VSN: Coach Contracts for when we just play as Coaches? Will Owners be different in the coach they want depending on their style? How will CPU Owners handle 32 Human Coaches when it comes to firing and hiring someone new?
Josh Looman: We have built new logic in to the coach hiring process. We’ve added scouts and trainers to the game. So if you are an owner, you can hire a head coach, scout or trainer. If you are a coach, your owner will wait until the end of the offseason and make a decision on your contract. Last year if your contract was up, basically that was it. This year the team will actually look at you and make you an offer.
Coach Firing will still be a feature that you can turn off and on but if you are an owner you can be forced to sell the team if you are running it into the red. We are also working on a feature that if you are forced to sell a team, you can’t just rejoin that league as the owner of that team. You will have to take over another team. We don’t want people running a team into the ground as the owner in an online league and then turning around and running them into the ground even more. Everything as a coach and player will be back again this year.
A lot of decisions that we make sadly are the result of people trying to exploit the game. It’s not all about adding cool new things since we have to spend a lot of time coding to block exploits.
One of our favorite new features this year is the ability to relocate a team in owner mode but the community guys really wanted us to have the ability to turn it on or off by league so we put that in as an option to be decided by the commissioners and league members.
I highly disagree with this statement. Removing owner mode was one of the worst decisions the Madden franchise ever made. I can't wait to dive into it this year. If you think it's just about moving a team and uniform, wait till you have to pay a qb like Aaron Rodgers his salary. It's all about managing your organization and keeping the fans happy. Madden 05 was one of the best Maddens ever made and owner mode was a big reason why.
lol please the financials back then were inconsequential and were never anything more than a gimmick
please stop trying to make it out as if it was as complex as football manager because it wasn't
Good discussion guys. I am the person that spoke with Josh yesterday and wrote the original article on VSN. Keep the questions coming as we will be having a follow up in a few weeks with either him or Mike Young.
Kool!
Could you please ask about the sim engine?
The accuracy of the stat engine peaked a few years ago and has been getting "some version of worse" ever since...
Stats influence XP / Progression / Player Value, so both the individual AND team stats in EVERY category kind of need to be tight, do they not?
lol please the financials back then were inconsequential and were never anything more than a gimmick
please stop trying to make it out as if it was as complex as football manager because it wasn't
They have improved it in madden 25, not everyone wants to play a football manager level of detail owner mode. Most people just want a fun, relatively authentic replication of the concept but not so deep that you get frustrated trying to learn everything and stop playing.
One thing Looman said in the interview that made me start to question Madden 25 was his commits about scouting, the pre created draft classes, the desire of the Madden team to end online guides. I understand how some view these guides as cheating for online players. I’m not an online gamer at all. My concern with Madden 13 right now is the lack of scouting points you earn each week, even with the upgrade you can purchase through XP points. I often find myself in the later rounds, 6th & 7th, without any scouted players at positions of need. They are all undrafted players that are added when the draft starts or it is the large amount of WR’s and CB’s in each drat file. If you have a number of draft picks it can be hard to scout enough players that might have the potential to draft. In real life there is not a single NFL team that makes a draft pick without having information on a player. I use the online draft guides as a guide to the better players so I can scout the players not on the list. With the limited number of scouting points each week I find it really hard to scout players and I only scout the ratings that pertain to their position.
Example: I only scout MCV, ZCV, SPD, ACC, & AWR for CB’s.
For Madden 25 they need to give us more points to scout players or make the “Scouts” in Owner Mode provide scouting reports for you on every player but have the information tied to their ability. If they want us to have to scout players then they need to make it where we can do so without limits. Where is the Draft Combine?
I believe personally that the owner mode features everyone wanted back was the relocation, and creating relocated team uniforms, stadiums and such. All that financials and micromanagement were and after thought to those owner mode features
I believe personally that the owner mode features everyone wanted back was the relocation, and creating relocated team uniforms, stadiums and such. All that financials and micromanagement were and after thought to those owner mode features
Thing that sticks out to me in owner mode - user has severely limited choices in team name and uniforms, it is awesome that they included keep name/uniform but not being able to go with your own complete vision by picking a name. I get the excuse to a point - commentary recognizing the name but there was a game that nearly 20 years ago would actually sound out names in the commentary - was a hockey game and it even said my name on created player.
