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Madden NFL 11 News Post


So Josh Looman and I looked into this a bit this morning and I thought I'd post back some results.

Good News: It's very easy enough to 'unlock' the screen to allow someone to edit everything about their players in Franchise mode. Took like 10 minutes to do.

Bad News: Unfortunately, there are about a million things that can go wrong with this unlocked. Now I realize what you all will use this feature for which is to fine-tune progression and try and get extremely realistic stats, but here are just a few of the things that came up when we messed around with it:
  • There are countless "cheesing" things that the user can do like dropping your player ratings right before the off-season, signing him to the cheapest deal possible, and then setting him back.
  • Your save file can easily be rendered non-functional if you change enough CPU team's player's ratings where they can't re-sign any players. At this point the mode typically crashes or hangs and won't be recoverable from.
  • We also don't display that potential rating in the edit player screen now, and if you were to edit the actual player's overall rating to be higher than his potential rating, the game has a chance of crashing in many different spots. We'd have to add it in and always force it to be higher than the OVR I guess.
So I need help from you all...

Please comment and be specific about what exactly you NEED to edit. What is your overall specific intent with wanting to edit these players? Are there certain time frames we can lock it to? Are there certain specific changes you could only be allowed to make instead of full league-wide control? By reducing the amount of variables we can look into finding ways to make this happen. Unfortunately allowing the user to set every player in the league anytime from a 0 to a 99 is not going to be an option because of all the instability it will cause...and we just don't have the testing man-power to ensure that the mode won't start crashing all over the place.

Game: Madden NFL 11Reader Score: 6/10 - Vote Now
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Member Comments
# 41 ryan36 @ 11/22/10 05:44 PM
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# 42 patsfan188 @ 11/22/10 05:50 PM
well im pretty sure in the ps2 days players progressed based on how they were doing. Like this RB Collier got drafted by the Browns 3rd overall his overall was 85 and he was supposed to be really good. Then his rookie season he was league leader very good player went up to 92 throughout the season. Then the next 2 years things went downhill for him he got injured then just sucked the next year and was eventually 80 overall. Thats good progression. I then as the Steelers picked him up off RFA ( Please add this in Looman RFA'S) and made him my starting back. He had a pretty decent season went up to 84 then had a breakout season for me the next year leading the league with like 1900 rushing yards. He then shot back up to 92 and thats i think as far as i got on my franchise. This was Madden 07 EA! very good game Franchise mode wize.
 
# 43 ZoneKIller @ 11/22/10 05:57 PM
I for one could care less about it.Just let us edit the potential.But that might not pass because we already can with the DLC.

What I and Im sure alot of users WOULD LOVE TO SEE AGAIN is the option to edit BODY TYPES, and HAIR STYLES!! Give us the options like we had in the PS2 and XBOX days. I cant stand the fact that LT and Jat Cutlers bodies are so Much smaller than what they are in real life.Alot like other players in the game.

Another thing we could edit was the weight and height too.Look just pop in Madden 05(PS2) to madden 11(PS2) and look and see what we can edit.Then give us that in the PS3 and 360 versions and I'll be happy

EDITED
It would also be a HUGE upgrade to the game if we could edit all teams Coaching options in Franchise Mode too.ALA PS2 days
 
# 44 ryan36 @ 11/22/10 05:57 PM
I like the idea of tying the players ratings to performance, at least his OVR. I mean does a player really get faster in terms of a 40 time over the years? I think that for me, I'd only edit certain things, and take away ratings for others...

I think that the most important thing is for everyone to understand what the ratings mean and do... like how AWR is only for sim.

The problem is that different users play different ways , so just "powering up" players may not work based on performance if a user plays every game. For instance, if a guy calls 100 % pass plays over his season , does the HB1 regress from no snaps? Or would he get better, because he's rested?

I like the idea, but need to see how the implementation would work first.
 
# 45 TreFacTor @ 11/22/10 07:11 PM
I really don't care about the stats, their insignificant numbers that really aren't truly represented on the field anyway. That being said, I would like the ability to at least start a franchise, and make management decisions prior to starting the season and then relinquishing control to the cpu afterward.

