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Madden NFL 16 News Post


EA Sports has just released Madden NFL 16 Connected Franchise details. Players can choose between offline and cloud saves. With cloud saves, you can advance weeks faster and access the league online and invite friends. The blog details confidence tuning, free practice, combine stats, scouting and much more.

Below are some of the new details in Madden NFL 16 Connected Franchise, click here to read the entire blog.

DYNAMIC DRIVE GOALS
Each new drive contains a Drive Goal that can be completed for bonus XP and/or Confidence.

Specific goals are tailored based on events in the current game to give players a unique challenge each and every game.

Dynamic Drive Goals truly influence the way you play. The more goals you complete, the faster your players improve.

POST-PLAY GOAL FEEDBACK
The team listened to fan feedback and made it easier for players to see which goals have been completed in-game. This year, players will now see goal feedback throughout the mode.

XP and Confidence updates appear next to your player at the end of each play. A new ticker at the bottom of the screen tracks goal progress and shows updates to all the goals influenced that play.

Players will also notice new broadcast interface elements that celebrate completing goals. This adds up to a groundbreaking broadcast experience for Connected Franchise.

WEEKLY GOALS
Weekly goals have been refactored from the ground up by implementing a new quest-like system that chains goals together week to week. These goals are assigned based on performance, position, and career status and are both team-based and individual.

For example, a “Breakout Running Back” goal may be triggered for rookie running backs that are having a great season.

As goals are completed or missed, player confidence will fluctuate. Some focus on negative stats such as fumbles and interceptions, and are tied to regression.

GOAL LOADING SCREENS
New goal loading screens allow players to maximize goal completion. Completing these goals during the game will give you additional XP and/or Confidence that helps players perform better on the field.

THINGS TO DO
The Connected Franchise Hub is more streamlined, and players can find what they need faster than ever.

It all starts on the consolidated Things to Do screen, which brings all the information from last year’s Actions and Home to one convenient location. Players can see where they stand in the season timeline, and how far they are from the Playoffs.

VISUAL TEAM DEPTH CHART
One major overhaul this year is the all-new Visual Team Depth Chart, which allows players to easily see each side of the ball and make adjustments.

Your depth chart is the heart and soul of your team, which is why we brought it to the forefront with the Team Panel. Simply drag and drop players to reorder the depth chart.

PLAYER CARD
Another big improvement is the new Player Card, which gives players an attribute breakdown without having to scroll left or right on a spreadsheet. This screen includes all the key position attributes for the player, and which attributes are being affected by Confidence.

Quickly perform key actions such as spending XP, viewing goals, adding to the trade block, and more.

NEW SCOUTING
Scouting has been reworked from the ground up in Madden NFL 16. Coaches and Owners will see a “Thing to Do” item in Week 3 that instructs how to Scout. The basic concept is that you’ll spend Scouting Points on a player, learn more about their abilities, and decide whether you want to select them in the upcoming NFL Draft.

Scouting Points unlock a player’s top three attributes, with the third unlock providing their true draft value. This true draft value will help teams find “Diamonds” and “Overvalued” players in the draft class.

Will you take a projected fifth-round pick with second-round skills in round two, or wait until later hoping that others don’t realize his potential? These are the types of decisions that come to life with the new true talent rating.

COMBINE STATS
Players can now access Combine Reports during NFL Combine Week, which includes a Combine Grade and results from six Combine events: 40-yard Dash, Vertical Jump, Broad Jump, 3 Cone, 20-yard Shuttle, and Bench Press. These results can be seen without spending any Scouting Points.

Combine Reports not only include results, but also how players stack up compared to others at their position. Will you draft the fastest running back in the class, or look for a well-rounded player?

DRAFT FEEDBACK
The Draft screen itself has received a visual overhaul, and now provides much-needed feedback right after selecting a player. You’ll immediately be able to see the player’s attributes and where he was ranked, which provides immediate feedback on whether or not you made a good pick.

MEMBERS LIST
New Members panels allow players to quickly interact with fellow league members in a Cloud Franchise. You can see their game status and whether they’re online.

