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Madden NFL 16 Connected Franchise Details Revealed

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Old 05-28-2015, 02:45 PM   #49
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Dynamic Drive Goals truly influence the way you play. The more goals you complete, the faster your players improve.

This scares me WAY too much. Can we get SIM anyone? What is this nonsense with goals every drive which no doubt will effect player improvement way to fast! This XP player improvement drives me crazy.

People will be out there trying to complete every goal when it has nothing to do with the game on the field itself. I can see it now you get an interception inside your opponents 15 yard line and a goal will be complete a 20 yard pass. Ha.

Last edited by J ROCK 05; 05-28-2015 at 02:48 PM.
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Old 05-28-2015, 02:52 PM   #50
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Re: Madden NFL 16 - Connected Franchise Deep Dive

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Originally Posted by LovejoyOTF
i'm not usually one for big overreactions but lordy, what is THAT? a few things in there that i like, but that really should be a given every year, but what's the obsession with goals? still no depth added to the mode. and they've overhauled scouting by basically getting rid of scouting?

i usually err on the side of being overly complimentary of changes like this, but i'm just flat out disappointed at a first glance.
i totally agree man. i HATE the XP system . They even said themselves " dynamic drive goals truly influence the way you play" .i cant stand that. "Goals" should have nothing to do with it. If you playing and worring about stats, your not playing football, your playing stat-whore.I agree , dont seem like alot really done here. Fresher menu system, as you said, scouting basically removed, oh yeah and now "Commissioners can toggle Auto Pilot, clear cap penalties, and remove them from the league." ?? Really, ive been able to do this ....why mention this?

I will say the good with the bad, sure. I like adding practice finally. Wish more was added for this but i wont go into that for now. Glad to hear confidence gets tweaked, but until i see it in action for a couple season im doubtful its still right. Still need more details on this "A new Game Prep activity has been added to the preseason, which allows teams to improve their low confidence before the season begins" . If that doesnt work for entire team in preseason, and only a select amount of players, its still a failure to me.

Unlike most it seems i could care less about a sim a win. Our league dont need that feature. We handle our own things the right way without it, but i know alot wanted it so good for them. The attention on XP though, really makes me concerned as a commish of an online league. I know what that type of thing brings, and its not great for leagues really imo. Ahhh well, just have to wait for more in depth details i guess, but as a first glance, im not that happy of a camper.
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Old 05-28-2015, 02:52 PM   #51
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Re: Madden NFL 16 Connected Franchise Details Revealed

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Originally Posted by Dirk5049ers
Maybe I'm just done with the series in general, but none of the CFM stuff makes me want to buy this years game. And I'm a Franchise mode guy.
I bet they still don't have assistant coaches in the game
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Old 05-28-2015, 02:54 PM   #52
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Re: Madden NFL 16 - Connected Franchise Deep Dive

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Originally Posted by zoom zoom
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 minima. 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 minima 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 out own free agents. It doesn't have to mimic the exact format of real life to accomplish the same basic goals.
Hmm...when I first started reading your thought here, I was like "No effing way, man! I want to pick who I want!" But then I got thinking about it more and really REALLY like your idea. Maybe I set priorities for positions and skills and my "Assistant GM" finds the guys for me. Just to make sure I have some control, give me an option to veto the signing before it happens or give me the guy and I work out the contract details. Anything that can help keep people from just picking the best OVR player at a position, regardless of fit, works for me!

As for the whole scouting thing, I'm going to reserve full judgement for when I see it in action. My first thought is that it's way too limited. If it gives me the guys top three attributes, I might never get a chance to learn about what I consider to be the most important one. For example, let's say a WR's top three are Spectacular Catch, Carrying, and Catch In Traffic...but I really want a top Route Runner. If I'm understanding the scouting correctly, I have to take a guess just knowing it's lower than those three...even though he might be the perfect fit. In the real world, I would have to guess that a scout focuses on whatever aspect he/she is instructed to, not just what the player does best. Maybe I'm misunderstanding what they're trying to do with it though...
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Old 05-28-2015, 02:54 PM   #53
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Re: Madden NFL 16 Connected Franchise Details Revealed

Does anyone know if you can change locations of your team? Or colors/logo etc. I know you could in the past...Madden 11 I believe. I am not quite sure what madden it was because I have been playing the (much better IMO) Ncaa14. Thanks!
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Old 05-28-2015, 02:55 PM   #54
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Re: Madden NFL 16 - Connected Franchise Deep Dive

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Originally Posted by zoom zoom
For professional games, I wold prefer to lose every bit of the realism involved in free agency in favor of a minima 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 I have seen something like before in another game created by EA. NBA Live 10. They had little things where you would to go to sign a guy and you had to choose 3 things that you thought were important like money, winning, etc. and then it showed the 3 from the player. And you couldn't even talk to the guy if you got a certain amount wrong. So it has been in a sports game before. At least that's what I think it was. I haven't played that game for a couple of years.
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Old 05-28-2015, 02:56 PM   #55
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Re: Madden NFL 16 Connected Franchise Details Revealed

I wonder if players can get injured in free practice? If there was an option, I'd put yes. Practice at your own risk.
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Old 05-28-2015, 03:05 PM   #56
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Re: Madden NFL 16 Connected Franchise Details Revealed

Hopefully they fixed regression. Also draft classes are rebalanced. Very few great running backs. And player portraits needed to be expanded.
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