Some questions about Madden 13 from a potential buyer
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Some questions about Madden 13 from a potential buyer
So first off, I'm a huge franchise mode guy, I rarely play online quick ranked, sometimes ultimate team, and may give the CCM player mode a shot this year since it has been terrible in the past two Maddens. With that said, doess the whole CCM actually work? I mean, the 2K13's VC system this year really disappointed me, does Madden 13's XP system for Coach mode work? The biggest gripe I had with VC was that it was somewhat tough to earn, is this the case for Madden 13? Also, how is the gameplay? I love to run but in Madden 12 it felt like I just couldn't break enough tackles with the pre-set animations, does the new physics engine fix this for better or for worse? Thanks in advance to anyone who actually takes the time to read this essay and respond for me.Tags: None -
Re: Some questions about Madden 13 from a potential buyer
Why not? What stands out to you as a major issue? Is it just that it's hard to earn XP lor is it that the franchise mode just isn't much better?Last edited by MuhMitchell; 11-11-2012, 08:21 PM.Comment
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Re: Some questions about Madden 13 from a potential buyer
I'd say that franchise is way better than M12's despite its flaws. In terms of XP, the players on your team that make plays and play well will earn XP just fine and the players that don't play well or play at all won't. Scouting is a much better than last years in my opinion. The biggest issue within CCM right now is the CPU playcalling but there is an easy workaround (give CPU generic playbooks). I started my CCM immediately after the Oct. 16th patch and I just started my 6th season and I'm absolutely loving it.Comment
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Re: Some questions about Madden 13 from a potential buyer
Well, it depends, on paper it sounds intriguing to some people (I personally didn't like the concept), but when you play it, you might not enjoy it. The navigation, the practices, the XP system, the saves not working, etc.Comment
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Re: Some questions about Madden 13 from a potential buyer
So after doing some more "digging" I discovered the whole draft class backstories and I'm in love with reading them. So what does the development do? I understand that it replaces potential and affects the amount of XP earned, but does it have any effect on how a player progresses over the season like M12? Or is it based on how well they play during the season, like M12?Comment
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Re: Some questions about Madden 13 from a potential buyer
I believe, more or less, a player with a higher development grade would achieve more XP than a player with a lower one for achieving similar goals. So say a RB with an Average development grade gets 1000 XP for a touchdown, a RB with a Superstar development grade would get like 3000 XP for scoring a touchdown. Those are just random numbers, but I think it works like that. I'm not 100% sure that's how it really works, that's just the impression I'm under.So after doing some more "digging" I discovered the whole draft class backstories and I'm in love with reading them. So what does the development do? I understand that it replaces potential and affects the amount of XP earned, but does it have any effect on how a player progresses over the season like M12? Or is it based on how well they play during the season, like M12?Comment
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Re: Some questions about Madden 13 from a potential buyer
But you don't know if a RB with a 1400 rushing yard season and 12 touchdowns with Superstar development will go up in overall more than a RB with the same stats but Average development? I'm trying to understand the XP system too, so I can use XP earned by RB's for anything else, like scouting or for upgrading my O-line or secondary or something?I believe, more or less, a player with a higher development grade would achieve more XP than a player with a lower one for achieving similar goals. So say a RB with an Average development grade gets 1000 XP for a touchdown, a RB with a Superstar development grade would get like 3000 XP for scoring a touchdown. Those are just random numbers, but I think it works like that. I'm not 100% sure that's how it really works, that's just the impression I'm under.Comment
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Re: Some questions about Madden 13 from a potential buyer
DON'T BUY IT. I bought it yesterday and am returning it tomorrow.
A serious number of people, including myself, have constant, unfixable freezing issues. It's cross-platform and means that I literally can't play offline CCM because it literally freezes 100% of the time. I've tried everything, as have many other people, without a fix. The reason we USE consoles is to avoid these problems, unacceptable.
And if you want to play online, you have to use outdated rosters as they're only updated every few weeks. It may also freeze all the time, but I didn't fully test it out.Comment
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Re: Some questions about Madden 13 from a potential buyer
Did you buy it used? If anything, with EA games you must buy it new or else you have to pay an extra $10 for online pass. Maybe it's just the disk and that was why it was used?DON'T BUY IT. I bought it yesterday and am returning it tomorrow.