Commissioners can toggle Auto Pilot, clear cap penalties, and remove them from the league.

SIM-A-WIN
League commissioners can influence wins by using the League Schedule. Sim-a-Win allows you to set the winning team for any game that has not been played.

This tool allows players to craft the season of their dreams, and also helps facilitate large multiplayer leagues.

FREE PRACTICE
Players voiced a desire to practice with their Franchise team, so the team went ahead and added Free Practice to Game Prep this year.

Coaches or Owners can take their team on the field to experiment by using Free Practice. When Game Prep is available during the week, Free Practice can also be used at no additional cost.

Free Practice is a great way to a look at how a team plays, and lets players stay ahead of the curve.

CONFIDENCE TUNING
Confidence has been greatly tuned in Madden NFL 16. We’ve decreased the amount that confidence changes for every player, and also adjusted the ratings per position that can go up or down, and how confidence impacts them.

A new Game Prep activity has been added to the preseason, which allows teams to improve their low confidence before the season begins. We’ve also increased the amount of time each team has in Game Prep every week.

OWNER MODE FINANCE TUNING
Small-market teams in older stadiums now have more money to spend into the offseason every year.

Game: Madden NFL 16Reader Score: 7/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 24 - View All
Madden NFL 16 Videos
Member Comments
# 201 CyberRudy25 @ 05/30/15 08:39 AM
DYNAMIC DRIVE GOALS
Each new drive contains a Drive Goal that can be completed for bonus XP and/or Confidence.

Gives you something to work towards. Hopefully doesn't take you out of the game plan of the game. Grade B



Specific goals are tailored based on events in the current game to give players a unique challenge each and every game.

Not sure about this one. Cause every game is different and you play a team a certain way. But the challenge sounds unique. Grade C



Dynamic Drive Goals truly influence the way you play. The more goals you complete, the faster your players improve.


Great addition to grow faster and connect with player. Grade A



POST-PLAY GOAL FEEDBACK
The team listened to fan feedback and made it easier for players to see which goals have been completed in-game. This year, players will now see goal feedback throughout the mode.

Another way of connecting the mode with players and following up with the goals. Grade A


XP and Confidence updates appear next to your player at the end of each play. A new ticker at the bottom of the screen tracks goal progress and shows updates to all the goals influenced that play.


I like Banners and STATS and Players numbers. Hopefully can tie it into the commentary. Grade A



Players will also notice new broadcast interface elements that celebrate completing goals. This adds up to a groundbreaking broadcast experience for Connected Franchise.

Indivdual goals are great and seeing them post would be a great addition as well. Hopefully some team goals as well. Grade A



WEEKLY GOALS
Weekly goals have been refactored from the ground up by implementing a new quest-like system that chains goals together week to week. These goals are assigned based on performance, position, and career status and are both team-based and individual.

For example, a “Breakout Running Back” goal may be triggered for rookie running backs that are having a great season.

As goals are completed or missed, player confidence will fluctuate. Some focus on negative stats such as fumbles and interceptions, and are tied to regression.




Great feature to connect the goals daily to weekly and season and career. Grade A




GOAL LOADING SCREENS
New goal loading screens allow players to maximize goal completion. Completing these goals during the game will give you additional XP and/or Confidence that helps players perform better on the field.


I'm unsure about this one. But does sound like it will help with the goals. Grade C


THINGS TO DO
The Connected Franchise Hub is more streamlined, and players can find what they need faster than ever.



It all starts on the consolidated Things to Do screen, which brings all the information from last year’s Actions and Home to one convenient location. Players can see where they stand in the season timeline, and how far they are from the Playoffs.




Easier Interface is always a good thing. Grade B


VISUAL TEAM DEPTH CHART
One major overhaul this year is the all-new Visual Team Depth Chart, which allows players to easily see each side of the ball and make adjustments.

Your depth chart is the heart and soul of your team, which is why we brought it to the forefront with the Team Panel. Simply drag and drop players to reorder the depth chart.


