Madden NFL 16 Connected Franchise Details Revealed

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  • mvb34
    S**c*d* P**l C*-Ch*mp**n
    • Jul 2002
    • 8138

    #31
    Re: Madden NFL 16 - Connected Franchise Deep Dive

    Game Prep
    • You can now access a free practice mode from the game plan screen, and it does not cost you hours.
    • Teams have more hours to use in game prep during the week.
    • Activities in game prep are more skewed toward game planning against that week's opponent as opposed to general improvement by position.



    All plus to me. didn't know why they thought 35 hours was appropriate game prep hours in Madden 15
    http://www.twitch.tv/mikecharles34

    Comment

    • SolidSquid
      MVP
      • Aug 2014
      • 3159

      #32
      Re: Madden NFL 16 - Connected Franchise Deep Dive

      Originally posted by Godgers12
      Someone explain to me how this scouting thing works. Sounded pretty vague.
      The way. Read it was the first two times you scout a guy they give you his top two position specific attributes, the last time you scout a guy it tells you his true draft value(I'm assuming it will say 1st-7th).

      Just seems like a weird way to scout to me, glad they added the combine though that was long over due.

      Comment

      • Hooe
        Hall Of Fame
        • Aug 2002
        • 21555

        #33
        Re: Madden NFL 16 - Connected Franchise Deep Dive

        Originally posted by SolidSquid
        The way. Read it was the first two times you scout a guy they give you his top two position specific attributes, the last time you scout a guy it tells you his true draft value(I'm assuming it will say 1st-7th).

        Just seems like a weird way to scout to me, glad they added the combine though that was long over due.
        The scouting changes to me look like they want there to be a focus on scouting faster (really, a lot of the changes for CFM this year look to be about making everything about the user's experience in the mode faster and easier to use) and there being more inexact information.

        Since you only get three of the player's ratings (and presumably the physical ratings from the combine like SPD / ACC), you won't know the whole story about a player going into the draft, which means you will have to make some guesses about players at times.

        Comment

        • sir psycho
          Rookie
          • Jun 2012
          • 286

          #34
          Re: Madden NFL 16 - Connected Franchise Deep Dive

          I have to say I'm disappointed with this news. I exclusively play franchise mode, and nothing here really excites me. Not at all a fan of the focus on goals/XP and the banners. I really hope the banners can be turned off. Ideally, the presentation would be as close to a real NFL broadcast as possible, and banners showing what your players goals are for the drive just takes you even further from that.

          On the plus side, the depth charts definitely look improved.

          The draft, for the most part, seems fine, but I don't like how you immediately see their ratings as soon as you draft them. In real life, you don't instantly know how good the player is. I guess it's not that different from how it already was, but still.

          Obviously, it's way too early to make a judgement on the game, but I'm not feeling as optimistic as I was a few days ago.

          Comment

          • SolidSquid
            MVP
            • Aug 2014
            • 3159

            #35
            Re: Madden NFL 16 - Connected Franchise Deep Dive

            Originally posted by CM Hooe
            The scouting changes to me look like they want there to be a focus on scouting faster (really, a lot of the changes for CFM this year look to be about making everything about the user's experience in the mode faster and easier to use) and there being more inexact information.

            Since you only get three of the player's ratings (and presumably the physical ratings from the combine like SPD / ACC), you won't know the whole story about a player going into the draft, which means you will have to make some guesses about players at times.
            "Scouting Points unlock a player’s top three attributes, with the third unlock providing their true draft value. This true draft value will help teams find “Diamonds” and “Overvalued” players in the draft class."

            "Will you take a projected fifth-round pick with second-round skills in round two, or wait until later hoping that others don’t realize his potential? These are the types of decisions that come to life with the new true talent rating."

            Seems like scouting that third time and getting the true player value takes out all the guesswork.

            Comment

            • Hooe
              Hall Of Fame
              • Aug 2002
              • 21555

              #36
              Re: Madden NFL 16 - Connected Franchise Deep Dive

              Originally posted by SolidSquid
              Seems like scouting that third time and getting the true player value takes out all the guesswork.
              Sure, for that particular player. There's likely some opportunity cost in that.

