Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

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  • N51_rob
    Faceuary!
    • Jul 2003
    • 14805

    #76
    Madden 16 CFM initial impressions by Shopmaster Part 1

    Originally posted by jpdavis82
    No that's not what I was saying, I'm saying like for example if Eddie Lacy is struggling like he did at first last year he may have been struggling in his confidence due to the injury, now honestly injuries should probably affect confidence a lot, especially concussions. Anyway say on a normal week his goal every week is 100 yards, if he doesn't hit that it probably won't affect him or a guy like Lynch much but if a rookie HB comes in and struggled to get 50 yds every week that would affect his confidence and that's kind of the idea behind the system. Look at Manziel last year, he came in confident and arrogant but struggled and even off the field he was humbled and he's going to have to regain confidence this season and the trust of his coach and teammates. That's the idea behind the system, it's just that it was so broken in M15. Players with high OVR and consistency rating shouldn't be dropping in confidence and regressing as much in M16.

    I'll use an example and you can take this to the Developers....

    DeSean Jackson had a max season XP goal of 130 receptions.

    He had a season of 66 receptions 1256 yards and 13 TDs. But because his main goal was receptions he didn't get max XP. He got to the second level of the tree for like 1000 XP.

    Team went 12-4 won the division.

    How will Madden 16 handle a season like that compared to Madden 15?
    Last edited by N51_rob; 06-07-2015, 09:14 PM.
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    • pantherfan_forever17
      Rookie
      • May 2011
      • 31

      #77
      Re: Madden 16 CFM initial impressions by Shopmaster Part 1

      Originally posted by N51_rob
      I'll use an example and you can take this to the Developers....

      DeSean Jackson had a max season XP goal of 130 receptions.

      He had a season of 66 receptions 1256 yards and 13 TDs. But because his main goal was receptions he didn't get max XP. He got to the second level of the tree for like 1000 XP.

      Team went 12-4 won the division.

      How will Madden 16 handle a season like that compared to Madden 15?
      That is why they should have an either/or when it comes to goals. So many receptions OR so many tds OR so many yards. Perhaps give you 1.25x the max xp if you have 2 of those 3. All 3? 1.50x the max xp Goals also should be different depending on the overall of the player.

      IF your starting wr is rated 70, because you are rebuilding your wr core, then he shouldn't be looking to chase 120 receptions, 1500 yards, etc. It should coincide with his skill/stat level. Backups shouldn't be chasing half of that goal either. 4th/5th receivers should be chasing about 20 receptions at maximum. Of course to show they are backups, their max xp they would receive should be lower too. Once they become the starter, do to injure or just getting better, then that is when it goes up.

      Team schemes should also change the goals of each player. So say you have a zone blocking run 1st team, then that would put more emphasis on your rb reaching his goals. And the confidence of a qb wouldn't go down if he just had one td and only 125 yards. Same goes for the wrs. Opposite would be true if you have a vertical passing attack scheme. More emphasis would be on the qb/wrs. So if a rb only had 50 yards, his confidence wouldn't lower either. Defensive players goals/confidence would be based on scheme too. Basically whatever unit is more important to your scheme, then that unit's confidence would increase/decrease more depending on your play while the others that arn't as important would barely get a rise or lower. So basically each scheme would have its own strengths and weaknesses, like it should be. I'm sure someone else could go more in depth.

      /my 2 cents.

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      • jpdavis82
        All Star
        • Sep 2005
        • 8795

        #78
        Re: Madden 16 CFM initial impressions by Shopmaster Part 1

        Originally posted by pantherfan_forever17
        That is why they should have an either/or when it comes to goals. So many receptions OR so many tds OR so many yards. Perhaps give you 1.25x the max xp if you have 2 of those 3. All 3? 1.50x the max xp Goals also should be different depending on the overall of the player.

        IF your starting wr is rated 70, because you are rebuilding your wr core, then he shouldn't be looking to chase 120 receptions, 1500 yards, etc. It should coincide with his skill/stat level. Backups shouldn't be chasing half of that goal either. 4th/5th receivers should be chasing about 20 receptions at maximum. Of course to show they are backups, their max xp they would receive should be lower too. Once they become the starter, do to injure or just getting better, then that is when it goes up.

        Team schemes should also change the goals of each player. So say you have a zone blocking run 1st team, then that would put more emphasis on your rb reaching his goals. And the confidence of a qb wouldn't go down if he just had one td and only 125 yards. Same goes for the wrs. Opposite would be true if you have a vertical passing attack scheme. More emphasis would be on the qb/wrs. So if a rb only had 50 yards, his confidence wouldn't lower either. Defensive players goals/confidence would be based on scheme too. Basically whatever unit is more important to your scheme, then that unit's confidence would increase/decrease more depending on your play while the others that arn't as important would barely get a rise or lower. So basically each scheme would have its own strengths and weaknesses, like it should be. I'm sure someone else could go more in depth.

