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Old 06-29-2023, 03:03 PM   #26
DeuceDouglas
Madden Dev Team
 
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Join Date: Apr 2010
Location: Seattle, WA
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Re: Madden NFL 24 Franchise Mode Deep Dive

Quote:
Originally Posted by RubberSoul
Just curious if there are draft generators based on legends of the past? I truly love the idea of beefing up draft generators as this is the primary heart of any franchise mode.


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Yes, there definitely is. Just to name a few, there are draft generators based around Harold Carmichael, Dante Hall, and Mike Alstott.

Quote:
Originally Posted by Momoney168
Will the CPU be able to recognize their team state/scouting reports and make trades based off that. Examples would be the Rams sending out 1st to go after a Super Bowl or the Bears moving off the #1 pick to acquire draft capital?
Still in the process of tuning this but teams will value assets differently based on the contention phase they're in. So a rebuilding team is going to have an increased value on their draft picks while a team in Win Now won't value their picks as much. We don't really have a lot of logic for the CPU to make certain moves like that but they will value things differently based on where they are as a team.

Quote:
Originally Posted by Tbjohnson2
The article mentions that the CPU can get Gold, Silver, or Bronze during Training Camp. Does the same go for in-season Weekly prep? Just want to confirm if the CPU always gets Bronze, or can they get higher during the season?

Thanks in advance!
Yeah, the CPU sims the mini-games. There's a weighted chance that they can get Gold, Silver or Bronze so they won't just get one. Silver is weighted the heaviest with Bronze next and Gold the least likely.

Quote:
Originally Posted by patsfan1993
I don't want you to speak on things that are out of bounds.

Can you at least confirm the team is aware of the CPU salary cap issues after a few years in solo franchises? Seems related to the contract demands not increasing as the cap increases.
Yeah, it's something that we're aware of and have been looking into recently.

Quote:
Originally Posted by Momoney168
Also how does the trade difficulty slider effect CPU/CPU trading?
The trade difficulty slider won't affect CPU/CPU trades. The way it works is that the harder the setting, the more your trade package is devalued and on the easier settings, the value of your trade package is increased making trades easier.

Quote:
Originally Posted by dvdsaba
Thanks, DeuceDouglas - Didn't see it in the Franchise deep dive but per the beta it looks like the player editor layout in Franchise custom draft classes is being updated to be more like the FOTF editor. Saw some updated equipment. Would you know if the FOTF face editor is being added also so we can create a face in addition to selecting from the preset faces when editing custom draft classes? Saw this available on the beta launch but didn't see it again on the beta update. Love this type of customization.
There aren't any plans that I'm aware of to have the FOTF editor in franchise.

Quote:
Originally Posted by cMont28
What are your thoughts around the quantity of CPU generated trades involving player for player swaps vs player for pick(s)?

Asking since the majority of real-world trades seem to involve the latter, but this doesn’t seem to be the case in Madden.

Also, is there any logic that devalues certain position groups over others on trades? I.e. offers for middle aged HBs (even if highly rated) yielding far lower capital than say other position groups that regress later.

None of this is a big deal since I can manually manage it as I see fit, just genuinely curious. Love your work.
Yeah, so the player for player swaps is something that I tried to find a balance for. Definitely understand that most trades involve a player for picks and player for player swaps aren't as common but I also think they aren't as enjoyable or satisfying. We do have logic and tunables available to determine how many players the CPU will offer depending on the amount of players in the package. We really wanted to limit the amount of offers that included multiple players for a single player and have picks more involved than they were last year.

We do have importance logic that factors in a players position into their overall trade value. It's just one of many pieces but for example, running backs have the least importance of all starters and QB's have by far the highest. We also have age modifiers that will devalue players as they get older based on their position as well.

Quote:
Originally Posted by Btj98
Hello deuce, i do have a few questions actually.
1. When it comes to the new trade system can the CPU teams trade up for higher draft picks during the draft or even before the draft? And if not what is the challenge behind trying to add this logic into the game?

2. Something i saw at the end of the blog was that morale was changed a little bit. What changes were made and how will it affect the players?

3. Lastly my most important question is that is there anyway we can get a commissioner tool or have the injury slider affect sim injuries again? This has been by far my biggest request for the madden series since madden 20 as this drastically affects team building and i want an option to have more injuries and some people want the option to have no sim injuries.

Also Deuce thank you for all the things you do for the community and taking time to answer some questions. Its greatly appreciated!
1. This is something I've been looking into more recently. Right now, there isn't much changed in this area from previous years and the major challenge has just been around untangling the web of trade logic and trying to get the base logic to a good point before starting to expand out to things like CPU-CPU trades and things like this.

2. For morale, we tuned the amount of the boosts you could get from morale as well as the levels at which it could take place. Last year it didn't take much to trigger the boosts and they were a bit more heavy handed. Now, the "neutral" area of morale is a bit wider so it'll take more significant morale increases to see boosts and those boosts will be more gradual than previously.

3. This is definitely in the ongoing list of commissioner tools that we'd like to do.

Quote:
Originally Posted by mtmetcalfe
Deuce
1. Is there any deeper details you can give on the "miscellaneous updates"?
2. Injuries in the game seem to be more random then reliant on any rating. Particularly when it comes to certain positions. I fine the Injury Prone Prospects for draft classes interesting but curious about the implementation. How low will these ratings tend to be and on these players and will their injury rating go up or down over their career?

Thanks for taking time to Q&A
1. Yeah, we added more ability slots to match what was possible in the front end. So QB's can have five abilities, Superstar QB's can have three abilities. Non-QB X-Factors (and SS Offensive linemen) can have four abilities and superstar non-QB's can have three abilities. For morale, we tuned the amount of the boosts you could get from morale as well as the levels at which it could take place. Last year it didn't take much to trigger the boosts and they were a bit more heavy handed. Now, the "neutral" area of morale is a bit wider so it'll take more significant morale increases to see boosts and those boosts will be more gradual than previously. And lastly, when you're in a prospects scouting card, you can now toggle between players without having to back out and go into each individual player.

2. Yeah, so these only apply to a couple positions QB, RB, WR, MLB and CB and basically their injury rating can be anywhere from the 40's to the upper 60's. The injury rating can go up when using skill points but it's not likely to go up very much over the course of their career.
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