The reason I want total control is simply because I can make Madden 10 my Madden 11. I didn't buy Madden 11 because it wasn't a big enough improvement. I am currently playing Madden 10, and the only things that are missing is the ability to make adjustments to the schedule, and the players throughout the season.

I was just thinking about this the other day, that Madden could use a "map editor" This would allow fans of the game who don't think the next in the installment is up to par, to continue to enjoy the last Madden they purchased. The ability to make scheduling, adjust rosters, create enough players, random weather, contract extensions, hire, fire coaches. All of this would keep the franchise junkie involved,
 
# 46 Pacman83 @ 11/22/10 07:13 PM
Quote:
Originally Posted by ZoneKIller
I for one could care less about it.Just let us edit the potential.But that might not pass because we already can with the DLC.

What I and Im sure alot of users WOULD LOVE TO SEE AGAIN is the option to edit BODY TYPES, and HAIR STYLES!! Give us the options like we had in the PS2 and XBOX days. I cant stand the fact that LT and Jat Cutlers bodies are so Much smaller than what they are in real life.Alot like other players in the game.

Another thing we could edit was the weight and height too.Look just pop in Madden 05(PS2) to madden 11(PS2) and look and see what we can edit.Then give us that in the PS3 and 360 versions and I'll be happy

EDITED
It would also be a HUGE upgrade to the game if we could edit all teams Coaching options in Franchise Mode too.ALA PS2 days



EDIT EDIT EDIT....i'm in full agreement with the overall feeling around here. The more we can edit the better...especially body size, weight, etc...all of my NCAA classes need to be edited...

Not only are ratings scattered everywhere, the body types are misproportioned (sp.) especially leg and head. Ratings are a good start. But in MY franchise, i should be able to change anything i want. I know the consoles are limited, but if there an option, it should be available to the user
 
# 47 jyoung @ 11/22/10 07:47 PM
Quote:
Originally Posted by hobbes2d
Having multiple player types per position and having each team philosophy have specific player position philosophies might be able to tie into how those players are rated as well. Like in Head Coach '09. If I had a 3-4 ILB type and tried to run a Cover 2 defense, his rating and potential would drop significantly. Couldn't this be a possible solution?
Yep, that was one of the many great features of Head Coach.

My simple answer for how to fix Madden's franchise mode:

Follow the example set by games like Head Coach 09 and PS2 Madden.
 
# 48 Palo20 @ 11/22/10 07:50 PM
The more we can customize, the less we can complain.

I would also love to edit weather for my franchise games. A lot of people complained that the Jags play their first 8 games in the rain in every franchise. I'd like the option to fix that.

Last year the Pats played the Titans in snow in mid October. I'd like the option to duplicate that if I want.
 
# 49 dpmm07 @ 11/22/10 08:37 PM
I think it should be like this; During Weeks 5, 10, and 15 players will get a set amount of points based on how players played thus far. Then they go in and distribute those points to the players attributes, and if players are playing bad they get a rating drop, and the players choose which attributes drop. Players would also only be able to distribute points to players on their team. The CPU would decide Rating changes for CPU-Controlled teams.

Also I'd love to see the return of Training Camp, like on PS2 etc versions. Practice Squads would be good too while I'm at it.
 
# 50 xirdneh132 @ 11/22/10 08:50 PM
I've always advocated being able to edit player ratings whenever you want, NBA 2K does it, MLB 05 did it, EA needs to do it with Madden and NCAA Football. Some guys that we thought were going to be good turn out to be terrible and some turn out to be much better than we thought (Mike Williams, Tom Brady). This should be offered in offline franchise because it allows us to make the players in the game more accurate, especially with NCAA and the problems they have had with recruiting in the game. I understand why you don't want it for online games but for offline franchises a way should be found because people like me want players to be as accurate as possible.
 
# 51 jfsolo @ 11/22/10 09:00 PM
Quote:
Originally Posted by Ian_Cummings_EA
I wish that was an acceptable answer, but unfortunately the powers that be that approve our game (i.e. Sony and Microsoft) won't allow a game through that has known crashes, even if you do "stupid user tricks" as we call them.

