Madden 13 CC critique

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  • mrclutchimself
    Rookie
    • Jul 2011
    • 55

    #1

    Madden 13 CC critique

    With Maddens Connected Career Mode in its first year, we got a good idea of what direction the Madden series is gonna go as far as career type of modes. With the NFL season well over, us gamers have had more than enough time to evaluate what we like about this mode, what we dont like, and what we miss about previous modes compared to this one. People from the Madden development team stated last year that they would try to build on CCM and try to make it a part of the game for an extended period of time. With the first Madden 25 news and photos dropping recently I figured it'd be necessary to get in the Madden 25 spirit and discuss
    1.) What you want to keep from M13's CCM,
    2.) What you wanna see back from previous maddens put into M25's CCM,
    3.) What you want to see added into M25's CCM,
    And 4.) What you want to be taken out/changed based on M13's CCM.

    1.) M13's CCM was in my opinion a success. A lot of problems arose when it first came out. But after Updates allowed 2+ Players in an Offline CCM on a team, Custom Offline Rosters, Fantasy Draft, and player editing the bitter fans seemed to quiet down. From this years CC I'd love to see the return of Draft stories, A progress xp style based on how well an individual performs, Twitter reactions, Full Scheme control, Coach XP as well as Coach packages, A legacy meter for whoever you are, In depth prospect scouting, and of course yearly awards.

    2.) To make both sides of the Madden community happy (Old Franchise vs New CCM) I think it would be best if along with the coach, and player options when making a CC.... An owner option was added as well. Even if just offline it would win back more old school fans. Give the Offline CCM owner option the same as much say as the players and coaches. Let them set prices just like before, and change the stadium name. Basically everything from before but polished to fit M25's standards. Another thing is an Offline option to control 32 teams, even if you make it 16 and work up to 32. Simply set it so that upon entering your CCM it asks what team you log on as. If you control 20 teams you pick one of your 20 and it logs you in as whatever team you choose. Allow multiple users to choose whichever side and there you go. The return of offline leagues you and your buddies can rule.

    3.) Id like to see either the return of the NCAA draft import or something better. Making custom draft classes for Online and Offline CCM. If the commish could go in and edit names, face, numbers, and skills for the upcoming draft before every year, it would blow us away. We're talking about Online leagues with real prospects. Heck you can even make an all legends draft the possibilities are endless.

    Allow 2-4 people per team on Online and Offline CCM playing as a Player.
    Using a player on this years CCM isn't as fun. Why control 1 player when you can control the whole team and progress the player the exact same way. Imagine you and 64-128 users in one league. Even if they made it 2 people to a team (1 offense 1 defense) it would make CCM as a player more fun. And if you could have up to 4 players per team, you and 3 other users would have a ball trying to build a dynasty. As far as play calling and resigning have team ranks. 1-4, and #1 being the one with the most power. Hell you could even cross paths and have 1 coach, 2 players, 1 owner, 1 team. Coach controls depth chart, playcalling, and whoever is on the field that isn't a player. While the owner controls Free Agents, Resignings, Drafts, Ticket prices, Stadium Maintenance Ect. The players control thereselves of course. This would create the opportunity for users to not just focus on the vs aspect of the game but the most valuable part of an NFL team. Teamwork. And boy would it be fun to have something like this in M25

    Addition of a highlight reel. Option to save full length game changing plays at the end of games, and add them to some sort of weekly top plays that shows all user uploaded replays.

    4.) Mostly everything I can think of that could be taken out can be fixed by change. Simply add more depth on the Legacy leader board. Not just awards SB and Conf Championship wins. Im talking rank by yards, win pct, make it more in depth. Lastly make it so that you can change players schemes ( like from speed RB to One Cut RB) by spending coach XP. Adjust the Ratings and there ya go.

    To keep it simple, since Madden seems confident on building CCM.

    What should it keep, What should it bring back from past years, and What should it add?
    When in doubt, Clutch
  • Shibito
    MVP
    • Jul 2011
    • 1987

    #2
    Re: Madden 13 CC critique

    Love all of these ideas!!! I'd also like the ability to edit player ratings inside of CCM, I know it kind of defeats the experience point system, but if my 68 overall QB throws for 4,500 yards, 30 TD's, and 5 picks, along with taking us to the super bowl, shouldn't he really be closer to 85-90 range? If we even get 2 of your suggested ideas, I'll be thrilled. Especially the creating draft classes one!

    Comment

    • bucky60
      Banned
      • Jan 2008
      • 3288

      #3
      Re: Madden 13 CC critique

      Originally posted by Shibito
      Love all of these ideas!!! I'd also like the ability to edit player ratings inside of CCM, I know it kind of defeats the experience point system, but if my 68 overall QB throws for 4,500 yards, 30 TD's, and 5 picks, along with taking us to the super bowl, shouldn't he really be closer to 85-90 range? If we even get 2 of your suggested ideas, I'll be thrilled. Especially the creating draft classes one!
      If you are getting 4500 yards, 30 TD's, 5 picks with a 68 rated QB, then the game is severely broken. Why even have ratings.

      Things I'd like to see in M25/14.

