Rebuilding the Off-season

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  • DeuceDouglas
    Madden Dev Team
    • Apr 2010
    • 4297

    #1

    Rebuilding the Off-season

    I recently went through the off-season of Madden 25 in my 32-team franchise and I really enjoyed doing it, although it was quite the process, but it really got me to thinking about some ways that Madden needs to improve the off-season to become much better than what is currently in place.

    I didn't realize this was going to be so long when I began writing it so I apologize for that but I believe there is a lot of stuff here that would greatly improve the enjoyment and quality of going through the off-season. Anyways, if you make it through it all, let me know your thoughts and other ideas on ways to improve the off-season. With any of the pictures you see below, just give them a click and it will open the full size of each one.

    Free Agency

    Pretty much everything here is stuff that should be essential but is just not included or avoided for whatever reason.

    Restricted Free Agents - This is a necessity, plain and simple. No explanation needed. No reason why this isn't or shouldn't be part of the off-season.

    Waivers - Applicable players who get released should have to go through the waivers process. I still look at the preseason as very much the offseason so it fits here as well as during the regular season. Just this last preseason, the Chiefs claimed 7 guys off waivers after final cuts. They were first in line due to being the worst team the year before. When Kyle Williams got cut during the regular season by the 49ers, the Chiefs put in a claim on him and were awarded him because no other team put a claim in on him. It's a very simple process that could be simply added to the actions part of your given week every time an eligible player is released. You hear it ALL the time when it comes to players getting cut mid-season and during the preseason that these players have to go through waivers before they truly become a free agent.

    Compensatory Picks - This is something that may be a bit more difficult but, again, something that should be a necessary part of the off-season. The process of dispersing picks doesn't necessarily have to be perfect, just somewhat logical. This is an entire round of the draft that we miss out on as well as the possible bit of strategy that goes into letting players walk versus signing new players in free agency.

    Restructuring Contracts - This is something we have seen a ton of already this off-season. Best way to do it would be to simply have a player have a yes-no option on whether or not he is willing to restructure. If not, you may be forced to cut/trade him as we've seen with DeMarcus Ware and Darrelle Revis.

    Front/Back Loaded Contracts - This is something that was in Madden before and I have no clue why they took it out. It's something that allows you to be a little more versatile depending on your cap situation and should certainly be brought back.

    Player/Team Options- Allow for player/team options to be negotiated in contracts. Allows for more creativity in negotiating contracts as well as additional management duties if a player opts out or if you feel the need to opt out of a contract of a under-performing player.

    Transition Tag - The transition tag it a less expensive alternative to the franchise tag. The difference is that other teams can sign the player to an offer sheet as if they were an unrestricted free agent, but the original team has seven days to match. And unlike the franchise tag, if the player signs with another team, his original team receives no compensation.

    Scheme Knowledge - I think that every player shouldn't be limited to one specific scheme, but should have some sort of knowledge rating whether it's a bar, letter grade, number, or whatever. This would apply to mainly to free agency as well as trades possibly. Basically, each player would be able to potentially fit multiple schemes and also have a variable of which schemes he fit/knew better. This would be something that both the player and teams would have to consider in free agency. Do they really want to bring a guy in that does not fit the scheme at all and try to make him fit in a square peg, round hole type of scenario? Or do they go for the safer choice who is less talented but has a greater knowledge or fit to their specific scheme? Also, does the player turn down extra money and a winning team to go to a scheme he is more familiar with (i.e. Red Bryant, Chris Clemons)?

    Playbook Knowledge - This goes along with the scheme knowledge above. Basically, each player has a knowledge rating of each playbook in the game. The way I figure it would work is that they have a knowledge tied to each given play/route/run/block/etc. so that if they go from one playbook to another that has a lot of the same or similar plays, they're not completely out of the blue. This would affect not only free agents but also rookies greatly. Ideally, you would have position coaches as well as coordinators that affect how quickly your younger guys get acclimated/pick up the playbook and so forth. This is something that would not only directly affect the management side but would also contribute to potential changes in gameplay based on how much knowledge a player has of his teams given scheme/playbook. It would also greatly prevent or hinder the ability to just sign any players off the street and plug them in with no penalty at all. As well as putting you in a situation where you will kind of have to deal with rookie growing pains and things along those lines.

