Originally Posted by Josh_Looman:
We read every thread. :-)
Even if you do why cant you have a heart to heart conversation with the community. Let us know why you cant put in even 10 percent of the features we need. Let us know why you guys have such a huge budget and so many programmers yet the games dont change much year to year. Let us know what it is you guys do everyday. Are you guys really putting in 40 hour weeks for months and the game only has minor improvements? In what company could such low standards be acceptable?
[Reply]
Argooos 04:00 AM 09-23-2009
Alright, here goes...
(I'll probably be repeating some other people's ideas, but I guess that just means they're good ideas.)
Relocation: Teams should get relocation offers (for example, someone playing a Buffalo Bills franchise should be getting offers to relocate to Toronto)
Relocation: Teams should have the option of keeping their uniform/logo
Depth Charts: Should not be limited by position. If I want my 3rd string quarterback to also be my 4th string wide receiver, why can't I do this?
Player Substitutions: There needs to be a reset button for substitutions
Player Substitutions: Should be available outside of the game. Ideally it should be in the gameplan section of the franchise hub.
Editing: Everything (including height, weight, attributes, potential) about a player should be editable within franchise mode. I honestly cannot think of any good reason to deny us this. There would never be another valid complaint about player progression if this were implemented.
Sliders: Have sliders similar to the HB1/HB2 slider for each position. That way you could have DEs and WRs sub out not on the basis of fatigue but on the basis of gameplan.
Roster Limitations: Expanded rosters in preseason.
Roster Limitations: Practice squads.
Roster Limitations: IR should free up a roster spot.
Progression: Should occur at the end of the preseason. This would make the pre-season matter. As it currently stands the pre-season games have no impact on franchise mode. Pre-season progression would make this part of the game quite fun.
Progression: Should occur several times throughout the season. I propose once every 4 games. This way a single game wouldn't overly influence progression. The reason this must be in the game: in the NFL, starters lose their jobs due to poor play. This does not happen in Madden. Depth charts set at the beginning of the season will remain unchanged right through to the playoffs barring injury. This is very unrealistic. These progressions should be based on stats.
Progression: Offseason progression should not be stats based. Assuming in-season progression is added, offseason progression should be based entirely on age and potential.
Players: Add a new rating indicating how much of a "problem player" each player is. This rating could even be a hidden rating (like potential used to be). It would determine how likely that player is to hold out of contracts, cause team distractions, or do things that get them suspended.
Suspensions: There should be events throughout the season such as "player X has been suspended by the league for doing Y". Plenty of players are suspended all the time in the NFL. Why is this not represented in Madden?
Players: Add a new rating indicating how likely a player is to commit a penatly. This could be a hidden rating.
Potential: This being a hard cap is frustrating and creates a negative playing experience. It takes a lot of the fun out of player progression. I propose removing Potential and replacing it with "talent". Talent would function exactly the same as potential but could be exceeded. If a player performs extremely well they would be able to progress beyond their talent grade. Once above their talent level they would progress much more slowly, but at least progression would not cease entirely.
Draft Classes: These players should have portraits. Since they are pre-created it should not be an issue to attach portraits to them. If EA is wondering where to get the photos I'm sure there are plenty of Madden fans who would be willing to donate their faces.
Draft Classes: Names should not be pre-set for these players. It lessens franchise mode-replay value if the same names are used for the same players every time because you would instantly recognize star players in the draft during your second or third franchise playthrough.
Roster Limitations: I should not be required to have a minimum number of players at any position to start a game in franchise mode. As long as the depth chart is filled I should be able to fill my roster as I see fit. Why do I have to have 10 O-linemen when real NFL teams use 7 or 8?
Players: Player types. I personally liked the weapon system, but any system that would allow me to quickly identify what kind of player I'm looking at would be great. I don't like having to check though all a player's ratings to tell if he's a run-stopping LB or a coverage LB (or a pass-blocking O-lineman etc.).
Players: A new rating that indicates how well a player responds in pressure situations. Players with high ratings would get a ratings boost on 3rd and 4th down as well as in the 4th quarter of close games. I'm thinking of the Mannings this weekend. Their ability to perform even better than usual in pressure situations is not represented in the game as far as I can tell. To make this really interesting, the progression of this attribute could depend on the number of 3rd down conversions and 4th quarter comebacks the player is involved in (on offense - it would be stops on defense).
Coaches: Should progress based on how the team did. Head coaches should progress based on overall record. Offensive coordinators should progress based on how the offense produces, etc..
