Madden 15 Connected Franchise update!

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  • poohty_t
    Noob
    • Aug 2014
    • 45

    #16
    meanwhile in same league , i have seahawks and wagner who is a 90 overall has a season goal of 75 tackles ..... how does that make any sense?

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    • buckeye
      Noob
      • Dec 2013
      • 0

      #17
      Originally posted by poohty_t
      we have a owner of cards who said his MLB goal for season was 150 tackles...... 150 ...... never gonna happen
      It happens in the NFL. Those level 4 goals are not meant for every player to hit. Level 4 goals are for exceptional season performances

      Sent from my DROID RAZR HD using Tapatalk

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      • buckeye
        Noob
        • Dec 2013
        • 0

        #18
        Originally posted by poohty_t
        meanwhile in same league , i have seahawks and wagner who is a 90 overall has a season goal of 75 tackles ..... how does that make any sense?
        Goals are determined by player type I believe ... So different player types will have different goals at times.

        Sent from my DROID RAZR HD using Tapatalk

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        • MrBill
          Billy Brewer Sucks Penis
          • Feb 2009
          • 0

          #19
          We are hearing that the fix for the CFM Head to Head scores not registering properly has been rolled out. Please let us know if you continue to see anything along those lines so that we can pass it along to the devs.

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          • bucky
            #50? WTF?
            • Feb 2009
            • 5408

            #20
            Originally posted by poohty_t
            I dont play my league games trying to meet goals, i am only trying for a W.
            This drives me so crazy. I hear "immersion" so much from websites from gameplay to presentation. Having to meet goals in order to progress players on your team just constantly kills immersion. This kind of stuff makes me absolutely hate CFM. Seems ironic that the gameplay team seems to be moving towards sim/realism while the CFM team moves more towards arcade. Really wish they would have brought a greatly expanded M12 progression system into CFM. With the gameplay changes, I probably would have loved this years Madden.

            Comment

            • bucky
              #50? WTF?
              • Feb 2009
              • 5408

              #21
              Originally posted by Price
              WRs having a goal of 130 receptions is ridiculous as well.
              It really is. How many WR's reach 130 catches in the NFL.

              Comment

              • bucky
                #50? WTF?
                • Feb 2009
                • 5408

                #22
                Originally posted by buckeye
                Those are their high end goals that are worth 20,000 xp

                There are also lower season goals like 50-75-100 tackles that will get them 5k, 10k, 15k xp. Not to mention weekly goals that are worth up to about 2k xp

                Sent from my DROID RAZR HD using Tapatalk
                And that only helps your starters and maybe a third WR. Buckeye, I'm just very strongly biased against stats based progression systems. It makes having a good coach pretty much useless. I admit to the strong anti stats progression. I pretty much will only be satisfied with a realistic progression system. And that just aint gonna happen.

                Comment

                • buckeye
                  Noob
                  • Dec 2013
                  • 0

                  #23
                  Originally posted by bucky
                  This drives me so crazy. I hear "immersion" so much from websites from gameplay to presentation. Having to meet goals in order to progress players on your team just constantly kills immersion. This kind of stuff makes me absolutely hate CFM. Seems ironic that the gameplay team seems to be moving towards sim/realism while the CFM team moves more towards arcade. Really wish they would have brought a greatly expanded M12 progression system into CFM. With the gameplay changes, I probably would have loved this years Madden.
                  There really isn't a right or wrong answer... Its a matter of individual preference I guess. But the old progression system using Potential was hated by a large portion of the "sim" community.

                  Sent from my DROID RAZR HD using Tapatalk

                  Comment

                  • Glenbino
                    Jelly and Ice Cream
                    • Nov 2009
                    • 4994

                    #24
                    It hasn't been too hard for me to progress players

                    I save the xp boosts mainly for young guys outside of starting roles, and focus on the positions my coach has the progession packages for to maximize the value.

                    Also, I don't waste time on guys with low development or consistency traits unless they have some off the charts physical attributes, it's not worth it in the long run.

                    The current system is a lot more realistic, and in my opinion an upgrade, over previous years that allowed people to build super teams by running a two minute drill for a blanket 2000 XP every week.

                    Franchises got boring because my team was always unstoppable 3 years in.

                    Sent from my HTC6500LVW using Tapatalk

                    Comment

                    • buckeye
                      Noob
                      • Dec 2013
                      • 0

                      #25
                      Originally posted by bucky
                      And that only helps your starters and maybe a third WR. Buckeye, I'm just very strongly biased against stats based progression systems. It makes having a good coach pretty much useless. I admit to the strong anti stats progression. I pretty much will only be satisfied with a realistic progression system. And that just aint gonna happen.
                      I get that and there isn't anything wrong with being for or against it. I look at it as a "prove yourself on the field" type of system.