        /my 2 cents.
        Quite a bit of tuning was done to make the goals more attainable based on ratings and depth chart position, I'm not sure about scheme. I do know even Jordy Nelson & Randall Cobb weren't expected to get 120 catches, I think 100 was their highest number. I believe Davante Adams was 60 and Jarred Abbrederis 40.

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        • Metapod
          Rookie
          • Jul 2013
          • 116

          #79
          Re: Madden 16 CFM initial impressions by Shopmaster Part 1

          Originally posted by Metapod
          simple question do 43 and 34 defenses have different depth charts?
          answers man i need answers
          Thunder fan
          Titan fan

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          • jpdavis82
            All Star
            • Sep 2005
            • 8795

            #80
            Re: Madden 16 CFM initial impressions by Shopmaster Part 1

            Originally posted by Metapod
            answers man i need answers
            Can't answer this yet

            Comment

            • Potatoes002
              MVP
              • Jul 2008
              • 2143

              #81
              Re: Madden 16 CFM initial impressions by Shopmaster Part 1

              Originally posted by Toupal
              I hope the edit player tab on there allows us to FULLY edit the player, as opposed to change his equipment.
              Hopefully we can edit CPU players again too, like we could before Madden 15. At least give online commissioners an option....

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              • Reejer
                Rookie
                • Jun 2010
                • 191

                #82
                Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                Originally posted by N51_rob
                But JP real progression and regression aren't tied to stats and metrics. It's player development, position coaching, film work, age, injury etc.

                Just because a WR fails to catch 120 passes in a season doesn't mean his is going to regress. Lots of guys have average to below average 1st or 2nd seasons and still have breakout years in their 3rd or 4th season.

                If that is what Josh Looman said about progression/regression I'm utterly stunned and speechless.
                I do agree that actual skill progression/regression aren't tied to stats and metrics, but Madden ratings are a direct result of actual players on field performance (Donny increases/decreases ratings after checking stats and watching players).


                It would be nice if progression/regression was a compilation of player development, position coaching, film work, age, injury AND stats and metrics. That would give us a more comprehensive picture of a players Ratings.


                I also agree that the Goal system in regards to Confidence is silly. If "a WR fails to catch 120 passes in a season doesn't mean his is going to regress", is a true statement. But if a WR drops 50 passes in a season he should regress. I am in your camp that that Confidence and progression/regression should be based off of positive and negative plays, injuries, and training, not a goal system.


                Confidence should be like RAM where Progression/Regression should be like a HD. EX: If my QB throws a pick on his first throw, he should get a -5 CON (45). But if his second throw is a completion he should get +1 (46), and the next throw a TD he would earn a +5 (51). If my QB throws 4 INT's and 0 TD's, with a completion percentage of less than 50% in one game, it should affect his regression (in AWR & Accuracy), and possibly (depending on the QB's experience and mental toughness) have an effect in Confidence for the next weeks game.


                Dips in regressed ratings should be able to be trained up in game prep activities like workouts, position drills, and going up against the scout team (made up of Practice Squad guys and 2nd/3rd stringers). And the amount of improvement should be directly tied into the quality of the coaching staff, and the players dedication, experience, and mental toughness (Resilience rating?). Confidence could be improved by film study and team meetings.


                I am not a big fan on using XP to purchase ratings points. I feel that if, for example, you have a QB that practices on arm strength, and throws a good deep ball, his ratings in throw power and deep accuracy should reflect his skills on the field. I don't see how playing a good game, throwing a good deep ball, you earn XP, and you can buy speed (DOH! it just isn't logical).
                Last edited by Reejer; 06-08-2015, 01:28 AM. Reason: Added last paragraph.

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                • l8knight1
                  BRING BACK F2000 HELMET!!
                  • Aug 2002
                  • 1185

                  #83
                  Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

                  Can you continue your franchise from M15 franchise file to 16 like you can in the show??

                  Comment

                  • brza37
                    Pro
                    • Oct 2008
                    • 748

                    #84
                    Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                    Thanks for answering questions JP. I've got a couple on the things that Shop touched on.

                    1. Is it still possible to see a spread sheet view of ratings for multiple players somewhere? The Visual depth chart looks nice but when I'm comparing players to make decisions on my depth chart or which free agents to add I need to be able to see their ratings next to each other. Thats something that the MUT visual DCs lack and would be a major disappointment for me if I couldn't do that in CFM anymore.
                    Also is there still a spread sheet view of player contracts? Sorting by cap penalty or freed up funds was the best way to make tough salary cap decisions in my opinion.