              I am going to venture to guess that the game is balanced in a manner where it is nowhere close to possible to scout every draft prospect at all three levels, and further that scouting a small handful of players at all three levels will severely limit one's knowledge of the draft class as a whole.

              Comment

              • Yuss
                Rookie
                • Mar 2014
                • 375

                #37
                Re: Madden NFL 16 - Connected Franchise Deep Dive

                I think the "Sim-A-Win" feature is for you guys that like to play along the real season or playoffs.

                Comment

                • Unlucky 13
                  MVP
                  • Apr 2009
                  • 1707

                  #38
                  Re: Madden NFL 16 Connected Franchise Details Revealed

                  Disapointing. Offline franchise is the only thing that I care about and the only thing that I do in the game, and these all look like minor tweeks. Maybe one day, we'll get back to the depth that we used to have, but right now, it seems to be just more pandering to casual players, and not the NFL GM Sim that I want Madden to be.
                  Anyone who claims to be a fan of two teams in the same pro sport is actually a fan of none.

                  Comment

                  • TD3322
                    Rookie
                    • Dec 2014
                    • 43

                    #39
                    yeah, the Depth Chart thing seems PURELY Visual. Very Dissappointed they still dont seem to be bringing back Formation Subs, or a Special Tms Depth Chart. I've resorted to Converting Safteys into Rb/Fb and putting them in the backup Fullback and 5th WR spots in order to get garbage tacklers out of my Coverage Units. I hope they broaden the position switches too. Not being able to move all these SuperStar Developement Offensive linemen that enter the draft as Defensive tackles w 30 blockshed ratings is UNBELIEVABLEY stupid. The majority of players switching positions at the NFL level are Defensive Lineman or Linebackers moving to FB/TE or O-line... yet u cant do it in Madden. U can make a CB a HB tho. Or I drafed a 99spd/agl/accl guy that was a DB in college and entered the draft as a WR, but he had 49cth and even worse Cit/Spc/rte. So I had to move him to HB then CB which caused a double hit to his Coverage and Awareness. Dropping his Man/Zone from 81 to 71.... IDK why.... Absolutely ridiculous..... C'mon EA, Get it TOGETHER!!!!

                    Comment

                    • Aggies67
                      Banned
                      • Jun 2011
                      • 918

                      #40
                      I reckon none of this new stuff will be in the 360 version, right? Or will there even be a 360 version? The graphic on this page only shows Xbox One and PS4 boxes...https://www.easports.com/madden-nfl

                      Comment

                      • charter04
                        Tecmo Super Bowl = GOAT
                        • May 2010
                        • 5740

                        #41
                        Re: Madden NFL 16 - Connected Franchise Deep Dive

                        I don't play much single player CFM so my opinions are mostly based on the 32 team online CFM experience.

                        Start Playing faster

                        -Not sure why this is needed. I guess some don't want to go through all the preseason stuff? I guess this could help when you just want to get things to the regular season quick. Might help in testing sliders.

                        Dynamic Drive Goals

                        -This sounds interesting. I'm not sure if some of this was already in under the hood but, either way it's not bad. Hopefully they are tailored to your teams play style. Don't want a goal to be 3 td passes if I'm a ball control run team.

                        Post Game Feed back

                        -I like this change. The more info the better. So many times in our league we get confused on how this xp was gained and how this wasn't. Hopefully this shows us exactly what happened.

                        Weekly Goals

                        -Good change. If we are going to keep the whole xp, goals, progression system might as well improve it. This seems like improvement.

                        Visual Team Depth Chart

                        -Laughed a little at this one. Not that it's not good but, it's just the MUT depth chart. Not really new. just new to CFM. I can't recall anyone in our CFM wanting a new depth chart set up. We wanted formation subs and or the ability to have special teams depth charts but, not new depth chart set up. It's fine I guess.

                        Player Card

                        -I like this change. Seems to stream lined stuff a little. I like the Attributes all being on the screen. Hated scrolling through all the rating just to see inj. They also just show the ratings that apply to that position which is good too.

