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Madden NFL 25 Connected Franchise Q&A with Josh Looman

This is a discussion on Madden NFL 25 Connected Franchise Q&A with Josh Looman within the Madden NFL Last Gen forums.

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Old 05-25-2013, 01:23 PM   #101
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

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Originally Posted by Big FN Deal
Exactly and that's why I am still scratching my head about how the anecdotal "setting hot dog prices" from last gen, morphed in Looman's mind to "people have been clamoring for a Tycoon Mode", lol. Yes, people wanted 32 team control, import draft classes, stadium upgrading, relocation and things of that ilk but I don't know of any sect that has been harping on Madden having a Tycoon Mode. Looman has been claiming for a few years to been trying to get more of HC09 into Franchise mode, then suddenly this year it's adding a Civilization element to Owner Mode, in addition to the RPG element of player XP for CCM last year.

I just don't get why he seems so heck bent on taking elements from so many other game genres when there is so much of the actual football genre Madden has nothing to rival.
I think it's very good to have as many aspects of football as possible in a football game. And that includes financials.
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Old 05-25-2013, 02:20 PM   #102
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

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. Im 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 WRs and CBs 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 CBs.

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?
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Old 05-25-2013, 02:35 PM   #103
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

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Originally Posted by bucky60
I think it's very good to have as many aspects of football as possible in a football game. And that includes financials.
You of all posters should know exactly what I mean. It's not about having the financials, it's about moving on to that element versus fleshing out the player management side they have been piecemealing this entire gen. You have been consistent about your displeasure with XP progression, so I would think you find it just as disappointing as me that they would opt to institute advisers and other real world variables for Owner mode, while leaving player management pretty much the same as last year.
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Old 05-25-2013, 03:23 PM   #104
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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
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Old 05-25-2013, 03:50 PM   #105
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

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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
We could have done well with the above additions, and 32 team control and then time put into both run and pass blocking instead of just run blocking, and added in more Franchise/Coaching strategy from HC09, and I believe overall the game would have been much more improved as a football game...Now we are venturing into Sim City land...

Essentially, before we go on to owning a team, lets get coaching and game play correct. But hell, so my all-pro offensive linemen cannot double team elite pass rushers, but we have a discount on Hot Dogs; that makes it all better....Can I get a foot long and a crash cart EA?
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Old 05-25-2013, 04:36 PM   #106
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

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Originally Posted by LionsFanNJ
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...
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Old 05-25-2013, 05:28 PM   #107
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

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.
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Old 05-25-2013, 07:37 PM   #108
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

Quote:
Originally Posted by Big FN Deal
You of all posters should know exactly what I mean. It's not about having the financials, it's about moving on to that element versus fleshing out the player management side they have been piecemealing this entire gen. You have been consistent about your displeasure with XP progression, so I would think you find it just as disappointing as me that they would opt to institute advisers and other real world variables for Owner mode, while leaving player management pretty much the same as last year.
Big I am right with you on improving features and not abandoning them. I'll complain about them abandoning promising features right along with you. But I personally don't want to comment on the new mode until I actually see it or get more info from OSers after the game is released.

I'm sure you are just as much for adding new features/depth to the game as I am. Owner mode, if done right, does just that.

I will say you are absolutely right about adding a feature then abandoning it instead of enhancing it even more and/or fixing bugs for the very next release.
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Old 05-25-2013, 07:40 PM   #109
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Re: Madden NFL 25 Connected Franchise Q&A with Josh Looman

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Originally Posted by LionsFanNJ
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 tend to disagree that financials, if done correctly, would be an after thought. MVP2005 had some of the most fun financials in a sports game. I wish madden had something similar.
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Old 05-25-2013, 08:40 PM   #110
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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.
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