                    2. If I understood one of your replies correctly then its great news that Confidence resets for all players to 50 after each season. I was hoping for a bit of moderation like a max of 66 and min of 33 to start a season but 50 sounds good too. My question about Confidence then is do players that you resign after the season still lose Confidence because they suddenly "don't know the playbook" anymore?

                    3. When creating coaches is there anyway to assign a new coach a specific rank or packages? Two problems in online CFMs this year were generally poor teams stayed bad because of the Confidence hole that they couldn't crawl out of and that new coaches that enter the league a season or two after the CFM began were at a significant disadvantage because of their coaching level and lack of packages. This has lead to a lot of players who joined our league late just quitting after a while because they felt they couldn't catch up.

                    4. It looks like the Twitter feed and Stories were completely scrapped based on the New CFM Hub screenshots. Is this true?

                    5. Is there a way to see all the players who are on the Trade Block? This is shown as an option on the player card but I don't see anywhere that just shows all the players around the league who are on the block.

                    6. Is there a slider for XP and Confidence so commissioners can adjust how much XP and Confidence is given out? There are so many varying opinions on how fastor slow players should progress/regress. By adding a slider for it EA could make everyone happy by allowing them to set the progression rates on their own.

                    7. This is a draft question so it will have to wait but please confirm whether we finally have a customizable draft board/player rankings again. And whether the CPU will draft based on your customized board if you can't make the online draft.

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                    • bucky60
                      Banned
                      • Jan 2008
                      • 3288

                      #85
                      Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                      Originally posted by jpdavis82
                      Like I said the way it was implemented was poorly done in M15, when you say this year that is M16 to me, I'm not thinking about last year as much. The whole concept being based on real nfl stats and metrics comes directly from Josh who designed the system. The idea was to create something that simulated progression and regression of players based on real nfl stats and metrics.
                      But real players don't improve on real stats and metrics. Real players improve for other reasons and then have a higher % chance of reaching their goals. So when you make statements about real players and XP, your statement becomes inherently flawed.

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                      • bucky60
                        Banned
                        • Jan 2008
                        • 3288

                        #86
                        Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                        Originally posted by CM Hooe
                        Yeah, the current XP-based progression system quite obviously wasn't designed with realism in mind.

                        It's a great user feedback loop which preys on human psychology - user achieve victories and earn rewards, user applies rewards to make his characters stronger, user repeats against tougher opponents. Tons of video games do this, and I'm personally fine with Madden operating this way. From a video game standpoint, I'm actually really curious about the goal chaining mechanic, I think that could be a lot of fun depending on how well that is executed.

                        It's not realistic, though. That doesn't bother me as much as it does other people, but I'm just one person.
                        This is absolute truth. It all comes down to personal preference. Some like the unrealistic/arcade/gamey RPG (how ever you want to describe it) progression and some like realism. Neither side is right or wrong. Wish we had both.

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                        • brandon27
                          MVP
                          • Aug 2008
                          • 1980

                          #87
                          Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                          Originally posted by Danish ram
                          You can just play the game and forget all the goals in game, it's not mandatory, it's just something to make the game more fun. I'm not crazy about the xp system myself but there has to be a progression system somehow otherwise everyone would stay the same as they are in year one.

                          As i said, progression should be cpu controlled, based on player talent, age and ingame stats.
                          Look no further than fifa, and you get the general idea


                          The problem I see here though, this is the system we used to have in Madden. Then people complained it wasn't good enough for whatever reasons they thought. People complained they wanted control over it, rather than the CPU just being "random" about it.


                          Personally, I don't have an issue with the system as it is. I play the game as if the XP doesn't exist in game. I call my plays as if I would as the coach. I throw to the open guy based on the read I made, not based on who needs a number of catches in a game, or drive or whatever to hit a goal.


                          Then you take your XP, weekly, bi-weekly, whatever... for me it's every 4 weeks, and I apply it in the area's I want my players to improve as if I was serving the coach/GM role. So, if my WR's have poor hands... as a coach, I'd be putting them on the jugs machines daily to work on their catching, so... I'd dump my XP into them there. If they were poor route runners, and not able to get open, well, now as a coach, I'd be working on the release techniques, their route running etc.. So that's where my XP would go.


                          Now, to me, that system works great. My guys get whatever they get by the way I play the game. I'm an offline player, so it's easy for me. I can understand though where it's an issue for online guys, because I'm sure there's guys in leagues that are just taking advantage of the system. However, with the trend shifting towards everything online, that's where the problem lies IMO. That's another rant for another day though.


