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Madden Connected Careers (Franchise Mode)

Online Franchise got the much needed love that you guys deserve, but offline franchise took some steps backwards in some significant areas. You know what they say. Two steps forward, one step back. Or is it one step forward, two steps back.:)

How did offline franchise take significant steps back all the same stuff are back from last year and all the added improvements are in both online and off
 
How did offline franchise take significant steps back all the same stuff are back from last year and all the added improvements are in both online and off

All the same stuff isn't back. The progression system was reworked to something based on truly arcade. What they had last year wasn't something to write home about, but I thought 12 progression laid the foundation that could have been enhanced to something realistic.

NCAA imported teams are gone.

Player editing is gone.

I think customer playbooks are gone.

There were other things, but I forget what they were.

It looks like Madden 13 took some nice steps forward, especially for online franchise. But they had to remove some offline franchise stuff that didn't fit in well with online franchise.
 
Offline franchise still has a progression system... if you are a coach your players will obviously progress somehow. As a coach the only progression you control with the XP points is for your coach. I believe the progression system is even better because they will progress based on a few categories one I remember them saying is production among a couple other things they use.

The other things lost (player editing, ncaa imports, custom playbooks) are minor IMO compared to what was added a la everything quoted in the OP.
 
Progression in 12 was a joke and set in stone. It was the same for players no matter what. Even if injured.

As a coach in 13, you control progression of every player AND the coach. The xp you earn as a coach can be used to get discounts or different signing advantages for each position in FA or resignings. I know people think the progression in 13 is a step back (although I have no idea how anyone can think that) at least its based on actual production now. Guys like Victor Cruz wouldnt progress even if they caught 30 TD passes in 12, and that was terrible.
 
Progression in 12 was a joke and set in stone. It was the same for players no matter what. Even if injured.

As a coach in 13, you control progression of every player AND the coach. The xp you earn as a coach can be used to get discounts or different signing advantages for each position in FA or resignings. I know people think the progression in 13 is a step back (although I have no idea how anyone can think that) at least its based on actual production now. Guys like Victor Cruz wouldnt progress even if they caught 30 TD passes in 12, and that was terrible.

Progression is a lot better in Madden 13. Having the potential set in stone like it was in the past made no sense. EA shouldn't dictate how players progress because it is MY franchise. If I want Matt Flynn to become a star, he shouldn't be limited to what the developer thinks he should be limited to. If I play well with Nike Foles I want his rating to be able to reflect that, not be stuck at a "C" or average player his whole career. Giving more control to a user can never be a bad thing, something I wish NCAA would understand.
 
I don't agree with bucky on progression. But everything else is spot on. Offline franchise is now gimped without those features. Just like online franchise was gimped for the last 2 games.

And the excuse is fucking terrible. "We didn't have time." That's the same kind of shit you online league guys have gotten for years.
 
To make everything the same across offline and online franchise, they just took away the things you couldnt do in online franchise like draft classes, custom playbooks and edits. Sucks for the offline guys, but the additions that come to the online guys makes it worth it for us.
 
The more I read, the more disappointed I become. It's tiring hearing these fucks say "we ran out of time" year after year after year for stuff that should be basic. The player editing thing and the lack of draft importing is especially disheartening after the way they touted being able to edit guys during chises last year.

I'm definitely not buying the game new, I can tell you that.
 
Porbably some underlying issue about editing players... Custom playbooks I don't really get. Not sure how come they cannot get these right and working ever. What I don't get though is if players cannot be edited, how will the initial roster be when you start a franchise? Leagues will have to wait for the Week1 roster by EA (whichprolly will blow) to start their online league?
 
Progression in 12 was a joke and set in stone. It was the same for players no matter what. Even if injured.

And it should have been enhanced to be something more realistic, not replaced with something unrealistic.

As a coach in 13, you control progression of every player AND the coach.

Doesn't happen this way in real life. If you want a realistic progression system, this is bad.

The xp you earn as a coach can be used to get discounts or different signing advantages for each position in FA or resignings. I know people think the progression in 13 is a step back (although I have no idea how anyone can think that) at least its based on actual production now.

In real life, production doesn't drive a players progression. In real life, a players increase in abilities drives production. An XP, stats based progression is ass backwards to real life. Bad if you want realism.

Guys like Victor Cruz wouldnt progress even if they caught 30 TD passes in 12, and that was terrible.

And guys like Victor Cruz should have a lower perceived potential and lower perceived ratings, while actually having a high hidden potential and higher hidden abilities. I say, set up a system that is much more like real life that allows for draft busts, hidden gems, late developers, early developers, bursts of progression and plateaus. If you want realism.

