get from free agents or in drafting a player and instantly knowing his progression. These expanded rosters will be amazing if they are an opportunity to scout players. They will be pointless otherwise. Managing a team becomes trivial when we know too much.
And one possible clarification: a lot of people are concerned about the 20-point swing in OVR for players. It's possible that this is a +/- 10 point variation. Perhaps Vick is 85 OVR, but can go as high as 95 or as low as 75. Just a guess!
2. I'm currently in year 12 of a salary cap test run, and I'm seeing no more than 8 or so guys on any team with roles... and it looks like nobody has more than 2.
3. Again, look for the blog Monday. Scouting and preseason will be covered there.
Ok, guys, I'm going to stand pat for now and let you guys read the blog on Monday. Hope I answered some important questions, but I wont be back in this thread. I'll try to clear things up about the blog once it's out though.There are two types of people on OS: Those who disagree with me, and those who agree.
The first kind is wrong. The second is superfluous.
“The only difference between reality and fiction is that fiction needs to be credible.”
-Mark Twain.Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
All of this is great, but I am guessing that NONE of this will appear in online franchise will it? So now, once again, since there are two completely separate code bases for 2 separate franchise modes, we will probably NEVER see this in online league play. Why is it so hard to simply have a single franchise mode in the game in which it is only one mode. If you have friends who want to play, then they play via being online, but if they don't the franchise mode works exactly the same as a single play offline mode does today? I would think that would have been the first discussion being had when designing this mode. These are the types of head scratchers that kind of make people question the development talent. Now those of us who run leagues have to continue to spend countless hours managing cpu salary caps, player management etc. etc.Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
All of this is great, but I am guessing that NONE of this will appear in online franchise will it? So now, once again, since there are two completely separate code bases for 2 separate franchise modes, we will probably NEVER see this in online league play. Why is it so hard to simply have a single franchise mode in the game in which it is only one mode. If you have friends who want to play, then they play via being online, but if they don't the franchise mode works exactly the same as a single play offline mode does today? I would think that would have been the first discussion being had when designing this mode. These are the types of head scratchers that kind of make people question the development talent. Now those of us who run leagues have to continue to spend countless hours managing cpu salary caps, player management etc. etc.Member: OS Uni Snob Association | Twitter: @MyNameIsJesseG | #WT4M | #WatchTheWorldBurn
Originally posted by l3ulvlA lot of you guys seem pretty cool, but you have wieners.Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
There aren't GMs in the game, per se, but the teams do have certain tendencies that are tied to both the franchise and the head coach. For example, a team running a 3-4 isn't going to spend a high draft pick on a pass rushing DE, but the Raiders will always go after speed.
Great to hear
I believe being an underachiever comes from being drafted in the first round but never progressing beyond a certain point. I'm not sure exactly what the criteria is, but it's something along those lines.
That is what I thought
User controlled... whoever's handling the Packer's stick in this screen shot hasn't bid on anyone. I might be misunderstanding your question though.
Fumble Prone has more to do with situation, I believe, than simply frequency.
SO it is in Clutch moments they wil fumble?
1. Yes, but if a player is just ridiculously good, they'll get signed/drafted anyways. Think Raiders and Warren Sapp.
What if it is a ridiculously good player and they are set at it?
Lets say it is a QB available and the team has a Franchise QB and there biggest need isnt availabe. Will they take the QB and trade him or just have them become QB of the Future? will They take the the next best available.
2. It has to do with the CPU making decisions. Imagine that someone with a low injury rating, but has not been injured much, is a guy who the doctors tell you has a high chance of being injured, but because he hasn't been, you take a chance on him. On the other hand, an injury prone descriptor has to be earned, so the guy has been injured a lot... a team is more likely to pass on him because he has a history of injury, not just a doctor saying he might get injured.
GOOd
3. Don't want a self-perpetuating problem creating a league of 99s and 50s. There has to be a limiting factor or players will get on a hot or cold streak permanently, defeating entirely the purpose of the system.
GOOd
For the record, it also resets for bye weeks. It doesn't reset, however, for preseason-to-regular season transition, which makes for some interesting preseason strategy. Play your starters to get them hot, or bench them to prevent them from getting cold?
GOOd
We have about 4-5 classes worth. Hopefully they wont repeat themselves too much. We'll keep making them and try to really limit the repeats next season even more.
I wouldnt mind seeing the same faces as long as it isnt the same position and height and weight. IT is better than seeing generic animated faces
1. In Head Coach 09, yes, once you won the bid, you'd enter a negotiation process. How this works in Madden 12 will be detailed in the blog
GOOd
2. Unfortunately, you're correct. We couldn't touch everything this season, unfortunately
3. The CPU team knows it needs a tackle, and will look for it's opening first, but if nothing looks good, it'll look for a secondary position.