A serious number of people, including myself, have constant, unfixable freezing issues. It's cross-platform and means that I literally can't play offline CCM because it literally freezes 100% of the time. I've tried everything, as have many other people, without a fix. The reason we USE consoles is to avoid these problems, unacceptable.
And if you want to play online, you have to use outdated rosters as they're only updated every few weeks. It may also freeze all the time, but I didn't fully test it out.Comment
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Re: Some questions about Madden 13 from a potential buyer
Look at the development trait as a multiplier for experience gain. A normal development RB with those stats won't earn as much as a superstar with the same stats.But you don't know if a RB with a 1400 rushing yard season and 12 touchdowns with Superstar development will go up in overall more than a RB with the same stats but Average development? I'm trying to understand the XP system too, so I can use XP earned by RB's for anything else, like scouting or for upgrading my O-line or secondary or something?
I prefer the M13 CCM mode much more than M12, it's just feels more alive with the social feed and news stories, and I like that I can focus on increasing the stats that fit my play style like putting emphasis on zone or man ratings, block shedding, power moves, finesse moves, etc.Comment
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Re: Some questions about Madden 13 from a potential buyer
Okay, how's the trade logic? Any improvements to off-season tasks?Look at the development trait as a multiplier for experience gain. A normal development RB with those stats won't earn as much as a superstar with the same stats.
I prefer the M13 CCM mode much more than M12, it's just feels more alive with the social feed and news stories, and I like that I can focus on increasing the stats that fit my play style like putting emphasis on zone or man ratings, block shedding, power moves, finesse moves, etc.Comment
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Re: Some questions about Madden 13 from a potential buyer
Players don't progress on their own anymore. The player gets XP for accumulating stats and achieving goals and you spend the XP on improving their attributes. So 2 RBs who gain 1,400 yards and 12 TDs won't progress unless you use the XP they gained to make them better.But you don't know if a RB with a 1400 rushing yard season and 12 touchdowns with Superstar development will go up in overall more than a RB with the same stats but Average development? I'm trying to understand the XP system too, so I can use XP earned by RB's for anything else, like scouting or for upgrading my O-line or secondary or something?
You cannot use XP gained by one player on another player or in any other way. However, there are team goals that each player has and earns XP from. For instance, some of your OLinemen will have goals of team rushing yards/TDs/passing yards/TDs/etc. and they will gain XP if you achieve those goals.Comment
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Re: Some questions about Madden 13 from a potential buyer
The XP would be limited to spending on attribute or trait upgrades for that player. With the XP system, you're allowed to choose which attributes progress for a certain player and the Superstar development RB would have more of those points to spend on upgrading his attributes than would the one with the Average development and his overall would probably improve more rapidly than the average development player depending on what the XP was spent upgrading.But you don't know if a RB with a 1400 rushing yard season and 12 touchdowns with Superstar development will go up in overall more than a RB with the same stats but Average development? I'm trying to understand the XP system too, so I can use XP earned by RB's for anything else, like scouting or for upgrading my O-line or secondary or something?
At the end of each week and the season you gain coach XP too based on what goals you achieve and you can use those points to purchase things like a HB Development package (RB XP boost) or Expert Scouting Package (gives you more scouting points per week)Comment
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Re: Some questions about Madden 13 from a potential buyer
I don't do a lot of trading, but haven't had any complaints. Trading during the draft is nice, if you want to trade down the option will present itself and you can select from some offers, rather than wondering what team you want to try and fleece. If no teams want your pick, you won't be able to trade it.
Off season improvements are nice, no more auctioning for free agency. Just a multiple-week bidding process. Players may take less to go to a team they want, so money isn't the answer to everything. You have to target players that fit your scheme (or change your scheme... which could become a problem for the players already on your team).
Players on the last year of their contract will sometimes try and negotiate during the season. Blow them off or fail to get a deal done and you could be forced to franchise them.
Also in the offseason, you could throw your hands up, retire, and become a new head coach or player on a team... without restarting the franchise. I used to do this a few years ago by just switching teams, but now it's supported by the game. Only gotcha to this is if you created the coach/player and retire, they literally retire. If you are playing as a real person/player (non-legend I think) they'll stay in the game continuing their career without your control.Comment

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