    The Draft

    IMO, the way the draft is handled needs a complete overhaul. From scouting to presentation, it all has to change. It doesn't necessarily need a complete rebuild, just a different direction using some of the things that already currently have in place.

    Scouting - This has been one of the more difficult things to deal with and it seems like the process is changing every other year. I like the idea of the letter grades. I don't really like the idea of just throwing points at a guy and knowing his exact attributes though. This also brings up the issue of having to scout things like speed, player type, strength, and other attributes that would be common knowledge to virtually everybody in the NFL.

    The idea I have for this is implementing guys like Mel Kiper, Todd McShay, Mike Mayock, and other so-called draft experts into the mix of the scouting process. The season would start with each of them having their big board which would be like a mock first-round with their top 32 or maybe even top 50 players. In addition, they would each have their own additional letter grades for important attributes connected to that players position. This would be something that would be dynamic throughout the season and would play extremely well with the storyline and twitter feed aspects of CCM. No NFL teams are contacting Kiper, McShay, or Mayock for draft suggestions but this would be something a bit more cosmetic and would benefit the presentation of the draft (which I'll get to later) more than anything else as well as giving you additional data to ponder on prospects.

    In addition to this, you would also have a staff of scouts. I haven't really thought this side of it all the way through but my initial thought was that you would have something along the lines of a head/national scout(s) and regional scouts. The national scout(s) would give you letter grades on virtually every player in the draft but they might be a little bit more vague (my thinking was strictly letter grades, no + or -), while the regional scouts give you a bit more detailed scouting but they are only limited to the players in that scouts designated region. These scouts would have ratings or attributes that would determine how close or accurate the player ratings were to the scouting grades they returned to you. So while you may have a great scout in one region bringing you very accurate grades, another region might suffer or conflict with what your other scouts are bringing back to you.



    Combine & Pro Days - Two things completely ignored currently throughout the scouting process. This needs to be an offseason stage that offers nothing but simple, raw data. 40 times, bench reps, vertical height, hand size, height, weight, so on and so on. Again, this should just be raw data that you would get from the combine. A couple official 40 times and everything else you could possibly think of. One of the more difficult things to deal with would be the position specific drills. I think I would simply have a grade on these drills that ranked from 'Very Poor' to 'Outstanding' and have that grade come from the draft gurus as well as your head scout and even head coach. Same could be done for the 60 interviews allotted to teams where you get a grade based on whether your coach came away impressed, discouraged, indifferent, and so on from the interview. A wrinkle that could be added into this as well is having certain players not participate in certain drills and thus, not giving you any data for that category for the combine.

    Which brings me to pro days. Have an additional stage of the off-season for the Pro Days where once again, you get more raw data in addition to everything else you've previously acquired. So for a player that participated in all the combine drills and pro days you'll have something along the lines of four 40-times along with all the other data. This also allows for players who "weren't invited" to the combine to have raw data attributed to them. It also allows you to have an abundance of diverse information on virtually every prospect in the draft while maintaining a decent piece of mystery behind each prospect.



    Draft Projections - This is where the gurus come in again. Get rid of the round-pick specific draft projections and broaden them out. 1st, 1st-2nd, Top 5-Late 1st, that sort of thing. Also, have these draft projections be unique to Kiper, McShay, Mayock, etc. So maybe a QB is projected to be a Top 5-Top 20 for Kiper, but McShay sees the player as a Late 1st-Late 2nd. This continues to add to the intrigue of each individual player.

    In addition to this, allow the user to create their own team big board where we can essentially put the players in order from who the user thinks are the best prospects to the worst based on scheme, attributes, or whatever the user deems most valuable.