Keep the suggestions and comments coming guys - this is helpful discussion.
This is quite problematic, because I've always felt that if the User was foolish enough to edit their Franchise into non functionality, then they deserved to have their game crash and burn.

The main reason, IMO, for in season editing, has less to do with individual players, and almost everything to do with having another tool to mitigate design decisions, or mistakes that greatly impact the game in a negative way.

For example Imported or created RB's from draft classes all have carry ratings in the 60's or lower. CB's and Safeties have MCV and ZCV ratings that are too high relative to the Route running ratings of Wide Receivers.

In a perfect world these things would be tuned to be balanced correctly, but we all know that some things fall through the cracks. We just want another way besides sliders and patches to ameliorate the short comings with the A.I. or other aspects of the gameplay mechanics.
 
# 52 RedZoneD25 @ 11/22/10 09:52 PM
One thing I'd like to see is the POT rating be a "guess" of how good that player will be regarding rookies. It sort of relates to the post that said it should be a soft cap rather than a hard cap on ratings.

Say my 68 OVR WR puts up 1900 yards, 25 TDs and completely burns the Revis' and Samuel's of the NFL..He should have his OVR go up, and his POT go up as well. However, if he slumps back, his OVR goes down, but his POT now remains at an A because he has done this before.

Here's an example of what the heck I'm trying to spit out:

- Have multiple points in a season where the game re-evaluates the players OVR/POT (once every 4 games sounds good, then nothing else until the off-season for the postseason progression). This requires a more-stat based progression system from what M10 and M11 have offered. Here is an example:

DeSean Jackson puts up MONSTER numbers in year 5 of a franchise. His OVR is at a 96, and all seems well. So he starts the next season as a 96, and slumps hard through the first 4 weeks. His OVR "drops" to a 90, because he still has the POT to get out of it. He slumps even harder the next 4 weeks, and drops to an 84. He rebounds in the final 8 weeks of the season, which brings his OVR back to an 89-90. All the while his POT being an A. This would also be accentuated with the addition of hot/cold streaks, player roles, morale, and perhaps even a value rating.

If there were to be a hot/cold streak system implemented, it could be as a ghost rating which reflects how the player has performed over the past 4 week period. Every quarter of the season the player has the opportunity to break that tag of "cold streak". So DeSean's true rating would still be a 96, but his ghost rating would be the 84 and he would play perhaps not as well so you'd have to try harder to snap him out of it.

Player roles/morale is pretty self explanatory, it was in previous iterations of the game and would help to liven up the experience. However, the CPU needs to be able to do everything the user can regarding draft trades, drafting a steal and utilizing him, drafting a bust and attempting to fix their mistake once they know it, season trades, benching, signing, and all those little things that make it feel like the other 31 teams offline are being controlled by living, breathing people.

Value has been a rating I've been a big advocate of because it would help for more realistic trades. If a player has appeared to "bust" (think Moss in Oakland), he will come in a trade much cheaper than a player who is putting up numbers. Obviously you can't use legal issues to lower the value a la Santonio Holmes or Donte Stallworth..but maybe low stats is a start? The rating itself should not be a hard number or letter grade, because it is in the eye of the beholder. If I'm the Colts, and I try to trade Peyton Manning, I could think of at least 20-25 teams who would be ringing off the hook depending on what I wanted for him. If I'm trading Alex Smith out of SF, I should maybe get one or two calls from OAK and BUF. There needs to be some sort of system to determine who is most valuable to what team and at what point that value is lowered or raised. If I'm the Cowboys and I draft Dez Bryant, Roy Williams value APPEARS to go down, causing other GMs to potentially ask me about trading him. I want to see that in Madden. Same thing if I cut someone like QB Kevin Kolb because his value rating to my Eagles took a drop with the emergence of Vick. I tried to trade him, but teams wouldn't offer me enough because they knew I have Vick too...So I cut him because he has a low value rating to what I already have in place, but that doesn't mean he isn't valuable. Immediately he signs with another team who is willing to pay that big money and who needed a young QB to go with for the next 5 years. The CPU needs to have that sort of smarts as far as who it cuts as well. Just because a guy may not be good as a Packer doesn't mean he couldn't have a resurgence with a different scheme and team in the AFC West.

