Why I Love Madden NFL 16's Connected Franchise - Operation Sports Forums

Why I Love Madden NFL 16's Connected Franchise

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  • IlluminatusUIUC
    MVP
    • Jan 2010
    • 2645

    #16
    Re: Why I Love Madden NFL 16's Connected Franchise

    CFM is great, but IMO 32 is too many human users to keep focused and on the same page. You'll always wind up with a handful of people who lose interest or have an impossible time scheduling (often, the latter is me as I live on Pacific time and work a lot of evenings).

    CFM would be perfect if you could do smaller leagues, or even throwback arrangements. It would be crazy fun to just take the original 8 AFL teams, for example, and play the small 14 game seasons they used to. Just delete 75% of the free agents at random to avoid over-stacking the teams.
    Bills, Sabres, Illini, Cubs, basically any team that abuses its fanbase and I'm there.

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    • IlluminatusUIUC
      MVP
      • Jan 2010
      • 2645

      #17
      Re: Why I Love Madden NFL 16's Connected Franchise

      Originally posted by speedtrucker
      Agree with the premise but we've never been able to keep a Madden OCM going for more than a couple of season and usually it starts out around 10-12 users and by the 3rd season it is usually 2-4 users at most.

      whereas in NCAA we would keep a full 12 users from launch until next seasons launch, there was more fun to be had in the NCAA mid-week and off-season activities that usually kept everyone involved, especially recruiting and recruiting directly against the other users.
      The other thing that was good about NCAA dynasties is that because you were only 12 users out of ~120 teams, any new player joining would have a pretty decent selection to choose from. In an NFL dynasty, if you have a midseason quit it can be very hard to find a player to take over the 2-10 Titans.
      Bills, Sabres, Illini, Cubs, basically any team that abuses its fanbase and I'm there.

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      • SyncereBlackout
        Rookie
        • Aug 2014
        • 829

        #18
        Re: Why I Love Madden NFL 16's Connected Franchise

        Originally posted by IlluminatusUIUC
        CFM is great, but IMO 32 is too many human users to keep focused and on the same page. You'll always wind up with a handful of people who lose interest or have an impossible time scheduling (often, the latter is me as I live on Pacific time and work a lot of evenings).



        CFM would be perfect if you could do smaller leagues, or even throwback arrangements. It would be crazy fun to just take the original 8 AFL teams, for example, and play the small 14 game seasons they used to. Just delete 75% of the free agents at random to avoid over-stacking the teams.

        I completely agree re: 32 users. I've always run my CFM with 12-18 (optimal at 16). For me it's just the right balance of user and CPU
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        • SyncereBlackout
          Rookie
          • Aug 2014
          • 829

          #19
          Re: Why I Love Madden NFL 16's Connected Franchise

          Originally posted by Brightline
          I take your point. Because progression is broken, it is more important than ever to be able to add new players. OK. But I don't think this reflects the NFL which, in theory, CFM is supposed to be emulating.

          I didn't initially until I looked at my jets and the AFC east as a whole. IRL players learn their coaches scheme and hopefully their technique gets better (awr/throw accuracy/carry/tackle/etc). Seldom will a player get faster over his NFL career. Offensive linemen get stronger or block better (impact block) but not dramatically. Players have a cap on physical ability. Very very few break past that ceiling.

          A solid guy / role player will make it to the pro bowl occasionally but if he's a perennial pro bowler then there's usually talk of a gold jacket.

          Rambling a bit, but the point is MOST players don't change much from who they are when they enter the league. (See average NFL player career). Either they are a solid role player (avg development), a superstar (star dev) or on the fringe/replaceable (slow dev or 66-75 ovr).

          Intentional or not, that's what this madden has shaped up to be.
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          • scoobyskyline3
            Rookie
            • Jan 2011
            • 377

            #20
            Re: Why I Love Madden NFL 16's Connected Franchise

            Theres alot of negative that can and will be said about this game, but i have to say... i hadnt played in about 8 years and now im officially back.

            As far as human problems with CFM, between the group of coworkers and college buddies i have in my league of 11 we have an absolutely great time, it has brought us closer and it reminded me of before when the PS2 in the dorm room was ALWAYS hot back when you had to wait for everyone to play one person at a time.

            I know there are flaws with XP and progression, but if you have a core of decent ethical gamers i believe you can have a great time

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            • mastershake88
              MVP
              • Jun 2007
              • 1173

              #21
              I don't like the fact that I download a new roster, go into connected franchise and all my players are cut. I don't like the fact that when I draft players they have horrible and inconsistent gear and swollen shoulderpads.
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              • dkp23
                Rookie
                • May 2008
                • 289

                #22
                Re: Why I Love Madden NFL 16's Connected Franchise

                main problem to me is the incoming draft classes sh1tting on the stock players due to the huge discrepancy in speed. Ya, we can turn down the threshold, but that isni't a legimtimate solution.