Coaches: Should have attributes just like players. Even if it's just Offense, Defense and Special Teams it would help. I'm talking about numbers here, not bars that can't be sorted. You should also be able to see a coach's Overall score in the staffing screen.
Coaches: No coach should negatively impact on their players' ratings. It makes no sense for this to happen.
Originally Posted by Cantgetright69:
Even if you do why cant you have a heart to heart conversation with the community. Let us know why you cant put in even 10 percent of the features we need. Let us know why you guys have such a huge budget and so many programmers yet the games dont change much year to year. Let us know what it is you guys do everyday. Are you guys really putting in 40 hour weeks for months and the game only has minor improvements? In what company could such low standards be acceptable?
Originally Posted by Argooos:
Alright, here goes...
(I'll probably be repeating some other people's ideas, but I guess that just means they're good ideas.)
Relocation: Teams should get relocation offers (for example, someone playing a Buffalo Bills franchise should be getting offers to relocate to Toronto)
Relocation: Teams should have the option of keeping their uniform/logo
Depth Charts: Should not be limited by position. If I want my 3rd string quarterback to also be my 4th string wide receiver, why can't I do this?
Player Substitutions: There needs to be a reset button for substitutions
Player Substitutions: Should be available outside of the game. Ideally it should be in the gameplan section of the franchise hub.
Editing: Everything (including height, weight, attributes, potential) about a player should be editable within franchise mode. I honestly cannot think of any good reason to deny us this. There would never be another valid complaint about player progression if this were implemented.
Sliders: Have sliders similar to the HB1/HB2 slider for each position. That way you could have DEs and WRs sub out not on the basis of fatigue but on the basis of gameplan.
Roster Limitations: Expanded rosters in preseason.
Roster Limitations: Practice squads.
Roster Limitations: IR should free up a roster spot.
Progression: Should occur at the end of the preseason. This would make the pre-season matter. As it currently stands the pre-season games have no impact on franchise mode. Pre-season progression would make this part of the game quite fun.
Progression: Should occur several times throughout the season. I propose once every 4 games. This way a single game wouldn't overly influence progression. The reason this must be in the game: in the NFL, starters lose their jobs due to poor play. This does not happen in Madden. Depth charts set at the beginning of the season will remain unchanged right through to the playoffs barring injury. This is very unrealistic. These progressions should be based on stats.
Progression: Offseason progression should not be stats based. Assuming in-season progression is added, offseason progression should be based entirely on age and potential.
Players: Add a new rating indicating how much of a "problem player" each player is. This rating could even be a hidden rating (like potential used to be). It would determine how likely that player is to hold out of contracts, cause team distractions, or do things that get them suspended.
Suspensions: There should be events throughout the season such as "player X has been suspended by the league for doing Y". Plenty of players are suspended all the time in the NFL. Why is this not represented in Madden?
Players: Add a new rating indicating how likely a player is to commit a penatly. This could be a hidden rating.
Potential: This being a hard cap is frustrating and creates a negative playing experience. It takes a lot of the fun out of player progression. I propose removing Potential and replacing it with "talent". Talent would function exactly the same as potential but could be exceeded. If a player performs extremely well they would be able to progress beyond their talent grade. Once above their talent level they would progress much more slowly, but at least progression would not cease entirely.
Draft Classes: These players should have portraits. Since they are pre-created it should not be an issue to attach portraits to them. If EA is wondering where to get the photos I'm sure there are plenty of Madden fans who would be willing to donate their faces.
Draft Classes: Names should not be pre-set for these players. It lessens franchise mode-replay value if the same names are used for the same players every time because you would instantly recognize star players in the draft during your second or third franchise playthrough.
Roster Limitations: I should not be required to have a minimum number of players at any position to start a game in franchise mode. As long as the depth chart is filled I should be able to fill my roster as I see fit. Why do I have to have 10 O-linemen when real NFL teams use 7 or 8?
Players: Player types. I personally liked the weapon system, but any system that would allow me to quickly identify what kind of player I'm looking at would be great. I don't like having to check though all a player's ratings to tell if he's a run-stopping LB or a coverage LB (or a pass-blocking O-lineman etc.).
Players: A new rating that indicates how well a player responds in pressure situations. Players with high ratings would get a ratings boost on 3rd and 4th down as well as in the 4th quarter of close games. I'm thinking of the Mannings this weekend. Their ability to perform even better than usual in pressure situations is not represented in the game as far as I can tell. To make this really interesting, the progression of this attribute could depend on the number of 3rd down conversions and 4th quarter comebacks the player is involved in (on offense - it would be stops on defense).
