what would make ccm more interesting for you (non gameplay)

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • juggalotusx
    Pro
    • Apr 2009
    • 730

    #1

    what would make ccm more interesting for you (non gameplay)

    to me ccm is just boring and dull, what are some ideas non gameplay that you think will make it better cause we all know the issues with the gameplay and they have been talked about non stop.

    1.I would like to see create and build your own team out of the FA pool. I know they had it in a older madden that I thought was fun.

    2. players during the draft walking onstage and accepting jerseys.
    NINERS FAN SINCE 96
  • Godgers12
    MVP
    • Dec 2012
    • 2265

    #2
    Re: what would make ccm more interesting for you (non gameplay)

    1. Ability for the commissioner to realign divisions. This would help from a competitive balance standpoint.

    2. Fully functional waiver system. A player gets cut he must go through waivers, with practice squads.


    3. An UDFA signing period after the draft. Increase draft size by 1-200 players so each team can get 8-10 UDFA's.


    4. Instead of giving a letter grade for a players athleticism it should instead give combine results which are automatically unlocked.


    5. Players should not completely die and become utterly useless once they hit 30. Mike Wallace will not go from being one of the fastest to the slowest WR's in the NFL overnight.


    6. Get rid of confidence or make it an option. It is massively flawed, and only catters to the great players that make the playoffs every year.
    Green Bay PackersSeattle MarinersNew York Rangers
    Syracuse Orange

    If walls could talk to spill the lies, we'd see the world through devils eyes
    -M. Shadows

    Comment

    • cch99
      MVP
      • May 2003
      • 1537

      #3
      Re: what would make ccm more interesting for you (non gameplay)

      The number one thing that can kill immersion in CCM for me is the feeling that you are on an island in regards to the rest of the league.

      I know they have the twitter feed and the headlines with a caption but i'd love a week in review section. It wouldn't need to be a full on highlights show, though that would be sweet, but i'd love to see a button at the top of the Twitter feed and when you click on it it takes you to the week in review.

      It would be a page you could scroll down. It would start with the score of all the games from the previous week with perhaps some screen caps of the game, then players of the week and top stat lines from the week. Keep scrolling down and it has the standings right there for you, along with the Top 5 league leaders in QBR, Rushing Yards, etc. Scroll Down a little more and it has Injuries and Finally upcoming games with a point of focus on the game, the point spread or at least the favorite. And as you got later in the season it would start showing playoff scenarios,etc.

      I know some of these things can be found currently by going into menus, which leads to another menu, etc. but this would keep it all in one place and give me more of a feel of a living league.

      To me this is the thing that keeps CCM most interesting. Having too go 2 menus deep to see scores and stats is just annoying to me.

      I used to love the way that NCAA set it up with the SI issues, screens of players, etc. They do it a little bit now but i want them to take it to the next level.

      Comment

      • bucky60
        Banned
        • Jan 2008
        • 3288

        #4
        Re: what would make ccm more interesting for you (non gameplay)

        As much as I absolutely hate the current CFM, I don't want them to tear out things that are already coded in.

        For me, to make CFM (off field) at all interesting, it would have to provide realistic options, from progression, regression to roster management. Also, more in depth financials in owner mode. The current CFM feels so much like a toy that it destroys any kind of immersion for me personally.

        Now, I say don't rip out what's there (as unrealistic as the current CFM is) because a lot of people enjoy it the way it is.

        For me, give options to make it as reasonably realistic as possible while allowing full customization and editing. I miss creating my own Professional Wisconsin Badgers team and inserting it into my NFL franchise.

        Comment

        • Cnada
          Rookie
          • Mar 2009
          • 407

          #5
          Re: what would make ccm more interesting for you (non gameplay)

          CFM is great at the moment, best its been for years.

          You can do 32 Team online and offline, Scouting/Progression work (No not perfect but not like the early Xbox days of complete broken), Twitter feeds, Owners mode. Its pretty dam great

          For the future,

          Training Camp should be represented in some form

          UFA should be In as a risk/reward for the 53man roster over the backups who pretty much fill space and do little.

          Gaunlet style training per position

          and perhaps something for Combine also

          Player visits, just things that make you feel like your running your team.

          Always wanted to have my playbook (that is easy to make) and play by our rules like you could vote on things

          Comment

          • mestevo
            Gooney Goo Goo
            • Apr 2010
            • 19556

            #6
            Re: what would make ccm more interesting for you (non gameplay)

            Further differentiaion in the presentation, goals and overall feel of the game from the different perspectives represented in CFM - Player, Coach and Owner.

