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Madden NFL 19's Franchise Mode Detailed

Madden NFL 19

Madden NFL 19's Franchise Mode Detailed

EA Sports recently posted a new blog detailing what’s new to Franchise mode this year in Madden NFL 19.

Player Archetypes

On player archetypes and the new overall ratings which vary based on which archetype you are seeking:

Madden NFL 19 introduces a new way to progress and classify your players in Franchise with the Archetype Progression system. Each position is now broken up into two-to-four styles used to grade the player. For example, the quarterback position now has four styles: Field General, Scrambler, Strong Arm, and West Coast. Matt Ryan may be an 88 OVR West Coast, but only a 78 OVR Scrambler. On the other hand, Deshaun Watson may be an 82 OVR Scrambler but only a 79 OVR West Coast. These archetype OVRs make it easy to evaluate a player’s strengths and weaknesses. 

Also here’s a list of Archetypes by Position:

QB: Strong Arm, Scrambler, West Coast, Field General

HB: Power Back, Elusive Back, Receiving Back

FB: Blocking, Utility

WR: Deep Threat, Possession, Red Zone Threat, Slot Receiver

TE: Vertical Threat, Possession, Blocking

OL: Agile, Power, Pass Protector

DL: Run Stopper, Speed Rusher, Power Rusher

MLB: Field General, Pass Coverage, Run Stopper

OLB: Pass Coverage, Run Stopper, Speed Rusher, Power Rusher

CB: Man-to-Man, Zone Coverage, Slot Corner

S: Zone Coverage, Run Support, Hybrid

K/P: Accurate, Power

Coaching Schemes

And when it comes to building your roster, you’ll need to build them around the new coach schemes. The players you fit within your roster have to match your scheme to maximize their development and talent.

Start by choosing an offensive and defensive scheme. To make your decision easier, scroll through the available schemes to see how many players on your roster are a Scheme Fit. Each scheme looks for a specific Player Archetype for each position. For example, the West Coast Zone Run scheme looks for Agile offensive linemen. All offensive linemen that are Agile will have a puzzle piece Scheme Fit icon denoting they’re a match. This helps you find the players that best fit your team. The scheme fit icon is visible in Free Agent Bidding, Trading, Scouting, Drafting, and more.

The list of schemes that’ll be in Madden NFL 19 include:

Offensive Schemes

  • West Coast Zone Run
  • West Coast Power Run
  • Vertical Zone Run
  • Vertical Power Run
  • Multiple Zone Run
  • Multiple Power Run
  • Spread
  • Run and Shoot

Defensive Schemes

  • Base 4-3
  • Multiple 4-3
  • Base 3-4
  • Multiple 3-4
  • Tampa 2
  • 46 Defense

Import Draft Classes

Also, despite not having an NCAA Football game to import draft classes from — the Madden team has made it possible to create draft classes to import into Madden anyways.

Creating and sharing a draft class is easy. Start with an auto-generated class and edit as much or as little as you want. While on the main Scouting menu, press the “Edit Players” button to kick off the process. Choose to edit the current class or import/download another one. If you edit the current class, then you will be taken to a spreadsheet that reveals everything about the 450 players in the current draft class. Easily move players up and down the draft projection using the “swap” and “insert above” tools. Select each player and edit his Player Info, Appearance, Equipment, Ratings, and Player Traits.

Specialist Positions

New to Madden this year are new specialist positions on your depth chart which will allow you to more closely customize your roster and fill it out with niche players. These will automatically be subbed into specific formations.

Nickel and Dime defenses now use Rush Left End (RLE), Rush Defensive Tackle (RDT), Rush Right End (RRE), Sub Linebacker (SUBLB), and Slot Cornerback (SLCB) positions. These players are best for downs when the offense is likely to be throwing the ball. For RDT, RLE, and RRE, this means that the run stoppers are leaving the field and the pass rushers are stepping in. The CPU won’t put in a player that has low pass rush moves in this position. For Sub Linebacker, the best pass coverage linebacker will fill this spot. Your Slot Corner will be the best players on your team using the Slot Corner OVR, but will not fill with CB1, CB2, FS1, or SS1 unless their archetype is Slot Corner.