So my gripe is - if the tech existed that long ago, where is it now? Not to mention, having the announcers record a list of names should not be that difficult. It seems to me that EA always takes the lazy way out - owner node is a welcomed "returning" feature, but would have been happier with; assisted tackles registering, injury system with varying degrees of physical impairment and probable questionable doubtful and varying "recovery" lengths and so forth, an expanded trade function where you could trade 7 for 7 or, ideally in my mind 10 for 10 with a slider for CPU stingy-ness, renegotiating the contracts, holdouts (within NFL rules as player has to have completed 3 seasons to redo the terms), custom packages including special teams formations, redesigned impact of PROD on OVR, player position editing with "players" refusing to change if their OVR rating dropped too far, and complete OL/DL interactions overhaul plus WR/DB interactions at least tweaked.
For the record, I hate XP system for players, but could live with it if their was an option or toggle for each attribute. Meaning I could turn off speed agility jump and development - Strength I would leave as HGH use is rampant in the NFL, in my estimation. The XP part for coaches isn't really that bad, I would have gone a different way, but whatever.
Can't believe that we still have cookie cutter injuries where every sprained knee will mean exactly X number of weeks sidelined versus toughness equating to recovery time factor...
On the first page it says you can be forced to sell your team and can't rejoin that team. I'm a little confused about this statement and I appologize if its already been answered in the previous 10 pages. So say you are running all 32 teams and one team has some bad years like the Jags or like my Lions had for a while. Will be you forced to sell that team and forced to let the CPU control it just because one of the teams struggled? Also curious if this can be turned on or off.
I'm just putting financials in comparison to the other features that have returned to 25s owner mode. Im 95% sure everyone had the team movement and creation first and foremost in their minds.
But reading the info it seems that the financial costs actually tie into fan morale and such which counts towards all your support and relocation. Really I'm not knocking that aspect of it anyway.
I'm just putting financials in comparison to the other features that have returned to 25s owner mode. Im 95% sure everyone had the team movement and creation first and foremost in their minds.
But reading the info it seems that the financial costs actually tie into fan morale and such which counts towards all your support and relocation. Really I'm not knocking that aspect of it anyway.
One thing I wonder is "will I have to stink up the joint to relocate?" My guess is the Cowboys (a team I would never move) would take a long time to drag down far enough to be "granted" permission to relocate - but what about say, the Raiders? Can I start winning and still be able to get low enough in fan happiness or stadium requirements to move back to LA? Or wherever?
Somewhere I read that to relocate you have to get something way down and I wonder how low after that are you forced to sell?
Still lots of questions in my mind.
I think 32 team leagues would be best off going coach and turning off "coach firing". If I was starting a 32 team league that would be the options I used...
I highly disagree with this statement. Removing owner mode was one of the worst decisions the Madden franchise ever made. I can't wait to dive into it this year. If you think it's just about moving a team and uniform, wait till you have to pay a qb like Aaron Rodgers his salary. It's all about managing your organization and keeping the fans happy. Madden 05 was one of the best Maddens ever made and owner mode was a big reason why.
**scratches head** Umm, didn't you have to pay Aaron Rodgers his salary before owner mode as well? I'm just asking cause I remember having to do that. I could be confused tho.
Honestly, I have no problem with owner mode being implemented into Madden. The problem I have is all the things that were left out so owner mode could find it's way into this years game. CCM was not finished by no means in Madden 13. We all know that. It was buggy as hell, needed some serious tweaking, and was missing a whole butt load of features that were in franchise mode ....... on last gen. So, it doesn't make sense to me to add owner mode on top of an unfinished CCM (or CFM if you wanna use this years term). If I remember correctly, owner mode wasn't introduced in last gen until franchise was fully functional and full featured. It was the next logical step in that case. This time tho, owner mode is being added prematurely. That's just my opinion tho.
in regards to not creating jerseys and whatnot i understand why they limited it to certain options.. the majority of owners dont create the uniforms for teams they hire people and then pick the design.. so im cool that they did that but i think we should have had the option to choose team colors.. so i think the options should be keep original team name & uniforms and then either pick from an option of like 5 or 6 instead of 3 and then choose colors and then pick from an option of like 10-15 jersey options
Thinking about it..........Restricted Free Agency is part of the NFL, Whether Looman thinks it's dead, it's still part of the game.
Teams have dived into Restricted Free Agency in the past. I smh at the thinking.