            Player - more importance on milestones and contractual goals, playing time (that you can't as easily influence because you shouldnt' be able to call the plays) among other things. Not going to try and diagram or explain out each mode in it's entirety, but rather get the gist out.

            Coach - emphasis on development of the team and success as a team on the field. managing chemistry and confidence of the team

            New: GM - Management of the personnel and team chemistry among other responsibilities.

            Owner: Financials and other responsibilities.

            A wrinkle to all of this, a veiled way to not have so many distinct roles, is the ability to be the coach that controls the roster, or an owner that gets in on the GM game, etc. How you fit into a job may determine where you want to go or play, and could vary the gameplay experience significantly. Do you go to the team that just needs a good coach to run the roster that is built by a tenured GM or do you go some place where there's no/a weak GM and take on more responsibility? Do poorly over time and not heed the Owner's warnings for improvement and watch the GM get replaced, will he fire you and bring in his own guy while he's at it?

            Would also like some form of coaching carousel, and coordinators/assistant coaches so that there's a more fluid sense of movement season to season. All fitting into the above poorly explained system.

            In the end, I like the feel of an organic league. Create dynamics between the positions, provide players with options to manage a team quickly and efficiently if that's what their goal is (GM and/or Owner mode), or get in and do it all (Coach w/ personnel responsibilities).
            Last edited by mestevo; 01-21-2015, 06:40 PM.

            Comment

            • wundrbread33
              Rookie
              • Oct 2005
              • 86

              #7
              Re: what would make ccm more interesting for you (non gameplay)

              I wouldn't mind having the ability to edit player models like you used to. It would fix every drafted player having dreads and a 180 pound WR looking jacked like Trent Richardson.

              I had a DT that had the legs of a corner and a huge gut and kicker arms...talk about realistic.

              I also would like more detailed draft and prospect information. Maybe college stats, combine, etc. I mean, if it's in the game, it's in the game right?

              I like the way NBA 2k has the commissioner introduce the draft and say the names of the players drafted. It is a small touch that goes a long way. It would be great to have the first few players walk the stage and maybe extend on the commentary.

              Progression needs some tweaks too, not sure exactly what but it just seems a little off.

              Overall, I have fun with Connected Careers and look forward to how they continue to develop it.
              "Whoever saves one life, saves the world entire."

              Comment

              • Kaiser Wilhelm
                MVP
                • Sep 2010
                • 2790

                #8
                Re: what would make ccm more interesting for you (non gameplay)

                The ability to set up a draft boards.

                The draft board is basically the scouting board from NCAA Football. If at any point I scout a player, he goes onto that board. If I discover I do not want to work with this player anymore, I can manually remove him. The user will have the ability to set up the board, ranking every player in a manner I so choose. The board could be 35 players just like NCAA, which seems like a reasonable number given that is five players to rank per rounds.
                Thanks to LBzrules: So these threads won't be forever lost.
                Tiered Play Calling
                Outs and Curls (Bracketing Receivers)
                If anybody is interested in a "spiritual successor to the socom franchise, check out this thread.

                Comment

                • 1NFAMOU5808
                  Rookie
                  • Aug 2012
                  • 124

                  #9
                  Re: what would make ccm more interesting for you (non gameplay)

                  I'm one for the GM mode being added as well. That'd be a challenge to either, jump into a team and manage the coaching personnel as well as players to keep it balanced. Of course, for the Cowboys, this option should be locked to give a nod to Jerry for his stance on running the team.

                  My CFM Options would look like this:

                  Player: Start as a new player, either playing in the East/West Shrine game or the Senior Bowl. From there, go through the NFL Combine to determine further more where your draft stock is. Also, include interviews with teams and throw in the Wonderlic test like past Madden games.

                  Coach: This mode could start you off as an offensive coordinator, defensive coordinator or head coach. If you decide you want to start as an OC or DC, you simply coach one side of the ball, if you decide you want to be HC, you have to deal with both sides of the ball. I think by being an OC or DC, that'd be awesome as it'd allow you to possibly get a better job or even a promotion to HC if you constantly do well. Also for a head coach,

                  GM: This mode would be more for managing personnel of staff and players. Keeping chemistry afloat, providing the coach with rosters (drafting and free agency). Of course, a HC could offer insight to what position he feels should be addressed, but in the long run, the GM has final say with players. Also, there could be something like NBA2K's meter where it gages the confidence staff has in you/the job, which would be something a bit challenging to manage.