Not really a new feature. Cause MUT has this option I've heard. But nice to Bring it over to Franchise Mode. Grade C



PLAYER CARD
Another big improvement is the new Player Card, which gives players an attribute breakdown without having to scroll left or right on a spreadsheet. This screen includes all the key position attributes for the player, and which attributes are being affected by Confidence.

Quickly perform key actions such as spending XP, viewing goals, adding to the trade block, and more.


It seems like a great addition Grade B

NEW SCOUTING
Scouting has been reworked from the ground up in Madden NFL 16. Coaches and Owners will see a “Thing to Do” item in Week 3 that instructs how to Scout. The basic concept is that you’ll spend Scouting Points on a player, learn more about their abilities, and decide whether you want to select them in the upcoming NFL Draft.

Scouting Points unlock a player’s top three attributes, with the third unlock providing their true draft value. This true draft value will help teams find “Diamonds” and “Overvalued” players in the draft class.

Will you take a projected fifth-round pick with second-round skills in round two, or wait until later hoping that others don’t realize his potential? These are the types of decisions that come to life with the new true talent rating.


Easier to Draft hidden jems. I like the current Draft Scounting. I think the presentation of it is terrible. Should make a appealing visually . Show the commissioner and player and jersey in the 1st round . Show the green room. Have a different location where the draft would be held in different seasons. Add the Stage presence and players and family back stage. Grade B



COMBINE STATS
Players can now access Combine Reports during NFL Combine Week, which includes a Combine Grade and results from six Combine events: 40-yard Dash, Vertical Jump, Broad Jump, 3 Cone, 20-yard Shuttle, and Bench Press. These results can be seen without spending any Scouting Points.

Combine Reports not only include results, but also how players stack up compared to others at their position. Will you draft the fastest running back in the class, or look for a well-rounded player?


Anything that makes drafting players connected the Franchise is a great feature. Grade B



DRAFT FEEDBACK
The Draft screen itself has received a visual overhaul, and now provides much-needed feedback right after selecting a player. You’ll immediately be able to see the player’s attributes and where he was ranked, which provides immediate feedback on whether or not you made a good pick.


The presentation of the draft needs a overhaul Grade B


MEMBERS LIST
New Members panels allow players to quickly interact with fellow league members in a Cloud Franchise. You can see their game status and whether they’re online.

Commissioners can toggle Auto Pilot, clear cap penalties, and remove them from the league.


Great addition for league. SHould be able to view there game as well via website or Twitch or Ustream. Grade B

SIM-A-WIN
League commissioners can influence wins by using the League Schedule. Sim-a-Win allows you to set the winning team for any game that has not been played.

This tool allows players to craft the season of their dreams, and also helps facilitate large multiplayer leagues.



Great addition when players don't play there game. Grade A


FREE PRACTICE
Players voiced a desire to practice with their Franchise team, so the team went ahead and added Free Practice to Game Prep this year.

Coaches or Owners can take their team on the field to experiment by using Free Practice. When Game Prep is available during the week, Free Practice can also be used at no additional cost.

Free Practice is a great way to a look at how a team plays, and lets players stay ahead of the curve.



I've been waiting for this feature for a long time. Grade A+

CONFIDENCE TUNING
Confidence has been greatly tuned in Madden NFL 16. We’ve decreased the amount that confidence changes for every player, and also adjusted the ratings per position that can go up or down, and how confidence impacts them.

A new Game Prep activity has been added to the preseason, which allows teams to improve their low confidence before the season begins. We’ve also increased the amount of time each team has in Game Prep every week.


Simply and excellent features to improve rookies and players rated lower. Grade A+

OWNER MODE FINANCE TUNING
Small-market teams in older stadiums now have more money to spend into the offseason every year.


Another excellent addition to help small market teams build a powerhouse franchise or Dynasty. Grade B+



Overall

Some the additions seems like they should already be added. Than again I think EA lacks overall presentation of the Franchise mode. If they can tie the game in into a weekly show 24/7 NFL Network and Build from the preseason to offseason with Dynamic visual it would reall complete the story. Instead of us left hanging waiting for next year game.
 