That is the last of my mega-essay, hopefully I made it clear enough for others to understand too. Obviously I have no experience in game creation, so I can only try to make the many ideas floating around in my head make some sort of legible sense.

The only other things I'd like to ask for are:

-Working IR
-RFA
-Future Draft Pick Trade (Current/Next)
-Practice Squad (maybe 3-4 players)
-Have CPU trade amonst themselves and initiate deals with user controlled teams.
-Training camp a la PS2 or preseason with potential rating boosts (for CPU teams AND user), so I have a reason to play it.*

*= Isn't really a mandatory addition but would help to liven up the franchise experience

and last but not least....a draft class editor/sharer like the EA Locker in NCAA

Thank you Ian and have a great day (night time now, but you know what I mean haha)
 
# 53 JAYMO76 @ 11/22/10 10:41 PM
I fully agree with a number of these posts. Simply put, GIVE THE USER 100% GLOBAL EDITING ABILITIES. I want to be able to:
1. Edit my players
2. Edit other teams players
3. Change the cpu depth chart for ALL teams
4. Override a rejected trade (if I want to "create" realism in my game)
5. Sign/re-sign players for CPU teams

As the purchaser of the game, it's MY game. Let me play it as I wish. Now I see no problem if you want to only allow this for offline dynasty. The reality is that we are buyinng the game so let us play it the way we want.
 
# 54 LionsFanNJ @ 11/22/10 11:08 PM
My thoughts on this. Though it probably won't work for Madden 11. But if potential has to be kept in the ratings, make it like NBa 2k potential rating system. It doesn't matter what the players already rating is, the potential effects how much they progress from their current point. A clear example, you edit a player with 50 potential rating which would be an F, to say an 85 overall player. With that low potential, he won't progress much if at all above his 85 rating possibly only to an 86.

Basically instead of making it a ratings ceiling, make it a speed of potential/capper.

Edit: Also, certain things shouldn't regress in regards to attributes. Physical attributes yes, but "mental" ones shouldn't/wouldn't change except for maybe awareness increase as they mature.
 
# 55 rooney8 @ 11/22/10 11:13 PM
Being able to edit imported rookies would be great.
 
# 56 RedZoneD25 @ 11/22/10 11:23 PM
Quote:
Originally Posted by PhillipR24
Personally Ian, I would want this feature in so i could decrease ratings.

Absolutely agreed. Especially if they have -5, -10, -15, -20 sets. This would only work if you could apply it to the pre-made draft classes as well to maintain.
 
# 57 HarveyCamper @ 11/22/10 11:43 PM
If progression could be tied to production, I think that would help a great deal that would solve many ratings problems to begin with
 
# 58 redskinst21 @ 11/23/10 12:08 AM
I think adding this is would be a great idea. case and point, me and my buddies are doing an off line franchise the week madden comes out and we get mike vick at a 73 rating then 10 weeks later after we have played through 2 seasons vick is stuck at like a 76 or so. so i wanna go in and edit a few things to counter the real life vick instead of having to restart the franchise over to get the new rosters. just me the franchise more replayable for me
 
# 59 statum71 @ 11/23/10 12:50 AM
Honestly Ian...this sounds like glitches and freezes waiting to happen. I say leave it alone 'til 12.
 
# 60 brahmagoul @ 11/23/10 01:00 AM
Two thoughts:

1) Editing ratings in an offline franchise would be wonderful because it would allow the user to update ratings without needing to restart their franchise. I'd love to have either the editing ability or at the very least be able to import updated rosters into a current franchise.

2) Why stop at ratings? I'd love to be able to have control over injuries, much like in "MLB 10: The Show." There's no game that injuries are a bigger deal than football.

My rationale behind all of this is I like to play my franchise parallel to the real season. The easier a mode lets me do that, the better.
 


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