    Presentation - This is probably one of my biggest issues with the draft. It's just so bland and boring. All you really have to do is sit there and look at your draft board and maybe wait for Trey Wingo to pop on. There's a lot of ways to quickly and, IMO, drastically improve the draft process from an entertainment standpoint.

    The storylines IMO opinion need to go. If they were more integrated into the CCM then I might be on board with them but the moment Adam Schefter stops talking they have zero relevance from that point on. I know the word generic scares a lot of people but I would honestly be fine with generic voice overs from Mel Kiper or McShay or Mayock for each prospect. It doesn't have to be anything elaborate, I don't really care about the players backstory or his recent college escapades. I'd be fine with a quick, two-three line description that is relevant to the player drafted.

    And I know a lot of people really want something along the lines of the player walking up and shaking hands with the commish but, personally, I'd be completely okay with hearing that classic draft chime when a selection is in, and then a cut to something like this along with the quick description from Kiper, McShay, etc. This way you've got some sort of constant action and banter and it helps you get closer to resembling the real draft. You could even throw in lines while the clock is running where Wingo asks what somebody thinks this team will be looking for and then have Kiper, McShay, etc. say this team is probably looking for and then list some of that teams needs.

    The last thing is to change the look of the draft while drafting. There needs to be the ticker along the bottom showing all the previous picks and upcoming teams on the board. Adding another bar with thigns like Kiper's best available, team needs, upcoming picks for each team, and all the stuff you see on a ESPN or NFL Network broadcast are essential to creating the illusion that you're actually participating in a real NFL draft. Ideally, you'd have something similar to this here with your draft board and other vital information taking place of the TV crew in the middle. You could also throw in things like cheers and boos (like they used to have) for picks that you see every year at the actual draft, they don't have to have any meaning whatsoever, just be cosmetic and add to the presentation.



    Custom Draft Classes - This is something that needs to be implemented immediately. Especially considering the fact that it took so long to get NCAA Import back in and now NCAA is gone. Like I said before, I'd honestly just prefer that they trashed the storylines and just had the newsfeed talk about some of the top prospects and then add depth to the draft commentary.

    The one thing about custom/editable draft classes is that if I'm playing a offline CCM with just myself, I still want there to be some mystery there. There needs to be some sort of way to randomize certain pieces of info so that you can't pinpoint the exact players you created in your draft class and just target them. Obviously, this would be an option as the vast majority would like to be able to pinpoint the players they created as well as not have issues with such things as creating authentic NCAA draft classes.

    This also gives the user the ability to correct the flaws in the base EA generated draft classes. No more wide receivers, corners, and running backs with 60's for speed. No more classes where entire positions are gone with a couple of rounds to go. This is something that would give the user a great amount of creativity and control in their CCM.
    Last edited by DeuceDouglas; 04-18-2014, 11:11 PM.
  • SamIam13
    Rookie
    • Feb 2014
    • 96

    #2
    Re: Rebuilding the Off-season

    Love this whole post. If just some of the scouting/drafting was done, the next CCM would be so much better.

    Comment

    • Trick13
      Pro
      • Oct 2012
      • 780

      #3
      Re: Rebuilding the Off-season

      Physical ratings - should be letter grades in season, combine and pro day events should give you numbers, also "private workouts" these grades and numbers should just be there as even a complete nobody can get every single measurable recorded at the combine and pro days.


      DUR - INJ, STA, TGH plus INT - or position specific ratings should all be delivered by the current scouting points process, but you should never get more than a letter grade and a scouting report. This is where the potential for bust/gem dynamic begins to play out.


      Each player you actually scout would get "comments" in the form of strengths and weaknesses;


      OLB John Doe
      S- maintains good discipline forcing ball carriers back to middle of field (pursuit), utilizes agility well in pass rush opportunities (FMV), drives through ball carriers and wraps up well (TAK), strikes blockers well with his hands won't be tied up long (BSH), Four-year starter and didn't miss a game due to injury in college (INJ/TGH).