      The OP's suggestion of bringing back an Owner Mode into CC with all the previously removed features added back in.

      On option to have a very realistic, potential based progression system that models how progression actually occurs in the real world. Not mimic every players real world progression, but have a progression system that uses a real world model, using real world variable.

      Make the game customizable and completely editable.

      I like a lot of the OP's post except for the progression stuff.

      Comment

      • Hooe
        Hall Of Fame
        • Aug 2002
        • 21554

        #4
        Re: Madden 13 CC critique

        What I'd keep: draft class storylines, rookie draft classes, XP progression (player and coach), schemes

        What I'd return (as implemented in other games): 32 team user control option in offline CCM, fantasy draft option for online CCM, transaction log

        What I'd add: full coaching staffs (in a manner that compliments the current implementation of head coaches), player contract restructuring gameplay mechanic, variation in the handmade rookie draft classes to minimize use of spoiler guides in online CCMs (randomize player names, randomize colleges, allow for height fluctuations of 1 inch in either direction, allow for weight fluctuations of 5 pounds in either direction), more commissioner options in online CCMs (reset game, boot user without banning him, undo trades, lock in-season free agency signings, etc.), dynamic draft boards (make projected round of a drafted player dependent on the number of scouting points spent on that player league-wide)

        What I'd change / remove: I'd overhaul the user interface for many parts of the mode - particularly player progression, roster, depth chart, and offseason free agent bidding period - to be more streamline and to deliver more information more quickly

        That's a ton of stuff, but to be clear I've had a blast with CCM this year. It's a good base to build upon for the future, IMO.

        Comment

        • Shibito
          MVP
          • Jul 2011
          • 1987

          #5
          Re: Madden 13 CC critique

          Originally posted by bucky60
          If you are getting 4500 yards, 30 TD's, 5 picks with a 68 rated QB, then the game is severely broken. Why even have ratings.

          Things I'd like to see in M25/14.

          The OP's suggestion of bringing back an Owner Mode into CC with all the previously removed features added back in.

          On option to have a very realistic, potential based progression system that models how progression actually occurs in the real world. Not mimic every players real world progression, but have a progression system that uses a real world model, using real world variable.

          Make the game customizable and completely editable.

          I like a lot of the OP's post except for the progression stuff.
          I was just trying to make a point with that example. No one expected Keapernick to do as good as he did, and he was rated as such before the season.

          Comment

          • UnfriendlyBG
            Rookie
            • Feb 2013
            • 86

            #6
            Re: Madden 13 CC critique

            Won't buy madden again until there's a transaction screen

            Comment

            • OG_McNabb
              Pro
              • Jul 2004
              • 552

              #7
              Re: Madden 13 CC critique

              Originally posted by UnfriendlyBG
              Won't buy madden again until there's a transaction screen
              That's a must have. I don't have a long list.

              Return: 1. Transaction Screen
              2. In game saves
              3. Better interface. I really dislike the current gen's interface. Bring back something simple to move around in like previous gen or 2K basketball.
              4. Option to play or view any game.

              Comment

              • kjjnesb
                Pro
                • Jun 2007
                • 844

                #8
                Re: Madden 13 CC critique

                Originally posted by UnfriendlyBG
                Won't buy madden again until there's a transaction screen
                Baffling how something like that was over looked imo

                Comment

                • tarek
                  Pro
                  • Sep 2009
                  • 840

                  #9
                  Re: Madden 13 CC critique

                  I like the idea of an in-game save feature. Would save a lot of household arguments.

                  In addition, I love what the OP wants to retain. I really enjoy CC and I really love head coach 09. The closer they both get to one another the happier I will be. Full coach staff. Personalities. Play knowledge.

                  In addition I personally would like to have an ability to set up a more personalised gameplan. Can I even do that now with CCM?

                  Comment

                  • Big FN Deal
                    Banned
                    • Aug 2011
                    • 5993

                    #10
                    Re: Madden 13 CC critique

                    Originally posted by mrclutchimself
                    Madden 25 spirit and discuss
                    1.) What you want to keep from M13's CCM,
                    2.) What you wanna see back from previous maddens put into M25's CCM,
                    3.) What you want to see added into M25's CCM,
                    And 4.) What you want to be taken out/changed based on M13's CCM.
                    1.) Keep the schemes and the general idea about having one mode with the options to play it various ways from different perspectives instead of 3 separate modes.

                    2.) Mass substitutions(1st/2nd/3rd string), formation subs in the team management screen, injury equipment players wear when hurt(knee braces, casts, arm braces, etc), defensive assignments, true coach mode, 32 team control, position battles, team chemistry and import draft class ability.

                    3.) CCM ticker(like the one in NCAA 13 Dynasty), halftime show, weekly wrap up show, real time presentation, created/editable draft classes, playbook knowledge rating, an auto progression option for players that doesn't use XP, an option to hide ratings, at least one in-game week backup save of CCM so after a weekly advance a Commish has the ability to restore/reset the CCM to the previous week and a whole list of Commish controls to set the parameters for CCM, which include but are not limited to, coach playbook lock and limiting/disabling individual preplay adjustments.