New Player Ratings

Also new this year are 11 new player ratings.

  • Break Tackle: Determines broken tackle success for ball carriers vs standard tackles (not Hit Sticks or Cut Sticks).
  • Break Sack: Determines whether the QB will escape a sack inside the pocket.
  • Throw Under Pressure: Determines passing accuracy when throwing under pressure.
  • Run Block Power: Determines success chance for Drive, Down, and Power Double Team blocks on plays like Toss and Power O.
  • Run Block Finesse: Determines success chance for Zone, Reach, and Zone-Double Team blocks on plays like Outside Zone and Stretch.
  • Lead Block: Determines success chance for blockers leading from the backfield or pulling from the line.
  • Pass Block Power: Used versus defensive power moves.
  • Pass Block Finesse: Used versus defensive finesse moves.
  • Short Route Running: Used when running short routes (Slant, Drag, etc.).
  • Medium Route Running: used when running medium routes (Curl, Dig, etc.).
  • Deep Route Running: Used when running deep routes (Corner, Streak, etc.).

There’s More

We won’t spoil all the surprises for Madden NFL 19’s Franchise Mode, but you can read the rest on EA’s site.

We will continue to have more coverage of Franchise as we move forward towards release in a couple of months!

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Discussion
  1. I just woke up hoping this was the first thing I saw, and it was! Be back for more thoughts.
    EDIT: Well, can't say I'm super impressed since all of the knowledge in the blog we already knew, but I can't say I'm upset. I think they added some great things to Franchise this year and I'm excited to give these new features a try. The new UI and backgrounds give it the "fresh coat of paint" I was looking for. Only thing I wish we could have seen more are screenshots of the NFL draft event since they didn't really show us anything.
    So disappointed tbh , absolutely nothing that wasn't already known , terrible marketing to hold nothing back and leave the blog feeling empty imo
    I guess no 32 team control? So you have to switch teams back and forth as in past? Correct me if I'm missing something. Nothing about custom coach creation. Overall a nice facelift to franchise.
    Cool but nothing we didn't previously hear. I think these additions will be good, though I fear the progressions system possibly being overpowered and leading to too much growth.
    What I want to hear more than anything is about AI play calling. To me that's the biggest problem with CFM.
    Ugh if coordinators were in this year (even generic ones), this would’ve been an amazing CFM year. But overall these changes don’t do anything for me except custom draft classes. Looking forward to presentation to see if they did anything in game for CFM
    Lol at “patriots player Danny amendola will play in the slot” but he went to the dolphins?
    Being a franchise offline sim style player, I like the changes. I wish FA got a update but the gameplay is good and we can still edit contracts for the Rfa if we have to. Not ideal.
    Don’t care about custom teams, custom logos, ect. The more has decent changes, so I’m pretty happy.
    Also, just hope logic for cpu is solid and it looks much better than 18
    Sent from my iPhone using Operation Sports
    T4VERTS
    There is more to the story this year.

    Are they even talking about changing up contracts, player demands, and CPU roster management? These seem like such big things. Players need to be asking for more realistic amounts of money...
    On a positive note, it is nice to see that it is official that created draft classes can be shared and downloaded.
    Hoping beyond hope that there will be some interviews this week that answer some of our unanswered questions. As of right now, this is a pretty unimpressive blog.
    It's not like they're required to tell us something we didn't already know, but they did tease "All these features and a few more will be revealed next week!" And yet here we are with no new info.
    It is what it is. My fear after reading about schemes is that you're going to be forced into a pretty vanilla scheme. Your X and Y receivers will have to be the same archetype according to your scheme and it sounds like there's no distinction between your left and right tackles (pass blocking vs. run mauler, for example). No distinction between RDE and LDE, 3 technique DT vs 1 technique DT, etc. If you're going to go all-in on a scheme system and updated depth-charts, those things are musts.
    Further, we have made rookie superstars extremely rare as part of our generated classes – they’re the ultimate reward of the scouting and draft process.