      W - Lacks ideal range in coverage (ZCV), lacks technique and fluidity trailing receiving opponents (MCV), needs to play with more consistent leverage (PMV), disappears at times (High Motor - no), not explosive at the point of impact (POW), is a streaky player (Consistency - 1 or 2)


      So from this I would get the idea that we have here a rush OLB who is more a finesse rushers that lacks power moves, is not likely to fit well in scheme that requires him to drop in coverage and yet has a decent ability to shed blocks and enough physical gifts to be effective in run support and is not a big hitter.


      Dependent on his physical numbers - based on them you guess low 80 SPD, mid 70 str, mid 80 acc & agi - this player could be anywhere from a high 60s to low 80s rated player in terms of OVR. As I prefer a 4-3 base defense - this player doesn't fit what I want OLBs to do, however you get the idea he may be a useful "situational" pass rusher so if he is there in the middle rounds I might be inclined to take a flier on him.


      Now, where you really create the boom or bust dynamic is in two aspects of scouting.
      1. Your "scouting department" should have varying levels of accuracy in each of the areas outside of the "physical" ratings (which you are gathering via combine/ pro day numbers) Your scouting department may be very accurate in let's say ZCV/MCV/INJ/BSH/THP/TAK but very inconsistent (meaning sometimes they will be accurate and sometimes not) in every other category. The way you make this work is you and I can never see the scouting departments strengths and weaknesses - we have to figure that out as we go. Even when hiring new scouts/departments we get a general "level" but no indicator as to where they excel.


      2 Really bringing home boom/bust or bust/gem scenarios is most easily accomplished by hidden development trait - in other words no way to scout it. It will be revealed after advancing into the regular season. Where EA fails in this to my mind is that they have "married" the bust/gem players to immediate impact or "OVR" rating and made it too consistently parallel to AWR in incoming draftees.



      Also, having incoming rookies have random starting points along the consistency/confidence scale would be awesome as well...

      Would it not be more accurate, in terms of reflecting reality to have players that come in "pro ready" at 75 OVR but have slow development, or "raw" at say 65 OVR but with quick or superstar development. It is just my opinion, but I think you could more easily recreate Tom Brady/ Tony Romo/ Alfred Morris type players by having them come in with most all the "phys" tools, low technique or position specifics, but higher development.


      Then you recreate guys like David Carr, J. Russell, Ryan Leaf type guys by having them come in as low to mid 70s rated players with slow development. The throughout each class you have to distribute varying DEV levels, not based on the AWR or OVR of incoming players, but randomly. This could be done at random with all non storyline players each time you load a draft class. That would mean that a 7th rd pick could be a anything from slow - to superstar DEV each time you use a draft class different players would be busts/gems - the storyline guys would be the somewhat more consistent elements (more predictable anyway) and because there only a handful in each class the overall replay ability and enjoyment of the game would shoot through the roof...

      Comment

      • Aggies7
        All Star
        • Jan 2005
        • 9495

        #4
        Re: Rebuilding the Off-season

        You hit the nail on the head with that post. Great ideas. Problem is getting EA to listen and use those ideas. Seems their main focus sadly is on MUT and you haven't said anything about that so all of its a long shot.
        Texas A&M Aggies
        Denver Broncos

        Colorado Avalanche
        Colorado Rockies

        Comment

        • DeuceDouglas
          Madden Dev Team
          • Apr 2010
          • 4297

          #5
          Re: Rebuilding the Off-season

          One of the things I didn't hit on in my original post was Team Chemistry.

          The idea I have is that you have a team chemistry rating for your team that works similar to, and along with, the hot and cold effects. The twist is that while having an overall team chemistry rating, there is also a chemistry rating for position groups on your team. So the O-Line has a chemistry rating specifically tailored to them as well as the D-Line, DB's, and so on. The better the chemistry the group has and you get a slight boost in performance. Have bad chemistry and performance dips a bit.