                        New Scouting

                        -This has me a little excited. If there was anything that I wanted in scouting it was to see combine results. It's completely unrealistic to be going into a draft without this basic info. I also like that it shows the player ratings as soon as you draft them. That way we don't have to back out of cfm and then re enter just to see the ratings.

                        -The only things you should really have to scout are the non physical attributes of players. This change they made makes since as far as real life. good change.

                        -Doesn't say anything about a editable draft board though. We really need that. It would help a lot when you can't make the draft to have a board the cpu can use to draft for you.

                        -Also editable draft classes and EA share draft classes are out? Bummer.

                        Sim-A-Win

                        -Thank you ea. I would have liked some kind of in game save or continue for DC's but, this is at least something. We have had so many guys be winning by 21 in the 4th then get a DC and the sim happens and they lose. Glad the commish can fix this now.

                        Free Practice

                        -So glad this was added. I've wanted to practice with my CFM team so much but, can't. I end up creating players and doing it outside of cfm but, that is too time consuming. nice change.

                        Confidence Tuning

                        -if it fixed the problem of the best teams becoming super teams and the bad teams staying in confidence purgatory then awesome.

                        Owner Mode Finance Tuning

                        -Once again hope this works as advertised. We couldn't even use owner mode in my cfm because it was broken and small market teams had no chance.

                        Overall these are good changes that will make the online cfm i'm in more fun. Of course my #1 priority is on field gameplay but, these are nice changes.
                        Last edited by charter04; 05-28-2015, 01:33 PM.
                        www.twitch.tv/charter04

                        https://www.youtube.com/channel/UCPW...59SqVtXXFQVknw

                        Comment

                        • mvb34
                          S**c*d* P**l C*-Ch*mp**n
                          • Jul 2002
                          • 8138

                          #42
                          Re: Madden NFL 16 Connected Franchise Details Revealed

                          Wouldn't formation subs fall under playbooks?? Not under depth charts..
                          http://www.twitch.tv/mikecharles34

                          Comment

                          • Datninja619
                            MVP
                            • Jul 2012
                            • 1918

                            #43
                            Overall, I like these new features. The Free Practice, Draft feedback, scouting, and combine are all much needed improvements for me. I'm still hoping defensive assignments and formation subs will be implemented, but that may be more of a gameplay feature.

                            Comment

                            • DukesofHazzard
                              Rookie
                              • Aug 2012
                              • 306

                              #44
                              No create a draft or no ability to import draft class from ncaa 14 like they said they would a few years ago? Looks like I'm not buying again, guess I'm playing madden 25 on ps3 again, EA is so disappoiting

                              Comment

                              • zoom zoom
                                Banned
                                • May 2015
                                • 72

                                #45
                                Re: Madden NFL 16 - Connected Franchise Deep Dive

                                Originally posted by CM Hooe
                                Sure, for that particular player. There's likely some opportunity cost in that.

                                I am going to venture to guess that the game is balanced in a manner where it is nowhere close to possible to scout every draft prospect at all three levels, and further that scouting a small handful of players at all three levels will severely limit one's knowledge of the draft class as a whole.
                                I worry so much less about realism when it comes to building a roster. What I want is what you are describing, which is some sort of risk/reward system that lets me concentrate on areas of need.

                                One the reasons I preferred NCAA to Madden was the recruiting mingame. Was it realistic? Nope. Did it offer a manner in which I could gain or lose recruits based on where I placed my resources, along with the random recruit just doing as he damn well pleases? Yep!

                                For professional games, I wold prefer to lose every bit of the realism involved in free agency in favor of a mingame mode that lets you sign and lose players based on your priorities. The more of a game it is, and less busywork, the more likely it will be fun to compete with other owners to sign free agents. Competing for recruits in an Online Dynasty in NCAA was really fun, and encouraged lots of trash talking.

                                I think free agency rules are great for real life when it comes to balancing the power between players and teams, but all we need in games is a way to get available players, and lose our own free agents. It doesn't have to mimic the exact format of real life to accomplish the same basic goals.
                                Last edited by zoom zoom; 05-28-2015, 01:56 PM.

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