    This caught my eye. If the scouting process is the same as before (unlock 3 traits and nothing else), then that sentence is a complete joke. I'm hoping beyond hope there's more to reveal about how user scouting works. And, for the love of all things Madden, please tell me there's some sort of different way league news will be presented--snapshots are great, but I already know what happened in my games. I was there.
    Edit: Didn't want it to make it sound like I wasn't excited about some of these changes. They're a big step in the right direction and I'm thrilled CFM is getting some love. I'm just cautious about scheme fits and think that scouting HAS to be overhauled in order for any of this to matter.
    PhillyPhanatic14
    Are they even talking about changing up contracts, player demands, and CPU roster management? These seem like such big things. Players need to be asking for more realistic amounts of money...
    On a positive note, it is nice to see that it is official that created draft classes can be shared and downloaded.

    Yes, I’m working to get an interview with John to discus a couple things about the future and what it may look like and why.
    Not exactly much that we didn't already know, but all of these changes sound pretty good to me. The draft class creator seems to be more in-depth than I personally expected. Displaying rating ranges/overalls for each archetype was a really nice touch. The rating ranges in particular is something that even 2K hasn't included in their basketball game so that was a really pleasant surprise.
    Based on the screenshots, it looks like rookies will tend to be too old in the generated draft classes again.
    I was glad to hear that they'll automatically sub in the 3rd down back for some shotgun formations and I was glad to hear more about the logic that goes into the specialist positions for the AI.
    I'm still kinda wondering how the "immersive environments" section works. Will there be a load time for me to go from coach's office to locker room or will it all be seamless?
    Regarding the draft, I'm still disappointed that it sounds like it'll be another year of the incredibly weak scouting system. Also disappointed to see that drafted players aren't walking out on stage like they seemed to imply at E3; it just shows them already in full uniform instead.
    The snapshots looks like it'll be a little touch that I personally love.
    I also liked the tweaks about the development traits; hopefully that all works as intended because it sounds like a nice change.

    Good thing we can edit and make our own draft classes, because 5 of the Top 7 having an overall of 80+ is crazy.
    Also, for those who use the random draft classes, I hope they fine-tuned it and there isn't an enormous influx of 24+ year old rookies.
    Good info but idk why we get a “deep dive” blog that just regurgitates the same info we had a week ago. Either way it’s welcome additions to a stale CFM. My online CFM will be fun this year.
    T4VERTS
    Yes, I’m working to get an interview with John to discus a couple things about the future and what it may look like and why.

    Cool thanks man.
    This is cool- "If your coach has won a Super Bowl, you’ll see a Lombardi trophy on the shelf."
    I wonder if you win multiple if you'll see all of them. Same with Coach of the Year, Conference Championship, and other awards. Definitely a cool step towards a trophy case.
    Did they reveal the new ratings at EA Play? (I mean the specifics, not just the fact that new ones exist).
    This blog is the first I've seen that actually name and describe them.
    bcruise
    Did they reveal the new ratings at EA Play? (I mean the specifics, not just the fact that new ones exist).
    This blog is the first I've seen that actually name and describe them.

    They were definitely named at some point before this article, but the descriptions are new I think
    Can't say I am surprised as the blog is also a piece of marketing for them as not everyone reads these forums or Reddit to know what changes are coming. They use the blogs to sell the game to new and existing customers.
    Disappointed as was hoping for this some small bits that add to the immersion but these still may come.
    l8knight1
    I guess no 32 team control? So you have to switch teams back and forth as in past? Correct me if I'm missing something. Nothing about custom coach creation. Overall a nice facelift to franchise.

    I want to assume this wasn't talked about because it is already a feature in the game, but I hope it wasn't removed.
    The info was mostly of what we already knew was in the game this year. Was hoping they added some more small things. I like that no starting HB, WR, CB or S will be returning kickoffs. They made improvements to the QB AI and the AI play calling so I was hoping to hear they also made improvements to the AI roster management but was let down when I didn't see anything about it.
    Yeah...THAT Guy
    Not exactly much that we didn't already know, but all of these changes sound pretty good to me. The draft class creator seems to be more in-depth than I personally expected. Displaying rating ranges/overalls for each archetype was a really nice touch. The rating ranges in particular is something that even 2K hasn't included in their basketball game so that was a really pleasant surprise.
    Based on the screenshots, it looks like rookies will tend to be too old in the generated draft classes again.
    I was glad to hear that they'll automatically sub in the 3rd down back for some shotgun formations and I was glad to hear more about the logic that goes into the specialist positions for the AI.
    I'm still kinda wondering how the "immersive environments" section works. Will there be a load time for me to go from coach's office to locker room or will it all be seamless?
    Regarding the draft, I'm still disappointed that it sounds like it'll be another year of the incredibly weak scouting system. Also disappointed to see that drafted players aren't walking out on stage like they seemed to imply at E3; it just shows them already in full uniform instead.
    The snapshots looks like it'll be a little touch that I personally love.
    I also liked the tweaks about the development traits; hopefully that all works as intended because it sounds like a nice change.