          In addition to those, there would also be a combo-chemistry among positions that tie into each other. There would be a QB-WR/TE, RB-OL chemistry and so on. This is something that would cause signing FA's off the street to start for you immediately to actually be costly and not nearly as viable as it is now. Don't expect to sign 5 WR's off the street and have them play like they've been with your team for years. It would also make things like making an unreal amount of trades/cuts/signings have an potential adverse effect on your entire roster. Not to mention the potential it could have on your team's play on a week-to-week and even year-to-year basis. It could also give veterans new life in bringing them to your roster and maintaining some stability through change. There is an enormous amount of possibilities that could come with something like this that could have a huge impact on the game on and off the field as well as adding to the intrigue of off-season activities as well as basic, run of the mill FA signings.

          Comment

          • Trick13
            Pro
            • Oct 2012
            • 780

            #6
            Re: Rebuilding the Off-season

            Originally posted by Aggies7
            You hit the nail on the head with that post. Great ideas. Problem is getting EA to listen and use those ideas. Seems their main focus sadly is on MUT and you haven't said anything about that so all of its a long shot.


            To the point you made that I highlighted in bold - perhaps we as gamers need to go way outside the box in our thinking. Maybe we need to pitch EA in the same way they pitch us.


            I don't have the technical skills, but I have a vision for taking some of these ideas, creating "mockup" screenshots and videos(hopefully somewhat polished) and presenting them to EA. Think of like we are making a commercial for Madden, or what a commercial for Madden would be if the ideas we want to see actually made it into the game.


            The thought I am having is that we could potentially generate a huge buzz factor, and show EA what marketing great ideas actually looks like...

            Comment

            • DeuceDouglas
              Madden Dev Team
              • Apr 2010
              • 4297

              #7
              Re: Rebuilding the Off-season

              Originally posted by Trick13
              To the point you made that I highlighted in bold - perhaps we as gamers need to go way outside the box in our thinking. Maybe we need to pitch EA in the same way they pitch us.


              I don't have the technical skills, but I have a vision for taking some of these ideas, creating "mockup" screenshots and videos(hopefully somewhat polished) and presenting them to EA. Think of like we are making a commercial for Madden, or what a commercial for Madden would be if the ideas we want to see actually made it into the game.


              The thought I am having is that we could potentially generate a huge buzz factor, and show EA what marketing great ideas actually looks like...
              I have definitely thought about this as well and even contemplated doing it with this very idea. And I still might. I did that exact thing with my Expanded Broadcast idea where I made screenshots of exactly how the idea would look in-game.

              I also did it with the ticker idea (here and here) to the point where people actually thought it was part of the game.

              Unfortunately, I think it would take a colossal amount of pull to gain the sort of momentum needed to actually see something like this come to fruition. Especially considering when you lay out so much of something like this and then when somebody from EA does see it, the only comment is along the lines of "that's not the EA Sports shield".

              I would be fully willing to create in-game screenshots for this and still may do so if I find the time. It definitely does help convey an idea even more and make it that much more interesting but it's hard to think that it wouldn't just fall on deaf ears.

              Comment

              • Trick13
                Pro
                • Oct 2012
                • 780

                #8
                Re: Rebuilding the Off-season

                Originally posted by DeuceDouglas
                ...
                Unfortunately, I think it would take a colossal amount of pull to gain the sort of momentum needed to actually see something like this come to fruition. Especially considering when you lay out so much of something like this and then when somebody from EA does see it, the only comment is along the lines of "that's not the EA Sports shield".



                ...


                I think for this to work - it would have to be posted outside of here - not that it would not be well received here, but placing in on Madden's FB page or something along those lines in addition to posting it here and maybe submitting it to places like IGN as a "freelance" article may be the way to get it rolling - again I don't have the tech, or expertise, to do this - but I wish someone would try it.


