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Overall most of the stuff looks pretty good, but I didn't see anything about editing draft picks which was what I wanted the most. Hopefully, it's in and they just didn't mention it... Hell, who am I kidding? They obviously would have said something about it. At this point I'm holding out hope that editing is something they can patch in like when the patched it in a few years ago. If not, that's really disappointing for the longevity of the mode.... especially since there is no NCAA to pull draft classes from this year.
As much as I would love to be able to edit draft classes it is much better that they are now completely random instead of the same ones over and over again. Hopefully they toned down all the non FBS schools appearing.
This is straight fire. Exactly what I was hoping for. Knew it wouldn't be crazy but a lot of changes I Like. I'm actually excited as hell to relocate teams after seeing that one set of uni's. Reminds me of the WVU ones kinda and is a lot better than last years
Am I reading it right that game prep will be limited to a few players a week rather than the whole team?
That's what I got out of it....
Love the fact that CPU logic has been improved how the bad teams focus on development and contenders for confidence that's great to see. And it's about time they switch up their uniforms!!! I'm excited what I have read let's just hope the final product is as good!
NFL- BUCCS
NBA- MAGIC
NCCAF- FLA AFGHANISTAN "2011-12" WAR VET
Redzone League Cleveland Browns
Season 3 (7-9)
Season 4 (1-0)
Jacksonville Jaguars
Season 6 (0-0)
10 years would be interesting just to see who is still in the league. Love the new sim feature though as I always sim the first year and take over the worst team. Used to take near 2 hours to do that before.
Good news - draft classes are now randomized, and prospects are no longer explicitly tied to story lines. Maybe we get draft class editing next year then?
Other things I like:
- the new weekly prep feature IS used by the CPU to progress players during the season, so the massive gameplay balance issue between user teams and CPU teams in CFM wrt practice XP gain should be fixed.
- changes in confidence are explicit, so the user knows exactly why the rating is changing.
- if a player has high or low confidence, what ratings and how is ratings are affected is now visible (generally speaking, it's not exactly quantified with a number but rather with an up/down arrow)
- free agency UI looks vastly more useful
- the player progression screen looks vastly more useful
- explicit tracking of player progression / regression is welcome
- more commissioner options is always welcome.
- IR designated-to-run is "kinda" there with the ability to remove one player from IR at any point. It's not exactly like real life, as I think the NFL enforces an eight-game minimum off time, but that the option is there is good.
Am I reading it right that game prep will be limited to a few players a week rather than the whole team?
From what I gathered you can do specific player and run drills with them or you can do a position group such as linebackers. I may have read it wrong though.
Am I reading it right that game prep will be limited to a few players a week rather than the whole team?
It seems this is more of an individual attention for key players (backup QB's, 2nd RB, hot shot rookie etc). In the real NFL a team would never have enough time in a week to provide individual attention to every player on the team. Depending on how many players you can develop each week it's probably about right.
Good news - draft classes are now randomized, and prospects are no longer explicitly tied to story lines. Maybe we get draft class editing next year then?
Other things I like:
- the new weekly prep feature IS used by the CPU to progress players during the season, so the massive gameplay balance issue between user teams and CPU teams in CFM wrt practice XP gain should be fixed.
- changes in confidence are explicit, so the user knows exactly why the rating is changing.
- if a player has high or low confidence, what ratings and how is ratings are affected is now visible (generally speaking, it's not exactly quantified with a number but rather with an up/down arrow)
- free agency UI looks vastly more useful
- the player progression screen looks vastly more useful
- explicit tracking of player progression / regression is welcome
- more commissioner options is always welcome.
- IR designated-to-run is "kinda" there with the ability to remove one player from IR at any point. It's not exactly like real life, as I think the NFL enforces an eight-game minimum off time, but that the option is there is good.
A couple of other things apparently not in the game: formation subs, ability to hire/fire coordinators.
There a fair bit here that shows they are trying to respond to community concerns. Lack of draft class editing/creation is a bummer. No CPU versus CPU or in game coach option is a bummer, but we knew that. No options on structuring FA contracts, backloading, front loading, etc. is a bummer.
"Random Draft Classes
For the first time in CFM, draft classes are entirely random. Every name, rating, trait, face, etc. is randomly generated every season. No two classes are alike or predictable. This is something we’ve wanted to do for the past few years. Our fans have been very passionate about random draft classes, and this addition adds unlimited replayability to Connected Franchise."
SOS Madden League (PS4) | League Archives SOS Crew Bowl III & VIII Champs
Atlanta Braves Fantasy Draft Franchise | Google Docs History
NL East Champs 5x | WS Champion 1x (2020)
A couple of other things apparently not in the game: formation subs, ability to hire/fire coordinators.
There a fair bit here that shows they are trying to respond to community concerns. Lack of draft class editing/creation is a bummer. No CPU versus CPU or in game coach option is a bummer, but we knew that. No options on structuring FA contracts, backloading, front loading, etc. is a bummer.
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