Progression is a lot better in Madden 13. Having the potential set in stone like it was in the past made no sense. EA shouldn't dictate how players progress because it is MY franchise. If I want Matt Flynn to become a star, he shouldn't be limited to what the developer thinks he should be limited to

What you want is arcade. That's OK, but it's far from realistic. The progression system in 13 is not at all more realistic than 12. The progression system in 13 sucks for realism. Though good for arcade. Players should play to their actual abilities. Or just get rid of ratings cause they really mean nothing.

. If I play well with Nike Foles I want his rating to be able to reflect that, not be stuck at a "C" or average player his whole career. Giving more control to a user can never be a bad thing, something I wish NCAA would understand.

Forcing more control on a user is definitely bad for realism. I agree that the user should have control over how much realism they want. Everything should be an option. But don't say that unrealistic is better than realistic and that's how madden should be. Have things optional. Allow a realistic progression system and an arcady, unrealistic progressions system.

And players should play to their ratings, otherwise player ratings mean absolutely shit.

If we want realistic progression, we should have position coaches with abilities of their own, coaches attributes should be more involved, a shown perceived potential and abilities, a hidden actual potential and abilities, be able to set up a simulated off-season, training camp, preseason, and season practice schedule, players should have ratings specific to progression, like work ethic, and a bunch of other real world variables. If you want a realistic progression system.

And this stuff should be options. We should be able to choose between an unrealistic, stats/xp based progression system and a realistic progression system. Really , that's the control we as the Madden player should have. That's were more control is better.
 
Correct me if I'm wrong here (maybe a couple NHL guys can tell me) but the way their new system appears to work is the exact same thing thats been in the NHL series for the past 3 or 4 (probably more) years.

In NHL players are awarded a small amount of XP each game that goes towards their total progression. So if you had a goal and an assist in a game you would gain more then someone who had none. You also would gain more XP in sims if your players were higher on the depth chart and had more play time each game. For the most part where the xp is spent is done on auto but you can do it manually I think.

The only problem with this current system is by year 10 or so you have a ton of superstars because of lack of regression.
 
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And it should have been enhanced to be something more realistic, not replaced with something unrealistic.



Doesn't happen this way in real life. If you want a realistic progression system, this is bad.



In real life, production doesn't drive a players progression. In real life, a players increase in abilities drives production. An XP, stats based progression is ass backwards to real life. Bad if you want realism.



And guys like Victor Cruz should have a lower perceived potential and lower perceived ratings, while actually having a high hidden potential and higher hidden abilities. I say, set up a system that is much more like real life that allows for draft busts, hidden gems, late developers, early developers, bursts of progression and plateaus. If you want realism.



What you want is arcade. That's OK, but it's far from realistic. The progression system in 13 is not at all more realistic than 12. The progression system in 13 sucks for realism. Though good for arcade. Players should play to their actual abilities. Or just get rid of ratings cause they really mean nothing.



Forcing more control on a user is definitely bad for realism. I agree that the user should have control over how much realism they want. Everything should be an option. But don't say that unrealistic is better than realistic and that's how madden should be. Have things optional. Allow a realistic progression system and an arcady, unrealistic progressions system.

And players should play to their ratings, otherwise player ratings mean absolutely shit.

If we want realistic progression, we should have position coaches with abilities of their own, coaches attributes should be more involved, a shown perceived potential and abilities, a hidden actual potential and abilities, be able to set up a simulated off-season, training camp, preseason, and season practice schedule, players should have ratings specific to progression, like work ethic, and a bunch of other real world variables. If you want a realistic progression system.

And this stuff should be options. We should be able to choose between an unrealistic, stats/xp based progression system and a realistic progression system. Really , that's the control we as the Madden player should have. That's were more control is better.

No form of progression is going to be "realistic". We wanted a BETTER progression system, not a "realistic" one.The game is based on an unrealistic number based rating system for players.... so no matter WHAT you do nothing will be realistic. It makes no sense to say "If you want a realistic progression system this is bad" because its always going to be bad as long as players are rated on some 1-100 scale. In real life, "progression" doesnt need to be reflected in a number rating. Its a video game, games arent realistic. At least production can effect those ratings rather than some predictable unrealistic system like they have had. It made zero sense that a player could be injured for the entire season in one franchise, and make the pro bowl in the other and progress exactly the same. Deciding that Victor Cruz could never progress to an 80, regardless of how well he played was terrible. This is a huge improvement imo.

BTW, you can set progression to auto and let the cpu distribute the progression points.
 
No form of progression is going to be "realistic". We wanted a BETTER progression system, not a "realistic" one.The game is based on an unrealistic number based rating system for players.... so no matter WHAT you do nothing will be realistic. It makes no sense to say "If you want a realistic progression system this is bad" because its always going to be bad as long as players are rated on some 1-100 scale. In real life, "progression" doesnt need to be reflected in a number rating. Its a video game, games arent realistic. At least production can effect those ratings rather than some predictable unrealistic system like they have had. It made zero sense that a player could be injured for the entire season in one franchise, and make the pro bowl in the other and progress exactly the same. Deciding that Victor Cruz could never progress to an 80, regardless of how well he played was terrible. This is a huge improvement imo.

