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What Madden NFL 13 Connected Careers Gives, Takes Away and Might Have (Kotaku)

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Old 06-14-2012, 02:32 PM   #111
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Re: What Madden NFL 13 Connected Careers Gives, Takes Away and Might Have (Kotaku)

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Originally Posted by roadman
What's good for the community is if said features work with new code of CCM. JF is right, this just keeps going around in circles and circles.

If said features were implemented and buggy, not playable, are you telling me you would not be complaining like you are now and just be quiet and play the buggy game?

What new foundation was laid out last year that features were removed?
Maybe if CCM was designed around said features there wouldn't even be a discussion and both online and offline users would have a more robust game and thats the real issue here. Don't design by creating functional issues and if you've got two years to do it and you double your staff in year two and you still can't get it right there's some real issues that result in people voicing frustration.

Stop going around and around and just focus on going forward thats all people want.

FYI: This opinion is coming from someone that was previously a member of the strategic planning division of one of the biggest companies in the world. I've been a fan of this game for a long time and I'm not some random high school kid that can't think about anyone but himself.

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Old 06-14-2012, 02:41 PM   #112
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Re: What Madden NFL 13 Connected Careers Gives, Takes Away and Might Have (Kotaku)

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Originally Posted by DNMHIII
Maybe if CCM was designed around said features there wouldn't even be a discussion and both online and offline users would have a more robust game and thats the real issue here. Don't design by creating functional issues and if you've got two years to do it and you double your staff in year two and you still can't get it right there's some real issues that result in people voicing frustration.

Stop going around and around and just focus on going forward thats all people want.
Well said.

I don't have a clue what went on behind the production meetings.

Let's hope the easiest function to get back in is a release day patch, that might say a thing or two.
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Old 06-14-2012, 02:41 PM   #113
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Old 06-14-2012, 02:47 PM   #114
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Re: What Madden NFL 13 Connected Careers Gives, Takes Away and Might Have (Kotaku)

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I think almost all of us agree with progression in gameplay is #1 and I haven't read anything about being unhappy with the new engine including myself. This thread is only about the CCM mode and how its lack of current features has stripped many users of playing the game as they've done in the past.
Yep, I know that. Thanks. I see about 10 different threads on here talking about that. All I was saying was that for me, I'm happy with CCM because its addressing how I would like to play this game.
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Old 06-14-2012, 02:47 PM   #115
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Like i said in another post...all this talk about editing/coding cnt be implemented or not having the "time" or being unable to add it into CC is because of "bugs" etc is BS because OBVIOUSLY its already implemented into CC when you first create a SS in CC..so the Coding/foundation of it is already installed in CC without ANY problems before you start your career! Cmon man...you mean to tell me you couldnt atleast give that option to ALL players before you click start on your CC??...

That is just bs my friend

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Old 06-14-2012, 02:50 PM   #116
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Re: What Madden NFL 13 Connected Careers Gives, Takes Away and Might Have (Kotaku)

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Originally Posted by roadman
Well said.

I don't have a clue what went on behind the production meetings.

Let's hope the easiest function to get back in is a release day patch, that might say a thing or two.
Cool....I don't have any clue went on either and honestly I can only share my frustration basing it on ideal conditions also. I have no idea what level of resources were available and I have no idea what development goals initiated the decisions. All I know is that you need to set standards for what you'll expose your customers to and the never ending cycle of changes is just really confusing to say the least. The goal IMO should be to develop to the needs of your customer and when you exchange benefits/features it creates a lateral pattern of offerings and also creates inconsistent customer satisfaction.

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Old 06-14-2012, 03:42 PM   #117
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Quote:
Originally Posted by Bigmac612
Like i said in another post...all this talk about editing/coding cnt be implemented or not having the "time" or being unable to add it into CC is because of "bugs" etc is BS because OBVIOUSLY its already implemented into CC when you first create a SS in CC..so the Coding/foundation of it is already installed in CC without ANY problems before you start your career! Cmon man...you mean to tell me you couldnt atleast give that option to ALL players before you click start on your CC??...

That is just bs my friend

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If it isn't already in the mode, then there is nothing to "switch on"

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Old 06-14-2012, 03:50 PM   #118
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Re: What Madden NFL 13 Connected Careers Gives, Takes Away and Might Have (Kotaku)

Is it true that we can only save One cc at a time because I Usually save do a franchise with the eagles since they are my favorite team and I also do one with a scrub team.
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Old 06-14-2012, 04:07 PM   #119
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Re: What Madden NFL 13 Connected Careers Gives, Takes Away and Might Have (Kotaku)

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Is it true that we can only save One cc at a time because I Usually save do a franchise with the eagles since they are my favorite team and I also do one with a scrub team.
No, as of now you can have an "unlimited"(in reality it is limited by your hard drive space) number of different CC's going on at once.
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I dont get this. Ok nothing against anyone whos buying both or whatever but when I buy a NBA game I want the most accurate and best graphical game possible and by accurate I mean all current players, arenas, equipment. Not some bum from the 80's
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Old 06-14-2012, 04:26 PM   #120
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