                And I have no issue with anyone taking my ideas and running with them, provided they don't "butcher" the intent of the idea.
                Example; scouting and my draft board - it is essential to me - if you are using my thoughts as a base that combine/ pro day measurable are given (free no scouting points). The draft board should have a "remove player" option and a ranking option that allows the user to re-order the list of players based on how the user "values" the prospects - meaning if I scout a HB that is projected in Rd 3, but I want to rank him at #33 - that means if I miss the draft the CPU should take him for me at any point from Rd 2, pick 1 provided he is the highest rated player on my board. The "remove player" option means I have scouted him or even arbitrarily decided he does not fit my team and he should not be drafted, even by the CPU acting on my behalf, at any spot in the draft...
                Last edited by Trick13; 03-20-2014, 12:01 AM.

                Comment

                • DeuceDouglas
                  Madden Dev Team
                  • Apr 2010
                  • 4297

                  #9
                  Re: Rebuilding the Off-season

                  Had some time and decided to mess around and this is what I came up with. With all of these just click and it will open up the full-size. I'll provide a little explanation before each one and I plan on doing this with the draft presentation as well.

                  This is what I would envision the Media Big Board's to look like. It would be in a sub-menu that would be viewable at all times and could either change weekly or say every four weeks from the start of the season to the end of the Super Bowl along with changes after the Pro Day and Combine stages of the off-season.



                  As I said these boards would change throughout the season so as you can see Kiper's board is different than it was in the preseason and the risers and fallers are clearly shown. The second shot just shows what it would look like moving down the list player-by-player. The last two screenshots go even more in-depth in showing which specific attributes are rising and falling according to the experts. You can also see that Kiper and McShay have different rankings and grades on the players.



                  These last four show what you would see if you were to click on the player. You'd get a full rundown of every bit of information on that player. Multiple tabs for info that would contain height, weight, college, injury info, etc. Scouting tab with all the scouting grades, evaluations and data available, including combine and pro day numbers. Scheme fits tab that shows the player type and all the particular schemes that player can fit in as well as best fit, worst fit, etc.



                  It's by no means perfect, but I think it's a lot better than what we currently have for the scouting process.

                  Comment

                  • Hooe
                    Hall Of Fame
                    • Aug 2002
                    • 21554

                    #10
                    Re: Rebuilding the Off-season

                    Really liking the mock-ups you made, DeuceDouglas.

                    The one thing I'd change is that I'd remove the +/- from the letter grades, personally. One things I _really_ want sports games to start doing is obfuscating player grading information from the player (both for draft prospects and players already on the roster) so that the player is forced to make tough calls without knowing ratings down to the letter. Roster management is too easy when every rating for every player is always available, and real life general managers obviously don't have access to such quantitative information. Heck, I might even hide ratings altogether and just display the text scouting notes, but that's probably a step too far for the average Madden player.

                    I might also add some ability for the scouts to compare prospects to players currently in the league.

                    Comment

                    • DeuceDouglas
                      Madden Dev Team
                      • Apr 2010
                      • 4297

                      #11
                      Re: Rebuilding the Off-season

                      Originally posted by CM Hooe
                      Really liking the mock-ups you made, DeuceDouglas.

                      The one thing I'd change is that I'd remove the +/- from the letter grades, personally. One things I _really_ want sports games to start doing is obfuscating player grading information from the player (both for draft prospects and players already on the roster) so that the player is forced to make tough calls without knowing ratings down to the letter. Roster management is too easy when every rating for every player is always available, and real life general managers obviously don't have access to such quantitative information. Heck, I might even hide ratings altogether and just display the text scouting notes, but that's probably a step too far for the average Madden player.