BTW, you can set progression to auto and let the cpu distribute the progression points.

Their are levels of realism and saying that something is a video game, so throw any form of realism out the window is a retarded view. There is nothing wrong with enjoying an unrealistic, arcade, stats based progression as something that adds to your "untenability" (as EA likes to call it). But to say throw any realism out the window because it's a game is just fucking retarded. Don't add a physics engine cause it will never be just like real life? Dumb fucking argument to make. There is a lot of room to make progression a lot more realistic than it is. Since we're starting with something completely unrealistic.
 
Their are levels of realism and saying that something is a video game, so throw any form of realism out the window is a retarded view. There is nothing wrong with enjoying an unrealistic, arcade, stats based progression as something that adds to your "untenability" (as EA likes to call it). But to say throw any realism out the window because it's a game is just fucking retarded. Don't add a physics engine cause it will never be just like real life? Dumb fucking argument to make. There is a lot of room to make progression a lot more realistic than it is. Since we're starting with something completely unrealistic.

apples to oranges... again.

comparing physics to the rating system is dumb. We can SEE physics in real life, we cant SEE real life progression. The game has to make player ratings something that can be seen, in doing that things cant remain "realistic" in the way they do it.

You have already said you are sticking with 12, so it works out for everyone.

133728_o.gif
 
apples to oranges... again.

comparing physics to the rating system is dumb. We can SEE physics in real life, we cant SEE real life progression. The game has to make player ratings something that can be seen, in doing that things cant remain "realistic" in the way they do it.

You have already said you are sticking with 12, so it works out for everyone.

133728_o.gif

You can't see players improve? Coaches can't see players improve? And they don't have to make player ratings as something that can be seen.
 
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I give Loomis props for trying something different. It gives the users options where if they want to add player points to certain guys they can. I will do this for my own personal franchise. But for a online league I think it would be better to let the cpu do it.
 
they don't have to make player ratings as something that can be seen.

But they do, and always will. APF2k8 tried this and although i liked it, it didnt go over too well. You seem to think its not acceptable to do anything other than a complete overhaul, adding OTAs, team meetings, training camp and practices, which imo isnt a realistic expectation.

I can see players on the field "improve" but not in a way that can be demonstrated in a video game. Did you SEE Cruz's catch rating go up? Did you SEE his route running attribute improve throughout the season? Im not really sure what you expect. Its a game. Im not really sure what you expect. This type of progression has worked in other games. You are unhappy, you wont buy it, but many people who skipped 12 will just based on the overall response of the info so far.
 
Last year progression was about 99 pct scripted and it sucked. I had C potential 66 ovr WR Rashaad Snow drafted in two leagues.

League 1 TST- 1800 yards 19 tds he progressed to a 71
League 2 220- 250 yards, 3 tds (was injured most of the year) he progressed to a 71

He went from 66 to 71 in year two in two different leagues under vastly different circumstances.


In TGT where Shayn had him his rating was the same as well with minimal usage.
 
To make everything the same across offline and online franchise, they just took away the things you couldnt do in online franchise like draft classes, custom playbooks and edits. Sucks for the offline guys, but the additions that come to the online guys makes it worth it for us.

Unacceptable. Instead of bringing online up to the level of intricacy of offline, remove all of that from offline to make it work. If having these modes be 1 was only going to work like this, then it should have been in development for another year(the mode, not game).

You guys are going to have fun with M13. But fuck this. I want no part of CC until all those missing features are back. Hopefully they get that stuff back for M14. I don't want to wait 2 games like you guys did.
 
But they do, and always will. APF2k8 tried this and although i liked it, it didnt go over too well.

APF2K8 didn't have an NFL License and had a bunch of stuff missing, and still many swear it's better than Madden. And hidden ratings worked very well in Head Coach. HC had a range for each attribute that got smaller as you got to know the player. So your knowledge of the player would become more accurate. Worked great in HC. Pretty much the same concept as an actual vs perceived system.

You seem to think its not acceptable to do anything other than a complete overhaul, adding OTAs, team meetings, training camp and practices, which imo isnt a realistic expectation.

Making progression arcade and unrealistic isn't acceptable for realism. It's acceptable for arcade and unrealistic.

I can see players on the field "improve" but not in a way that can be demonstrated in a video game.

What? You don't see players improve in a video game? You don't see their ratings go up? That happens even in the unrealistic stats/XP progression system.

Im not really sure what you expect. Its a game. Im not really sure what you expect.

I want progression to work in a more realistic manner that uses the same kinds of variables we see making players better in real life. No secret why young QB's want to come to GB. It's the coaching that they get. Even the Practice Squad guys improve. They don't need to generate stats on Sunday to improve. This isn't a hard concept to understand.
 
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