# 202 4thQtrStre5S @ 05/30/15 11:04 AM
So Special Teams depth has not been addressed as of yet. at least as far as having the ability to edit special teams depth; I am still hoping that EA/Tiburon will adjust which players are used on special teams, and get rid of all the starters playing on special teams...

For example of an issue: I am playing MUT at the moment, and I have no incentive to purchase or retain players beyond starters because I can get by with starters only, except for Long Snapper and 3rd down back assignments, which are easy to fill with starters again....

When my #2 WR, Jordy Nelson is making tackles on special teams, there is a problem...Special Teams, in real football, is a very important part of the game...Granted it took many years to honor Punter Ray Guy in the HOF, but players like him, in special roles, make or break games...
 
# 203 icepikk @ 05/30/15 03:52 PM
It is still very frustratingly odd though that the smallest things such as formation subs (which has already been implemented into an EA football game making it crazier) and such things as the aforementioned special teams players and the fact that the backup quarterbacks still holds for the kicker when that hasn't happened since what? 2007 or 2008? Just weird stuff.
 
# 204 4thQtrStre5S @ 05/30/15 04:17 PM
I believe that having a true special teams depth chart would do great for a means to develop players, and open up the later draft rounds to be more important; as we know, generally, many late round picks are used to pick up potential players for special teams or practice squad in hopes that they will gain experience...If Madden were to implement a special teams depth chart, and even a practice squad, this would open up avenues for applying XP to these players and gives the user more influence to grab late round picks and keep them...

NFL players make it to the Pro Bowl based on Special Teams play; hell Desmond Howard won a Super Bowl MVP for his special team work, a 99 yard kick return for a TD, which is a record...

If it is in the game, EA, it should be in this game..


"Howard was voted the Most Valuable Player of Super Bowl XXXI and is the first and currently the only special teams player to win the award. He is one of only four players to win both the Heisman Trophy and Super Bowl MVP; Roger Staubach, Jim Plunkett and Marcus Allen are the others. Howard was ranked the ninth Greatest Return Specialist in NFL History by NFL Network's NFL Top 10 Return Aces. On July 16, 2011." ~ from wikipedia...

^^^Special Teams players are even ranked in the NFL...

Also consider a player like Cowboys' Bill Bates, who, as he got later in years, was able to expand his playing career by being a special teams player..And a damn great one too...
 
# 205 The JareBear @ 05/30/15 04:18 PM
Quote:
Originally Posted by 4thQtrStre5S
I believe that having a true special teams depth chart would do great for a means to develop players, and open up the later draft rounds to be more important; as we know, generally, many late round picks are used to pick up potential players for special teams or practice squad in hopes that they will gain experience...If Madden were to implement a special teams depth chart, and even a practice squad, this would open up avenues for applying XP to these players and gives the user more influence to grab late round picks and keep them...

NFL players make it to the Pro Bowl based on Special Teams play; hell Desmond Howard won a Super Bowl MVP for his special team work, a 99 yard kick return for a TD, which is a record...

If it is in the game, EA, it should be in this game..


"Howard was voted the Most Valuable Player of Super Bowl XXXI and is the first and currently the only special teams player to win the award. He is one of only four players to win both the Heisman Trophy and Super Bowl MVP; Roger Staubach, Jim Plunkett and Marcus Allen are the others. Howard was ranked the ninth Greatest Return Specialist in NFL History by NFL Network's NFL Top 10 Return Aces. On July 16, 2011." ~ from wikipedia...
Yeah, it does seem like special teams, in general, receives little attention other than new kicking meters and camera angles. Those are cool, for sure, but still.
 
# 206 SolidSquid @ 05/30/15 06:29 PM
Quote:
Originally Posted by The JareBear
Yeah, it does seem like special teams, in general, receives little attention other than new kicking meters and camera angles. Those are cool, for sure, but still.
It's ludacris have my 3 starting LBs and 2 starting corners playing on the kickoff team.
 