                      I might also add some ability for the scouts to compare prospects to players currently in the league.
                      I'm totally with you and that's what I hate about the current scouting is that with every prospect, you can just scout to the letter of certain attributes on a player and, more or less, know exactly what you're getting. That's why I tried taking it and making it to where you've got the input from many different sources to try and maintain the mystery while still giving you a somewhat general outlook of a player. This way, instead of simply getting an A and knowing that attribute is somewhere around a 90, you've got 10 different letter grades for one attribute that could range from say, C- to A+ which could be potentially anywhere from high 60's to high 90's. Throw in the fact that these could be changing every four or eight weeks and the mystery becomes a little bit greater. It's definitely not perfect but it would make you think and evaluate way more than you do now and allow, I would think, for more uncertainty while drafting.

                      I watched a video on Madden 2004 scouting earlier and I kind of liked what they did where for, like a LB, you would get combine data, a tackle and interview rating ranging from Poor to Amazing, and some general comments. That's kind of what I tried to do here just on a bit of an expanded level. But I totally agree with you on roster management being too easy and I definitely wouldn't mind having opponents rosters hidden or very limited in terms of what is available to you.

                      Comment

                      • DJazzyJefff23
                        Rookie
                        • Feb 2014
                        • 80

                        #12
                        Re: Rebuilding the Off-season

                        Originally posted by DeuceDouglas
                        I'm totally with you and that's what I hate about the current scouting is that with every prospect, you can just scout to the letter of certain attributes on a player and, more or less, know exactly what you're getting. That's why I tried taking it and making it to where you've got the input from many different sources to try and maintain the mystery while still giving you a somewhat general outlook of a player. This way, instead of simply getting an A and knowing that attribute is somewhere around a 90, you've got 10 different letter grades for one attribute that could range from say, C- to A+ which could be potentially anywhere from high 60's to high 90's. Throw in the fact that these could be changing every four or eight weeks and the mystery becomes a little bit greater. It's definitely not perfect but it would make you think and evaluate way more than you do now and allow, I would think, for more uncertainty while drafting.

                        I watched a video on Madden 2004 scouting earlier and I kind of liked what they did where for, like a LB, you would get combine data, a tackle and interview rating ranging from Poor to Amazing, and some general comments. That's kind of what I tried to do here just on a bit of an expanded level. But I totally agree with you on roster management being too easy and I definitely wouldn't mind having opponents rosters hidden or very limited in terms of what is available to you.
                        PM'ed you, Deuce.

                        Comment

                        • PacMan3000
                          MVP
                          • Jul 2002
                          • 1807

                          #13
                          Re: Rebuilding the Off-season

                          Love all of these ideas. Love all the mock-ups. And I've been wanting most of this stuff for a while now.

                          Comment

                          • Trick13
                            Pro
                            • Oct 2012
                            • 780

                            #14
                            Re: Rebuilding the Off-season

                            Originally posted by CM Hooe
                            Really liking the mock-ups you made, DeuceDouglas.

                            The one thing I'd change is that I'd remove the +/- from the letter grades, personally. One things I _really_ want sports games to start doing is obfuscating player grading information from the player (both for draft prospects and players already on the roster) so that the player is forced to make tough calls without knowing ratings down to the letter. Roster management is too easy when every rating for every player is always available, and real life general managers obviously don't have access to such quantitative information. Heck, I might even hide ratings altogether and just display the text scouting notes, but that's probably a step too far for the average Madden player.

                            I might also add some ability for the scouts to compare prospects to players currently in the league.


                            On one hand I agree with your sentiment and then on the other I disagree. NFL pro personnel scouts have a plethora of information that we don't get as fans - Max Press numbers, squat numbers, and then you have to remember that they also have the advantage of game film in which some things that are very difficult to imagine replication of in terms of video game football - for instance - Player A is stronger than player B, but player B plays with more suddenness and leverage meaning he is functionally stronger on the field.


                            In terms of physical tools (speed, agility, acceleration, jumping, throw power) - that is really hard to screw up because not only do you have the scouting combine and pro days to measure those things - NFL teams also have access to technology in which they can analyze game film get very precise measurements of a player's physical performance - how fast they get to top speed, how quickly they can get in and out of cuts, how high they can jump, how large is their catch radius, and on and on.