He (Looman) put himself out on a limb with the whole answer. So we look at what the teams are using during a whole NFL Season & I expect those things to be in the game. It's time.......
Thinking about it..........Restricted Free Agency is part of the NFL, Whether Looman thinks it's dead, it's still part of the game.
Teams have dived into Restricted Free Agency in the past. I smh at the thinking.
He (Looman) put himself out on a limb with the whole answer. So we look at what the teams are using during a whole NFL Season & I expect those things to be in the game. It's time.......
I found that answer by Looman to be odd as well. RFA is part of the NFL off season each year. While I understand his point of no players were moved this year, there was offers made to players, New England has made a play at players in the past two years. RFA needs to be included in the game again but it can be toned down to prevent the extreme of every RFA moving to another team. NFL teams look at the value of the pick they are giving up for the level of player they are receiving in return. RFA needs to be back in the game.
Probably won't be buying this game as they didn't seem to update several things I was hoping for...
- XP Goals are still related to 15 Minute Quarters.
- Cannot edit player ratings regardless if you are playing single player. "Once the season kicks off you won’t be able to make any additional edits to that player until the following offseason." Not thrilled with this as a big part of my position editing was to cover up for injuries by switching a 3rd string DE to say 2nd string OLB if an injury struck.
- RFA is an admitted "not high priority". Disappointed. " I watch Restricted Free Agency very closely this year and not a single player got signed or even received an offer." Did he miss the Mike Wallace/Patriots/Steelers RFA situation??? Heck, a lot of players sign 'tenders' during the offseason and that is exactly what RFA is. Makes me wonder if he even knows what RFA really is.
- "We want to see older players moved out of the way to see younger players be able to progress through the seasons." I still fear that teams will sign FAs to replace capable young starters just due to higher OVR.
"We want to see older players moved out of the way to see younger players be able to progress through the seasons." I still fear that teams will sign FAs to replace capable young starters just due to higher OVR.
This is a great, long overdue development but my concern is that, whenever the developers try something new they tend to "over-implement" it...
It'll be great to not see 35 year old Michael Turners starting, but if they're going to make them useless after a few seasons, well...
Guess we have to "wait and see" but this one jumped out at me as a POSSIBLE over-implementation" waitin' to happen...
I hope they find a way to tie HB "regression" to cumulative carries...I've seen MANY articles where they find that THAT is the most telling stat where "longevity" at the position is concerned...
THEN they have to account for the RARE Curtis Martin / Emmett Smith that improbably lasts waaaaaay beyond expectation...
How do you make a realistic determination of WHO those guys are / could be?
Should of asked him about free agency. I always hated in 13 how rookies would be the first guys eliminated from the game once cuts were made and there would be a million over the hill players.
Would be nice if they could make it bigger or at least find a happy medium to keep some young guys with potential around practice squads would help imo.
- Cannot edit player ratings regardless if you are playing single player. "Once the season kicks off you won’t be able to make any additional edits to that player until the following offseason." Not thrilled with this as a big part of my position editing was to cover up for injuries by switching a 3rd string DE to say 2nd string OLB if an injury struck.
That's the one point where his explanation and solution made a lot of sense IMHO. With progression and XP gain depending heavily on position and seasonal goals, I fully understand that switching a position during the season could screw up this system, now it's just like in NCAA, where you can switch players between positions in the offseason and that's fine by me.
If you need a DE to cover for an injured OLB that shouldn't be much of a problem, can't you just have DEs play at OLB and vice versa, anyway?
Now see, I hate the XP, goals, progression system, so I just don't care about screwing up goals. Why shouldn't editing be an option to turn on and off. If someone wants to keep the integrity of the goals, set the options to only allow certain editing, such as position changes, during the off season. For those of us who think having to concentrate on meeting goals for player progression and manually progressing is unrealistic and takes away from the real purpose of football, let us have full editing. We really don't care if it breaks a part of the game (goals) that we feel is a horribly unrealistic way to set up progression. If someone doesn't want to edit, then don't edit.
Options, make everybody happier. I would love an option for realistic vs XP/Goal progression.
I asked Josh Looman if there was a way they could allow us to edit ratings in CFM as an offseason only feature, just like they've done with position editing....
His answer: It would mess up "grades"
I have no clue what grades are, since I didn't buy M13; but it seems that as long as there is XP, there will be no ratings editing.