                    4.) Take out the current draft story system and replace them with a more generic "fill in the blank" type story system, based on random variables like college stats, round projection, position, collegiate accolades, college scheme, college injury history, player's college's prestige and a litany of potential others. Then have a "choose your own adventure" type of random dice roll that decides the draft story/path each player will follow based on their random variables. This way draft stories are no longer static like now and it allows for any draft class, imported, created or CCM generated, to work with them.

                    Comment

                    • rootofalleli
                      Rookie
                      • Feb 2010
                      • 272

                      #11
                      Re: Madden 13 CC critique

                      It kinda bums me out that people want 32 team control. I think being able to play any game on the schedule is fun and reasonable, but we deserve AI good enough to make 32 team control something no one wants. The AI should be smart enough about building a team through smart drafts, trades, releases, signings, and so on that we aren't tempted to take over.

                      We shouldn't see 79 OVR rookies with normal development in the FA pool because the CPU wanted a starter who is 81 OVR and a 13 year vet. I understand things like this happen sometimes in the real NFL, but the difference there is that teams don't know what they have. In Madden they do know, yet they still make choices they shouldn't, and they do it consistently. The real NFL has teams that can't evaluate talent that well and let good players get away. Every team does that in Madden - except when it has multiple starting caliber players at one position, all getting top dollar.

                      32 team control just shouldn't be so high on people's wishlists. It's not a bad feature, but we should be able to expect decent AI first!

                      Comment

                      • bucky60
                        Banned
                        • Jan 2008
                        • 3288

                        #12
                        Re: Madden 13 CC critique

                        Originally posted by Shibito
                        I was just trying to make a point with that example. No one expected Keapernick to do as good as he did, and he was rated as such before the season.
                        Re-evaluation isn't the same things as progression.

                        Comment

                        • tariq071
                          Rookie
                          • Jun 2012
                          • 226

                          #13
                          Re: Madden 13 CC critique

                          Originally posted by bucky60
                          If you are getting 4500 yards, 30 TD's, 5 picks with a 68 rated QB, then the game is severely broken. Why even have ratings.
                          .
                          It is almost broken though.I was goofing around in my seahawks dynasty other night against 49's, playing only passing in second half, sending only 3 WR and keeping others to block.

                          Result: Wilson had 600+ pass yards , 150 run yds, 7 TD 2 Int .I have used almost whole playbook and all i changed presnap if i changed (anything) was one route depending of CB positioning.

                          AI pass reaction was on 10, my pass block is on 0 , QBA 5 and sliders total value was 295.

                          So, all of the OP ideas are great , but let's make some decent AI first please.

                          Comment

                          • bucky60
                            Banned
                            • Jan 2008
                            • 3288

                            #14
                            Re: Madden 13 CC critique

                            Originally posted by tariq071
                            It is almost broken though.I was goofing around in my seahawks dynasty other night against 49's, playing only passing in second half, sending only 3 WR and keeping others to block.

                            Result: Wilson had 600+ pass yards , 150 run yds, 7 TD 2 Int .I have used almost whole playbook and all i changed presnap if i changed (anything) was one route depending of CB positioning.

                            AI pass reaction was on 10, my pass block is on 0 , QBA 5 and sliders total value was 295.

                            So, all of the OP ideas are great , but let's make some decent AI first please.
                            I think you actually hit on my point. Like you said, let's have realistic AI, but that would include players playing to their actual ratings. Make ratings really matter. If the game were realistic, then nobody would be complaining about the 65 rated guy not jumping up to 85 because of monster stats. In fact, let's get a real progression system that doesn't rely on stats or production for progression. Let's get a progression system that is realistic and is based on real world variables.

                            Comment

                            • Big FN Deal
                              Banned
                              • Aug 2011
                              • 5993

                              #15
                              Re: Madden 13 CC critique

                              Originally posted by bucky60
                              I think you actually hit on my point. Like you said, let's have realistic AI, but that would include players playing to their actual ratings. Make ratings really matter. If the game were realistic, then nobody would be complaining about the 65 rated guy not jumping up to 85 because of monster stats. In fact, let's get a real progression system that doesn't rely on stats or production for progression. Let's get a progression system that is realistic and is based on real world variables.
                              Bucky your posts about ratings and progression often make me want to testify because you "get it", but why doesn't Tiburon? That group think over there often seems to have nothing to do with real world football, they seem to focus on keeping it a video game. No one making simulation video games should be focused on keeping it a video game, realism should be the focus, not realism as long as it's fun. I imagine most less skilled teams and players in the real NFL don't have as much fun not winning or breaking records but that's the nature of competition.

                              EA football games are the only sports sims where gamers ignore ratings as a whole and just target specific ones like speed or throwing power and play with lowly rated players to put up huge stats, then expect those players ratings to increase. Like you alluded to, there is no point for them to increase when they didn't prevent you from putting up huge stats in the first place. Compare that to that basketball game where no one is itching to use lowly rated players because they actually play like lowly rated players. I don't understand how something as straightforward as the lower a players rating, the more weakness to they have in-game, which any little kid understands about video games, becomes a debatable concept for EA football games. smh

                              Comment

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