                            Where you really start to get to grey areas is within player's individual responses to the pressure, overall speed and talent level of the NFL. How does a guy respond when he hits a wall three plays in a row because his physical gifts can't carry his game anymore. Does he go just as hard on the fourth play, or does he start to shrink. These are things that are difficult to quantify, they are difficult to predict with accuracy - that is why the difference between great drafting teams and poor ones is not really as large as you may think - a bad drafting team may have 47 percent of a draft class still on the roster 3 years in where a great team may have 55 percent - that can be as little as one player out of 7 or 8 picks.


                            When you start to say "obfuscating" player ratings - I am there with you - to a point, and in certain areas. The techniques or skills outside of the physical could really be "blurred" a bit.


                            That is why I think the DEV rating should be hidden for two years - meaning any player acquired by user teams should have no package available, and no indicator of DEV level for two seasons. Whether it is a rookie draft pick, a FA signee, or a player you trade for - but let's be honest - someone will do a guide and we will all have that info anyhow for players already in the league, shortly there after a draft class quide.


                            I think the letter grades for non-physical ratings, in terms of scouting, is where you introduce some "blurring" - by having a scouting "department" that has strengths and weaknesses that you have to learn "on the fly" - you get grades, but some are more accurate than others. Scouts should have areas where they are excellent, some where they are hit/miss, and some where they flat out stink. Then you get scouting blurbs and grade out ratings for quick reference.


                            To be honest, I think some of this should be tied to a setting. Again, NCAA just this last year had variable difficulties within the game play - so why not have separate settings for user/cpu "roster management" and scouting. That way, people have options, and maybe what you are talking about in terms of zero grades or numbers can be a level of difficulty beyond/above All-Madden.


                            I think the CPU needs a level so gamers can choose if the CPU is just window dressing or do CPU teams make all the right choices and therefore are a pain in the backside to compete with year in and year out...

                            Comment

                            • Sheba2011
                              MVP
                              • Oct 2013
                              • 2353

                              #15
                              Re: Rebuilding the Off-season

                              The offseason is my second favorite time of the year in the NFL, after the playoffs. It is a shame that it is often an afterthought in video games and can usually take less than a half hour to complete. Here are 10 things I would love to see in the offseason/pre-season

                              1.First they should allow customization of in game draft classes, not so much ratings but player names/schools (hate that in some draft classes its heavily loaded with FCS and D2 schools).

                              2.The actually scouting needs to do away with showing any particular letter/numbers and instead focus on what actual scouts look at such as performance in position drills, combine stats, what scheme they project to fit in etc, comparable player types, even have mock scouting reports displayed which might give clues about what type of player he may be. It should also use a variable trait system so that it changes every time.

                              3. Take a page from NHL and NBA 2k and allow some offseason all star games and position drills. Even bring back the combine that they used to have, only this time don't make it a skill based mini game that can be ruined if your not good at that particular skill.

                              4. It seems like every football game has used the same basic draft format for the past 25 years now, can we please come up with something new? I don't even need to see players walking up to the stage but just something a little more in depth, maybe the comish actually announcing picks. The twitter idea was good but it got very stale, very fast.

                              5. The free agent system needs a complete overhaul instead of the current "player goes to the highest bidder' system. We have seen in the real world that is often not the case (see Oakland Raiders).

                              6. In the year 2015 can we please have full coaching staffs that can be hired, fired and promoted at will. How this has been overlooked for so long is baffling.

                              7. Draft logic. Do I need to go in depth on this?

                              8. Draft recap show, even just a radio show playing in the background would suffice. Something that keeps us entertained and immersed while waiting for the season to begin.

                              9. Ability to change player positions at any time during the pre-season. Some guys you don't know where you want them to play to you see them on the field.

                              10. Pre-season drills beyond the boring and repetitive practices (which most people only do for XP). Other sports games have it figured out, no reason Madden can't.

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