Coaches: Should progress based on how the team did. Head coaches should progress based on overall record. Offensive coordinators should progress based on how the offense produces, etc..
Coaches: Should have attributes just like players. Even if it's just Offense, Defense and Special Teams it would help. I'm talking about numbers here, not bars that can't be sorted. You should also be able to see a coach's Overall score in the staffing screen.
Coaches: No coach should negatively impact on their players' ratings. It makes no sense for this to happen.
This is a great list, I hope someone at EA is paying attention to this.
[Reply]
jbrew2411 03:41 PM 09-29-2009
I have not played this years game enough to get to the draft but I'm sure not much has changed. I would like to see better logic. Teams with a QB like Peyton or Tom should not be taking a QB in the first or second round. In 09 I saw teams taking QB's 3 years in a row in the first round. This does not happen.
Also for us that import draft classes make it where we can edit players weight, height, and position before the draft. I'm not sure if you can edit them after the draft or not? This would help out teams that run a 3-4 where DE's are moved to OLB and the 215lbs LB's could be changed to a true LB's weight. It would be great if they would just fix NCAA where guys gain weight but that is a different thread.
EA since you read all these post, the things posted here are great additions to a mode that has a good base but needs to take a step forward. If you want people to buy the game every year then you have to make changes to make us want to buy the game every year.
[Reply]
dtalks 11:24 PM 09-29-2009
How about instead of 'Potential', we get 'Work Ethic'....this way, it would make sense as to why an 81 OVR LT dropped to the 6th round. Maybe they don't have the work ethic...
Also, that 65 OVR QB you drafted in the 6th may have a higher work ethic & that allows them to progress farther & faster.
Make sense?
Every player that gets drafted in the NFL has great potential....But they don't all have the work ethic, or the intangible factor that makes some a success & some a failure.
[Reply]
Argooos 12:18 AM 09-30-2009
Originally Posted by dtalks:
How about instead of 'Potential', we get 'Work Ethic'....this way, it would make sense as to why an 81 OVR LT dropped to the 6th round. Maybe they don't have the work ethic...
Also, that 65 OVR QB you drafted in the 6th may have a higher work ethic & that allows them to progress farther & faster.
Make sense?
Every player that gets drafted in the NFL has great potential....But they don't all have the work ethic, or the intangible factor that makes some a success & some a failure.
That makes some sense, but why change it from potential since work ethic would be just as much of a hard cap.
[Reply]
buttons0662 04:03 PM 10-01-2009
Number 1) Give the User the Ability to edit Draft Classes after
Upload / Start of season if computer generates class.
By ability to edit I mean the ability to change
RATINGS, APPERANCE & DRAFT PROJECTION (Top 10,
Round 4, ETC.)
Number 2) Formation Substitutions (Not ONLY in game) ... This
way teams that play 3-4 defense I can sub LBs in as
DEs in nickel packages and it will play that way when
games are simmed.
Number 3) Number 1 Again!
Number 4) Practice Squads or 60 Man Rosters ... every player not
not on the Active roster automatically put on Practice
squad.
Originally Posted by Josh_Looman:
We read every thread. :-)
Wow its Josh...Hey I have you on my Madden Developer Fantasy Team.
[Reply]
Articula 06:25 PM 10-02-2009
Signing and resigning players is painful. The team income/expense graphs are very hard to read. Also it does not feel like the money I spend makes a true impact on the team. I'd like my decisions to impact the whole operation of the team. If I spend more on players, my coaching, scouting, or stadium budget may have to go down. A quick list of what I would like to see.
Economic Hub - What budget is my owner allocating me? How do I spread this budget to maximize the team on the field while maximizing the fan experience and the owners investment? Along with this the owner should be able to raise/lower my budget based on my performance of the three criteria above.
Salary Cap Hub - Includes what-if impact scenarios for cutting players or adding free agents.
Easier to read graphs - The graphs right now are muddled
Fan Reactions - How do the fans feel about the job I'm doing
GM Draft History & Grades - Grade my prior drafts and keep a tab of how my draft picks have done in one area. One way to do this is measure number of pro bowls my draft picks in a certain year have been to vs. every team in the league.
More CPU pick trading and manevurability - Lets see the CPU get creative
I think what Josh has done has been commendable. He took a completely broken franchise system and got it working. With a full year under his belt I look forward to a great franchise system in M11.
[Reply]