                  Owner Mode: This should be simply for managing financial needs and making sure the stadium is up to play in. I don't like how they take the Al Davis/Jerry Jones approach with Owner Mode being GM as well, not a fan of that. Separate the jobs as they should be.. Being an owner of a team should be much more difficult than just setting merchandise and ticket prices. Have the numbers game be difficult and complex, also throwing in sponsorships and the ability to rename the stadium like previous Maddens would be a nice touch.

                  Another thing that'd make CCM interesting is the downtime. I like the step they took this game with the free agency, little nods like 'Team Location' and stuff is good, especially when you see DeSean Jackson's filled due to the Raiders being in CA.. But there needs to be more. Why not have a cut-scene like 2K with a sitdown interview where you can negotiate on the spot?

                  Also, the draft/scouting needs to be redone. No more just number values, give us actual stats. Allow us to visit the Combine and scout players for ourselves as the draft nears. There's no reason that a numerical value should be represented in a day and age where there's so much sites [Pro Football Focus, STATS] are able to give us true numbers! I don't care if a WR has a 95SD, how fast did he do his 40 and shuffle run? I see a DT that has a 99STR, how much times did he rep 225lbs?

                  Also being able [depending on what you decide to be IE; player, coach, GM, owner] to mess with different stuff. Players could be approached for commericals/sponsorship deals with Nike/Reebok/UA.. Coaches can formulate gameplans, GMs can have a special set of numbers as far as player pro/regression goes and owners can see a special set of numbers to see if the franchise is bleeding and if it needs to be fixed.

                  Also, in the offseason? GIVE US THE CHANCE TO BE FEATURED ON HARD KNOCKS!

                  The guy who posted a few up from me has the same ideas for the most part, the quote option wasn't working for some reason but I agree with a lot of what he said. In 2015, Madden should be giving us the most in-depth look at the NFL, not keeping us 'on an island' as someone perfectly stated.

                  Comment

                  • WingedLion14
                    Rookie
                    • Dec 2014
                    • 87

                    #10
                    Re: what would make ccm more interesting for you (non gameplay)

                    How I would do it. Well, for the most part, keep it similar to what it is now, maybe expand the news a bit more, but what I would change is who you could be, and only slightly.

                    Player - same as now, just add some personal touches; haven't really played a player one, so idk much about it.

                    Coordinator - the personnel are interchangeable with coach, except you can only play as your "specialty - offense, defense, special teams" and you cannot acquire players. You do set the gameplan for your part, however, although you can get directives from the head coach, and if your plan isn't working and you're not listening to your coach, you can get fired. Especially interesting if the coordinator and coach have different schemes and philosophies, because this conflict will happen all the time.

                    Coach - literally same as now; basically a GM/coach. More likely to be fired, however, as well as interactions with the media added.

                    Owner - literally the same as now; basically a Owner/GM/coach.

                    Comment

                    • Fist Of Kings
                      Pro
                      • Oct 2009
                      • 793

                      #11
                      Re: what would make ccm more interesting for you (non gameplay)

                      Bring back the Tony Bruno Show or something similar. And I think one of the older maddens let us hire and promote our own coaches, and recently retired players could be hired as coaches too. That was a neat feature.

                      And I'm not sure if coaches progress in this game, but I think they should progress just as players do.

                      Comment

                      • HingleMcCringleberry
                        Rookie
                        • Nov 2013
                        • 119

                        #12
                        Re: what would make ccm more interesting for you (non gameplay)

                        custom NFL draft classes

                        Comment

                        • gjneff
                          Rookie
                          • May 2010
                          • 194

                          #13
                          Re: what would make ccm more interesting for you (non gameplay)

                          In no particular order:

                          1. Editable draft classes
                          2. Far more variation in drafted players. There is pretty much the same stuff year after year in the draft. Also fix the draft quality of some positions (HB not enough speed, TE too weak, DT too weak, CB too strong).
                          3. Editable Draft board
                          4. Realistic scouting. Year after year I say this. Real scouts have numbers on every prospect that isn't injured. Please get this right already!!!
                          5. Everything in CFM feels disconnected. I don't want to cycle through tabs to see info. Give me one screen that shows standings, last game score/basic stats, next game, and relevant headlines.
                          6. Bring back 100% editing, make it available immediately after the draft, the same as position changes. It can lock after advancing. Then you don't have to worry about your precious goals and xp getting screwed up, and I can fix all the roster issues that they can seem to get right.
                          7. Players need a long list of tendency sliders to make them play to a certain style (think nba2K). This will make players play different even if they have the same ratings.
                          8. In coaching I want to be able to rank who my receiving targets are and run/pass %. Who ever is at the top of that ranking is who they try to throw to the most. (Like preferred scoring option in 2K) If I want to feature my slot receiver, then he can be at the top, or if I want to feature my TE, etc.