                      Coaching has a large effect on the Game prep side of XP earning. It should have much more difference in weekly goals as well in the future.
                      Game prep "should" be used to progress those players that don't see the field as much. However, most people will use it to boost guys up that are starters.

                      Sent from my DROID RAZR HD using Tapatalk

                      Comment

                      • bucky
                        #50? WTF?
                        • Feb 2009
                        • 5408

                        #26
                        Originally posted by buckeye
                        There really isn't a right or wrong answer... Its a matter of individual preference I guess. But the old progression system using Potential was hated by a large portion of the "sim" community.

                        Sent from my DROID RAZR HD using Tapatalk
                        I didn't like it either the way it was implemented. Right idea, but it was poorly implemented.

                        Comment

                        • bucky
                          #50? WTF?
                          • Feb 2009
                          • 5408

                          #27
                          Originally posted by Glenbino
                          It hasn't been too hard for me to progress players

                          I save the xp boosts mainly for young guys outside of starting roles, and focus on the positions my coach has the progession packages for to maximize the value.

                          Also, I don't waste time on guys with low development or consistency traits unless they have some off the charts physical attributes, it's not worth it in the long run.

                          The current system is a lot more realistic, and in my opinion an upgrade, over previous years that allowed people to build super teams by running a two minute drill for a blanket 2000 XP every week.

                          Franchises got boring because my team was always unstoppable 3 years in.

                          Sent from my HTC6500LVW using Tapatalk
                          How is picking which players will progress and what they progress in REALISTIC? I don't see McCarthy sitting down his entire team for the week of practices and choosing only three that will practice. For the life of me, I just can't fathom, in any world, where an RPG/stats/goal based progression system is any kind of realistic.

                          An improvement over "whack job" unrealistic doesn't make the current system realistic. I do get that a lot of people like the arcadey/RGP setup and I don't want EA/Tib to take it away. I just want an optional "realistic" progression system.

                          Comment

                          • Glenbino
                            Jelly and Ice Cream
                            • Nov 2009
                            • 4994

                            #28
                            Originally posted by bucky
                            How is picking which players will progress and what they progress in REALISTIC? I don't see McCarthy sitting down his entire team for the week of practices and choosing only three that will practice. For the life of me, I just can't fathom, in any world, where an RPG/stats/goal based progression system is any kind of realistic.
                            It's me taking the players I think have the most potential to be impact guys down the road and taking extra time with them to replace the reps they aren't getting on the field.. kind of like every football coach at every level does with their young players...

                            It's a lot more realistic than the guys who don't even participate in the drills gaining the same amount of XP as those who did. I don't think that Scott Tolzien is getting equal time and thus equal experience as Aaron Rodgers at practice to stick with your Packers example. Yet he was rewarded as such in the previous method.

                            And it's obviously vastly superior to the old potential grades that basically pigeonholed guys the second they were given a grade.

                            Short of implementing a full, nuanced NFL practice model into the game that would get old after about 20 minutes I think this is pretty close to how we see players developed IRL.

                            Sent from my HTC6500LVW using Tapatalk

                            Comment

                            • buckeye
                              Noob
                              • Dec 2013
                              • 0

                              #29
                              Originally posted by bucky
                              How is picking which players will progress and what they progress in REALISTIC? I don't see McCarthy sitting down his entire team for the week of practices and choosing only three that will practice. For the life of me, I just can't fathom, in any world, where an RPG/stats/goal based progression system is any kind of realistic.

                              An improvement over "whack job" unrealistic doesn't make the current system realistic. I do get that a lot of people like the arcadey/RGP setup and I don't want EA/Tib to take it away. I just want an optional "realistic" progression system.
                              I get that. The way I look at it is these aren't practice... These are individual time spent with players to refine their skills. (Sort of "after practice work")

                              Sent from my DROID RAZR HD using Tapatalk

                              Comment

                              • bucky
                                #50? WTF?
                                • Feb 2009
                                • 5408

                                #30
                                Originally posted by Glenbino
                                And it's obviously vastly superior to the old potential grades that basically pigeonholed guys the second they were given a grade.

                                Short of implementing a full, nuanced NFL practice model into the game that would get old after about 20 minutes I think this is pretty close to how we see players developed IRL.

                                Sent from my HTC6500LVW using Tapatalk
                                It's not vastly superior to a realistic potential based progression system. NBA2K and MLB The Show are potential based and I find those two far superior to what madden has. And in real life players are pigeonholed by potential. It was just very poorly implemented in M12. Just give me reasonably realistic over arcade. And a stats/goals based progression is arcade.

                                And that's my review of CFM.

                                I'm fine that you like what is their and I'm glad you like it. I can't stand it. Much too fake for me.

                                You want what you want, I want what I want. You win (good for you), I lose.

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