# 207 Skyboxer @ 05/31/15 01:21 PM
Quote:
Originally Posted by Bak2Business
You guys do realize NFL teams do in fact put starters on special teams. Go look at Pete Carroll's ST board. The Seahawks always have starters on ST.
We should, as coaches, have the say on who is or isn't on ST.
That is the issue.. we don't have that ability.
Madden's decision making isn't exactly full of intelligence..
Let ME control my team the way I want.
 
# 208 cusefan74 @ 05/31/15 04:19 PM
They are going in totally the wrong direction with this game. All these goals to earn XP, are you kidding me? I want to play a football game, not an RPG.
 
# 209 Skyboxer @ 05/31/15 04:36 PM
Quote:
Originally Posted by SolidSquid
True but there is no penalty for not achieving those goals which makes it all reward and no risk at all.
Well goals in life and sports don't really have a negative for not getting there...
Not sure what you're wanting..

If I set a goal to be the leading rusher and miss it.. am I supposed to take a hit to speed..? Strength?
Basically goals are goals.. not ultimatums.

At least that's my take.

Things like the hits stick needs to go or have a huge risk reward system..
 
# 210 mestevo @ 05/31/15 04:43 PM
Yeah, and if my goal is 3 completions and I throw a pick... that's a risk. Or you can ignore the goal and ignore your slumping QB.


The risk is simply being unsuccessful on the field.
 
# 211 SolidSquid @ 05/31/15 05:09 PM
Quote:
Originally Posted by Skyboxer
Well goals in life and sports don't really have a negative for not getting there...
Not sure what you're wanting..

If I set a goal to be the leading rusher and miss it.. am I supposed to take a hit to speed..? Strength?
Basically goals are goals.. not ultimatums.

At least that's my take.

Things like the hits stick needs to go or have a huge risk reward system..
So my QB has a goal to throw 3 tds in a game, if he does he gets a bonus is he doesn't he doesn't nothing happens. If you're gonna give bonus xp for goals you should lose xp for not achieving them.
 
# 212 PeoplesChampGB @ 05/31/15 05:14 PM
Quote:
Originally Posted by SolidSquid
So my QB has a goal to throw 3 tds in a game, if he does he gets a bonus is he doesn't he doesn't nothing happens. If you're gonna give bonus xp for goals you should lose xp for not achieving them.
I disagree. I would compare it to a player's salary. Sure he makes X amount of money, but if he hits a goal (25 TD passes) he can get a performance bonus of X + $25,000. Just because he doesn't meet the goal, he shouldn't have to pay out of X.
 
# 213 bcruise @ 05/31/15 05:15 PM
Quote:
Originally Posted by SolidSquid
So my QB has a goal to throw 3 tds in a game, if he does he gets a bonus is he doesn't he doesn't nothing happens. If you're gonna give bonus xp for goals you should lose xp for not achieving them.
I disagree, because then the complaints leveled at the goals not being relevant or reachable actually become very real, legitimate concerns. Reaching the season-long ones and staving off regression is enough of a pain already - Losing XP for not meeting arbitrary goals mid-game would be even worse.

It would be the game forcing you to play a certain way every game, which may or may not fit your play style or your team's personnel.
 
# 214 sebennayx @ 05/31/15 06:02 PM
Quote:
Originally Posted by lbj273
I agree those are Patterson's best traits, however those aren't the top things to look for in a wr, at least for me. Continuing to use Patterson as an example he has poor route running and below average hands, both of which are more important to the receiver position than his elusiveness and ball carrier vision.

I really hate how this scouting system is looking to work. The Patterson example is a great one imo of how the scouting is broken. I would much rather see last year's scouting with the exception of adding combine information than this current scouting system. Ideally it would work more like NBA 2k where you get an actual scouting report on a player but all we can do is hope this system receives as much criticism as it deserves and they decide to take it in amother direction next year.
I absolutely agree, I don't like what I've heard so far and think this is a poor direction. I was simply explaining how I think they may have come to that decision.