                          I'm sure there is more but I'll stop for now.

                          Comment

                          • Raindragon
                            Rookie
                            • Oct 2014
                            • 104

                            #14
                            Re: what would make ccm more interesting for you (non gameplay)

                            Originally posted by 1NFAMOU5808
                            I'm one for the GM mode being added as well. That'd be a challenge to either, jump into a team and manage the coaching personnel as well as players to keep it balanced. Of course, for the Cowboys, this option should be locked to give a nod to Jerry for his stance on running the team.

                            My CFM Options would look like this:

                            Player: Start as a new player, either playing in the East/West Shrine game or the Senior Bowl. From there, go through the NFL Combine to determine further more where your draft stock is. Also, include interviews with teams and throw in the Wonderlic test like past Madden games.

                            Coach: This mode could start you off as an offensive coordinator, defensive coordinator or head coach. If you decide you want to start as an OC or DC, you simply coach one side of the ball, if you decide you want to be HC, you have to deal with both sides of the ball. I think by being an OC or DC, that'd be awesome as it'd allow you to possibly get a better job or even a promotion to HC if you constantly do well. Also for a head coach,

                            GM: This mode would be more for managing personnel of staff and players. Keeping chemistry afloat, providing the coach with rosters (drafting and free agency). Of course, a HC could offer insight to what position he feels should be addressed, but in the long run, the GM has final say with players. Also, there could be something like NBA2K's meter where it gages the confidence staff has in you/the job, which would be something a bit challenging to manage.

                            Owner Mode: This should be simply for managing financial needs and making sure the stadium is up to play in. I don't like how they take the Al Davis/Jerry Jones approach with Owner Mode being GM as well, not a fan of that. Separate the jobs as they should be.. Being an owner of a team should be much more difficult than just setting merchandise and ticket prices. Have the numbers game be difficult and complex, also throwing in sponsorships and the ability to rename the stadium like previous Maddens would be a nice touch.

                            Another thing that'd make CCM interesting is the downtime. I like the step they took this game with the free agency, little nods like 'Team Location' and stuff is good, especially when you see DeSean Jackson's filled due to the Raiders being in CA.. But there needs to be more. Why not have a cut-scene like 2K with a sitdown interview where you can negotiate on the spot?

                            Also, the draft/scouting needs to be redone. No more just number values, give us actual stats. Allow us to visit the Combine and scout players for ourselves as the draft nears. There's no reason that a numerical value should be represented in a day and age where there's so much sites [Pro Football Focus, STATS] are able to give us true numbers! I don't care if a WR has a 95SD, how fast did he do his 40 and shuffle run? I see a DT that has a 99STR, how much times did he rep 225lbs?

                            Also being able [depending on what you decide to be IE; player, coach, GM, owner] to mess with different stuff. Players could be approached for commericals/sponsorship deals with Nike/Reebok/UA.. Coaches can formulate gameplans, GMs can have a special set of numbers as far as player pro/regression goes and owners can see a special set of numbers to see if the franchise is bleeding and if it needs to be fixed.

                            Also, in the offseason? GIVE US THE CHANCE TO BE FEATURED ON HARD KNOCKS!

                            The guy who posted a few up from me has the same ideas for the most part, the quote option wasn't working for some reason but I agree with a lot of what he said. In 2015, Madden should be giving us the most in-depth look at the NFL, not keeping us 'on an island' as someone perfectly stated.
                            I second and third this message great ideas that would totally pull me into the game. As of now I have no reason to play the online junk, I will not spend more money on a game once I spend money to buy it. So wrong market for me if they want to keep pimping the UM mode. I need a real game, heck half the time I don't log my PS into the internet I don't need to play with others I'm fine being alone, stop forcing me to be social EA. All kidding aside features like these will make me want to buy it next year as of now I'm not.

                            Comment

                            • usaaaaaa
                              Rookie
                              • Jun 2007
                              • 36

                              #15
                              Re: what would make ccm more interesting for you (non gameplay)

                              Coordinators need to be added. They're a fundamental part to a football team and the fact that you cannot hire OC/DC/STC is ridiculous.

                              Would also like it if you could fill out an entire coaching staff (assistant positions) and have these hires have certain attribute pros/cons for your team, but I know we're not getting that.


                              OC/DC/STC is an absolute basic must though.

                              Comment

                              Working...