                          While the XP system works for me, because of how I choose to play within it, and use it. I completely understand why you'd want to base it on Fifa types, with potential, and age, etc, etc, etc. However... the big drawback there, if someone at EA decides that DeVante Parker, the rookie WR for Miami gets only a B potential, and will be maxed at an 80 OVR, then I've got, and many others have a big problem with that. Because, lets say I put up back to back to back 100 catch, 1200 yard, 12 TD seasons with the WR... he's clearly filling a superstar role on my team, yet the system is prohibiting him from his ratings advancing. To me, that's an issue.


                          Bottom line is, nobody is every going to be happy with it.
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                          • bucky60
                            Banned
                            • Jan 2008
                            • 3288

                            #88
                            Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                            Originally posted by brandon27
                            Because, lets say I put up back to back to back 100 catch, 1200 yard, 12 TD seasons with the WR... he's clearly filling a superstar role on my team, yet the system is prohibiting him from his ratings advancing. To me, that's an issue.


                            Bottom line is, nobody is every going to be happy with it.
                            I guess I would look at this and say, if someone is getting 100 catches, 1200 yards, and 12 TD's a season with an 80 rated player....
                            1) does the player really need his ratings increased?
                            2) is a system broken if a player performs far better than their abilities (ratings)?

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                            • brandon27
                              MVP
                              • Aug 2008
                              • 1980

                              #89
                              Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                              Originally posted by bucky60
                              I guess I would look at this and say, if someone is getting 100 catches, 1200 yards, and 12 TD's a season with an 80 rated player....
                              1) does the player really need his ratings increased?
                              2) is a system broken if a player performs far better than their abilities (ratings)?


                              I get that. I guess my example is a bit off saying 80 OVR, but what if he's 70 then? Then it changes things.

                              I just remember all the complaints back in the day of people complaining that the ceilings for players were out of their control too. They hated the fact you'd draft a QB and he enters the league at a 75, but only progresses to say... an 82. Then people get bent out of shape that he's had a great year, but he cant progress because EA said so when they created the official NFL player in the roster, or because they created the draft class that way. I used to hate that about Madden's old system. You start your franchise with the week 1 roster update, then by about week 5 a player on your team has broken out, maybe he's a rookie, maybe he's a 2nd or 3rd year young guy that's finally getting it. Either way he breaks out, and becomes a superstar. However, that's completely impossible by way of your franchise in Madden now, because a person at EA in charge of rosters and ratings was in touch with a scout or something that said naw... at best, he's a C potential, max 72 overall based on the Madden rating scale. Then the next roster update, or next year's game comes out and he's a 87OVR because he blew up. It's that restriction that people always complained about with the old systems.


                              Bottom line, I don't know the right solution, I honestly don't think there's a right solution to progression/regression. Everyone is going to have an opinion on it. To me, it's as if EA went this route in an attempt to please everyone. The XP is awarded to the player. Some earn it quicker than others. Use it how you see fit as the coach/GM/player. Handle it on your own. The unintended consequence however, are the Madden players that will just take advantage of the system to grind it out and boost a player, because you can always earn XP, and increase the development trait so you can boost them up even faster.


                              Maybe there's the solution... Don't let the development trait change. If a guy comes in at slow, don't provide the chance for the player to upgrade it so he earns XP quicker. That way the player can attain all the goals he wants, will earn XP, but still take longer to progress and reach superstar status by way of ratings since he's earning less XP over his week/season/career. That way it helps restrict how high a player can get, in a given time period. I'd hope that the XP system awards less and less points as a player ages, but I don't know anything about how it's programmed obviously.


                              Again, just thinking of other ways.
                              Last edited by brandon27; 06-08-2015, 09:55 AM.
                              Miami Dolphins - Detroit Red Wings - Toronto Blue Jays - Michigan Wolverines - CANADA

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                              • bucky60
                                Banned
                                • Jan 2008
                                • 3288

                                #90
                                Re: Madden 16 CFM initial impressions by Shopmaster Part 1

                                Originally posted by brandon27
                                I get that. I guess my example is a bit off saying 80 OVR, but what if he's 70 then? Then it changes things.
                                For me that doesn't change anything. If someone is rated 70 and putting up those numbers consistently, then the ratings system is flawed.


                                Originally posted by brandon27
                                I just remember all the complaints back in the day of people complaining that the ceilings for players were out of their control too. They hated the fact you'd draft a QB and he enters the league at a 75, but only progresses to say... an 82.
                                I remember them too. The difference comes down to what type of control someone wants. Unrealistic vs realistic control. Like you said further down in your post, there might not be a right or wrong answer. All depends on one's preference. I Wish we had both options.

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