I feel there are a wide variety of things about this scouting concept which are terrible;

1. Revealing skills unprompted
a. The skill revealed is likely not going to be what I look for when watching a player
2. Providing numbers as ratings
a. I don't know that this is the case, they may just be providing a letter grade or something similar, but I very much doubt that.
b. When watching Patterson, I don't see film of his play and say, "He's about a 92 ELU."...I see the tape and think, "Good golly it's tough to tackle this guy."
3. There's no skill, strategy, or immersion involved in scouting in this sense
a. Click player card. Click scout. Reveal rating. Yawn. Move on.
b. Potentially too easy. On the last podcast, when asked about the possibility of drafting a 40 rated DT, it was expressed with something along the lines of "If you're scouting right, that won't happen."
4. Absolute lack of realism.
a. As a Head Coach, is it really my job to do all the scouting? Shouldn't I have a team who gets paid to do this?
b. As a GM, is it not my job to do the hiring of said scouting team?...ensure these scouts are utilized effectively as resources on a week to week basis identifying skills needed for the scheme?
c. As an individual HC or GM, do I really know everything about every nuance of every position enough to assign a 60-100 number grade?
d. Even if I did assign values to skills this way, am I really going to be 100% correct every time? I know not everyone wants this, but to me realism requires the potential to misidentify skills.
I could go on and on and on, especially with regards to the lack of realism. Don't even get me started on a visible OVR rating immediately upon drafting a player; a visible OVR rating is bad enough, knowing how "good" a player is before they ever take an NFL level snap is just...disappointing.

It's been stated that the team is trying to cater to the casual crowd; Honestly I think that's great...not for me, but for those who will find this method perfect for their needs! Now that it's in, is it possible to leave it as an option for those who would prefer this method...while also providing an option for those who want a more realistic (albeit more immersed and possibly difficult) method of scouting? From what I've heard of the new CFM, they spent this year cleaning up the junk in an attempt to create a solid foundation to continue to build CFM. I love and absolutely appreciate that! I just hope that it means there will be room for realism too.
 
# 215 Skyboxer @ 05/31/15 06:03 PM
Quote:
Originally Posted by PeoplesChampGB
I disagree. I would compare it to a player's salary. Sure he makes X amount of money, but if he hits a goal (25 TD passes) he can get a performance bonus of X + $25,000. Just because he doesn't meet the goal, he shouldn't have to pay out of X.
Quote:
Originally Posted by bcruise
I disagree, because then the complaints leveled at the goals not being relevant or reachable actually become very real, legitimate concerns. Reaching the season-long ones and staving off regression is enough of a pain already - Losing XP for not meeting arbitrary goals mid-game would be even worse.

It would be the game forcing you to play a certain way every game, which may or may not fit your play style or your team's personnel.
Yep on both accounts.
Not reaching a goal does not equate to having to lose something or have something negative happen (Other than $ bonus etc..)

Desires/goals don't have a negative repercussion if not met.
Actions have repercussions.
Going all out on a tackle and risking injury, trying too hard to get that 30th TD pass and throw an INT, needing 40 more yards but player is slightly injured.. keep him in to try and get goal and risk worse injury.. etc...
 
# 216 Lakers24win @ 05/31/15 06:19 PM
I just want 1 question answered.. Is the ticker only a goal ticker or will it update you on things going on around your cfm league?? can I please get a direct answer for this....

also all of this talk about sim vs casual.... casual players are sheep.. all they do is follow what the majority does... make a game for your hardcore fans.. get good word of mouth and the casuals will follow... look at nba 2k..thats why they are the most acclaimed sports game. period.
 
# 217 PeoplesChampGB @ 05/31/15 06:34 PM
Quote:
Originally Posted by Lakers24win
I just want 1 question answered.. Is the ticker only a goal ticker or will it update you on things going on around your cfm league?? can I please get a direct answer for this....

also all of this talk about sim vs casual.... casual players are sheep.. all they do is follow what the majority does... make a game for your hardcore fans.. get good word of mouth and the casuals will follow... look at nba 2k..thats why they are the most acclaimed sports game. period.
I really do hope the mods see that this is the third time you have posted this.
 