                They nerfed stock speed, but didn't do it in draft classes. Then acknowledged there was an issue and increase CB speed which didnt mean anything. You have like 10 guys incoming every year with 95+ speed while stock players are stuck mostly in the 92 and under range and the CBs slow too. You have linebackers as fast as receivers, come on son.

                Simple fix, dont have ot nerf speed, but if you do, nerf it in the draft classes too. Or just keep the rating scale the same and just limit how many players run like 4.2s coming in every year. Changing the scale for stock players and keeping the draft classes the same as previous years creates huge imbalance.

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                • FannieM
                  Banned
                  • Nov 2015
                  • 3

                  #23
                  my uncle just got an awesome yellow Volkswagen from only workin on a pc at home. look at here............. www.online-jobs4.tk/

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                  • Sheba2011
                    MVP
                    • Oct 2013
                    • 2355

                    #24
                    Is it perfect? Of course not but this is some of the most fun I have been having with an offline franchise mode since 2005. Progression/regression is tough because it doesn't happen as often as people seem to think in the real NFL. A monster season means a guy played better not that he greatly improved his physical attributes. Most guys real life attributes never change or change very little.

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                    • TNBassMan10
                      Rookie
                      • Aug 2011
                      • 373

                      #25
                      I disagree. Playing with 31 other people sounds great but even when I've played with just 5 or 6, waiting on people to play their games is just a killer. A 32 person online connected franchise would be cool to see your stats over a season but at the same time, it would take the length of an NFL season to do so.
                      Win, Lose, or Draw, I'm a Titan and a Vol (and a TTU Golden Eagle!)

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                      • Sheba2011
                        MVP
                        • Oct 2013
                        • 2355

                        #26
                        Re: Why I Love Madden NFL 16's Connected Franchise

                        Originally posted by TNBassMan10
                        I disagree. Playing with 31 other people sounds great but even when I've played with just 5 or 6, waiting on people to play their games is just a killer. A 32 person online connected franchise would be cool to see your stats over a season but at the same time, it would take the length of an NFL season to do so.
                        That's why you have to have 32 owners who you know and trust. I do one with 12 owners, (also my fantasy football league). We play our games every Saturday and Sunday and we never have any issues. We usually can play 2 full seasons over the course of one NFL season. And we set aside an entire Saturday for the offseason/draft. It has worked out perfectly the past few years. The only online league I ever play in in any game because we have known each other for years and with us being spread out across the country its the best way to keep in touch.

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                        • sythlord66
                          Rookie
                          • Nov 2015
                          • 7

                          #27
                          Todd Gurely Yeah

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                          • DoubleZ_3
                            Pro
                            • Sep 2013
                            • 637

                            #28
                            Re: Why I Love Madden NFL 16's Connected Franchise

                            Originally posted by mastershake88
                            I don't like the fact that I download a new roster, go into connected franchise and all my players are cut. I don't like the fact that when I draft players they have horrible and inconsistent gear and swollen shoulderpads.
                            You need to start the season in preseason if you don't want the cpu to decide who to cut

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                            • NDAlum
                              ND
                              • Jun 2010
                              • 11469

                              #29
                              Re: Why I Love Madden NFL 16's Connected Franchise

                              Originally posted by TNBassMan10
                              I disagree. Playing with 31 other people sounds great but even when I've played with just 5 or 6, waiting on people to play their games is just a killer. A 32 person online connected franchise would be cool to see your stats over a season but at the same time, it would take the length of an NFL season to do so.
                              Ummm...I disagree?

                              We have a 72-hour advance schedule so you get 3 days to play a game. We're already in week 5 of season 2.

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                              • SyncereBlackout
                                Rookie
                                • Aug 2014
                                • 829

                                #30
                                Re: Why I Love Madden NFL 16's Connected Franchise

                                Originally posted by NDAlum
                                Ummm...I disagree?



                                We have a 72-hour advance schedule so you get 3 days to play a game. We're already in week 5 of season 2.



                                Get more reliable members?

                                Did you ever use a 48 hour schedule? I've been debating moving my league to 72 but fear that if you give someone an inch...they'll take 100 yards.

                                Last year we were able to get to season 9, but we are in week 9 of season 2 on our current schedule. Comforting to know that on a 72 hour you are just as close.
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