GOOd
Yes. What's the difference between Jay Cutler and a dollar?
Well, it'd be hard to do otherwise. This was my internet home before I joined the Madden team, only makes sense to stick around. It's amazing how many people don't know that already though. I've only been here 3 months and I'm already being accused of orchestrating the exclusive contract.
1. Essencially the same, but there are some new ones and some rewritten ones.
GOOd. I cant wait to see them
2. Not sure if there is a max.
3. They don't, directly, but obviously performance does. Josh will talk about progression in Monday's blog.GOOd
4. The mode doesn't really know the difference between a prebuild draft player and an imported player, so it'll treat them the same. GOOd
Will it show stats?
5. Special AI cases have been built in for player roles. GOOd
6. Teams aren't more "skilled' drafters than other teams, but they'll draft for their own needs and "personalities". Steelers like defense under any coach, Raiders like speed under any coach.GOOd
1. Josh will address the resign logic in the blog. He's spent a lot of time on this under-the-hood stuff.
GOOd
2. I'm currently in year 12 of a salary cap test run, and I'm seeing no more than 8 or so guys on any team with roles... and it looks like nobody has more than 2.
GOOd
3. Again, look for the blog Monday. Scouting and preseason will be covered there.GOOd
Ok, guys, I'm going to stand pat for now and let you guys read the blog on Monday. Hope I answered some important questions, but I wont be back in this thread. I'll try to clear things up about the blog once it's out though.
Is the blog going to discuss ALL of the changes to Dynasty?Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
It's not a rant. I'm just being a realist. In my mind as a consumer, it's a poor development decision, and one that is pretty easy to see. I'm relatively certain that these enhancements will not be seen in online franchise. If they do show up, I will be the first person on these boards to gladly eat crow and give them praise for doing it.Comment
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I think Mike Young has a problem with connecting shadows
http://www.google.com/imgres?imgurl=http://www.stadiumpanoramics.com/images/football/gillette_stadium_aerial.jpg&imgrefurl=http://www.stadiumpanoramics.com/football/gillette_stadium_picture.htm&usg=__TA2VSacX61w5Wmz L9urWDtirzec=&h=381&w=480&sz=58&hl=en&start=71&zoo m=1&tbnid=0qLUttl9OWHnCM:&tbnh=161&tbnw=226&ei=egH PTefmDsmhtwfltZD6DQ&prev=/search%3Fq%3Dgilette%2Bstadium%26um%3D1%26hl%3Den% 26sa%3DN%26biw%3D1280%26bih%3D856%26tbm%3Disch0%2C 2166&um=1&itbs=1&iact=hc&vpx=392&vpy=149&dur=331&h ovh=200&hovw=252&tx=158&ty=92&page=4&ndsp=21&ved=1 t:429,r:1,s:71&biw=1280&bih=856Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
All of this is great, but I am guessing that NONE of this will appear in online franchise will it? So now, once again, since there are two completely separate code bases for 2 separate franchise modes, we will probably NEVER see this in online league play. Why is it so hard to simply have a single franchise mode in the game in which it is only one mode. If you have friends who want to play, then they play via being online, but if they don't the franchise mode works exactly the same as a single play offline mode does today? I would think that would have been the first discussion being had when designing this mode. These are the types of head scratchers that kind of make people question the development talent. Now those of us who run leagues have to continue to spend countless hours managing cpu salary caps, player management etc. etc.
This comment explains it all, but from a gameplay aspect also. Like you said before, these. Additions are great, but let's hope they finally get it done 100%. We finally get to manage a full roster this year. I say it should have been possible long ago... I'm just say these thing make you ponder the developers capabilities. I'm just saying if where going to have the new features, let not do it half-assed..Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
Lets wait until all the details come out before we make assumptions about Online Franchise not being touched.Mets/Giants/Knicks/Rangers/Manchester United/Notre Dame Football
Never let fear determine who you are. Never let where you came from determine where you are going.Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
If you look it says the user's team has 35 current players with max capacity being 75 (top left of the screen) and on the top right of the screen it says 28milllion in cap room...so his question is shouldnt a team with only 35 signed players have a lot more cap room?Comment
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Re: Madden NFL 12 Franchise Mode Details, More Coming Monday (IGN)
whats wrong with getting OFFLINE franchise headed in the right direction before online?
....someone run a poll here with ONLINE versus OFFLINE franchise...I bet offline is far ahead of online in terms of what players play most often.Bummed that you're not on my ignore list yet?.....Don't worry, I'm sure you will be very soon.Comment
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Re: Madden NFL 12 - Any Given Sunday in Franchise Mode (IGN)
True but it seems weird that a team would have that many openings where they need to sign people, I hope thats what it isComment
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