# 218 The JareBear @ 05/31/15 06:39 PM
Quote:
Originally Posted by Lakers24win
I just want 1 question answered.. Is the ticker only a goal ticker or will it update you on things going on around your cfm league?? can I please get a direct answer for this....

also all of this talk about sim vs casual.... casual players are sheep.. all they do is follow what the majority does... make a game for your hardcore fans.. get good word of mouth and the casuals will follow... look at nba 2k..thats why they are the most acclaimed sports game. period.
I'm fairly sure it's only updating you on your players goals/confidence parameters

Someone can correct me if I'm wrong
 
# 219 Fist Of Kings @ 05/31/15 11:33 PM
I see nothing here that makes me want to buy this game. I guess I feel underwhelmed especially since I had such high hopes last year after upgrading to next gen and I got a game that was imo, painfully average to put it nicely.

Madden 15 had a lot of gameplay and presentation(or lack of it) issues, even things listed as one of it's main selling points(defense) was flawed. I know they're finally going to work on wrs jumping for the football, but will it work, or will it be like last year's 'improvement' with defense, being an overpowered jump snap/tackle cone gimmick that didn't fix the problem? Will the awareness attribute finally matter?

Or will players keep having no idea where they are on the field? Will players attempt to stay inbounds, recognize game situations, have adaptive ai so that you don't march down the field with ease? Will players finally avoid stepping on each other post play(since Madden 13), will penalties work, are robo qbs gone? Are mirror animations which have been in madden/ncaa for years finally gone?

Is the challenge system fixed...will the ai stop challenging plays for us? Will 'living worlds' finally have a sideline that doesn't look like cardboard cutouts? Will stat overlays be fixed in franchise mode? Are we finally going to get formation subs back?

What they've announced so far are none of those things I've mentioned, along with a tweak to the confidence mechanic, something that most of us hated. I know it's early, but it seems like they're once again not addressing the game's major issues, but giving us small things like being able to practice with your team and tweaking the confidence mechanic.
 
# 220 mestevo @ 05/31/15 11:52 PM
Quote:
Originally Posted by Fist Of Kings
I see nothing here that makes me want to buy this game. I guess I feel underwhelmed especially since I had such high hopes last year after upgrading to next gen and I got a game that was imo, painfully average to put it nicely.

Madden 15 had a lot of gameplay and presentation(or lack of it) issues, even things listed as one of it's main selling points(defense) was flawed. I know they're finally going to work on wrs jumping for the football, but will it work, or will it be like last year's 'improvement' with defense, being an overpowered jump snap/tackle cone gimmick that didn't fix the problem? Will the awareness attribute finally matter?

Or will players keep having no idea where they are on the field? Will players attempt to stay inbounds, recognize game situations, have adaptive ai so that you don't march down the field with ease? Will players finally avoid stepping on each other post play(since Madden 13), will penalties work, are robo qbs gone? Are mirror animations which have been in madden/ncaa for years finally gone?

Is the challenge system fixed...will the ai stop challenging plays for us? Will 'living worlds' finally have a sideline that doesn't look like cardboard cutouts? Will stat overlays be fixed in franchise mode? Are we finally going to get formation subs back?

What they've announced so far are none of those things I've mentioned, along with a tweak to the confidence mechanic, something that most of us hated. I know it's early, but it seems like they're once again not addressing the game's major issues, but giving us small things like being able to practice with your team and tweaking the confidence mechanic.
re: the bold, you're voicing all of these complaints in a thread about the reveal of franchise information, is why 'What they've announced so far are none of those things I've mentioned'. This is pretty much the first substantial round of information released in the run up to E3 and then the eventual release, there will be a lot more and you note a lot of issues that certainly will be influenced by things that have already been suggested/confirmed to have been looked at (namely gameplay improvements, penalty stuff). How that all shakes out, and how many of your needs are addressed? We'll see.

As to the red, no formation subs and stat banners have been expanded to provide more information and in the context of game/weekly/seasonal/career milestones and goals.
 


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