    So Haumiller lied again?
    I'm happy that Custom Draft Classes finally made their way back but I'm not sure if it's enough to get my to buy this year. Franchise is still extremely stale to me. They really need something that would add some life into it like player personality, player morale, and a coaching carousel. That way it doesn't feel like something I've done 100 times before.
    All of that XP this and XP that stuff is a big turnoff to me. I wish that they would adopt NBA 2K's training were you just pick what you want each player to focus on and can basically forget about it for as long as you want. The just drop XP and make progression based on a mix of performance, player potential and training. I don't know anything seems better than the mundane method of applying XP.
    PhillyPhanatic14
    No re-worked contracts, CPU roster management, or open/closed roofs. Nothing new that haven't known since last week. That's pretty weak sauce.

    John White might not care about those things you mentioned. he need to know better from fans who want cpu roster management need to be overhauled and add option for open/closed roof

    We want you to live in your Franchise and want to help you tell the stories of each game.

    Hopefully there will be a very comprehensive website for online integration in this years game, that, btw, wasn't mentioned.
    If they want us "to live in our franchise" you have got to put this game in our face when we can't be sitting in front of our console. period.
    I’m guessing relocation and custom coaches are gonna be the same as last few years??
    I like the added details, but it will be interesting to see how long it will take to load between the different screens.
    Sent from my iPhone using Operation Sports
    L_O_B_27
    So Haumiller lied again?

    I'm not sure, but GameInformer published an article saying that "players will come out on stage and even strike a pose". That doesn't seem to be the case based on this blog though.
    I'm sure that it was stated that 15 new ratings have been added , assuming I can still count at my advanced age , that lists 11 , anybody know the other 4 ?
    A few good things in there. Sad there is no 'Team Builder' like feature to fully customize and upload team designs for relocation or rebranding/customizing the league. NCAA 14 and the NBA 2K games have that. Guess there's hope for some of that stuff using PC mods...
    Was also hoping they would take the franchise ticker a step further with in-game updates/highlights like NCAA 14 has. It seems the snapshots feature is similar to the NCAA photos/videos in the dynasty mode.
    Yeah...THAT Guy
    I'm not sure, but GameInformer published an article saying that "players will come out on stage and even strike a pose". That doesn't seem to be the case based on this blog though.

    I think the second screenshot in the section about the draft is how this is represented
    These are some nice and much needed additions, for sure. I know I'm gonna have to win 1 Lombardi trophy to see it displayed in my coaches office. I'm still not sure how much more these things will hold me, though. At the very least I should run through my full EA Access trial. If I do that then I'll probably buy the full game at launch.
    Sent from my SM-G900V using Operation Sports mobile app
    ijumpedthegun

    This caught my eye. If the scouting process is the same as before (unlock 3 traits and nothing else), then that sentence is a complete joke. I'm hoping beyond hope there's more to reveal about how user scouting works.

    This really stood out for me as well. I sure hope the scouting was improved on because the scouting in ‘18 is extremely shallow. I thought scouting and the draft would be the #1 community request but happy for the people that wanted custom draft classes so bad.
    I’ve learned that if EA is not talking about something then we should assume it is unchanged.
    I’m going to save all my questions for when T4 gets his interview setup.
    not only is none of this really news, but the way they detailed some of the things makes them sound less exciting then I had hoped, like the draft. im happy about the new features but this blog is a bummer thats for sure.
    O-Lineman will have an attribute for pass blocking against power moves and an attribute for pass blocking finesse moves.
    Now if you have a guy who is great with power moves you can beat a lineman that may have low power move defense, but high finesse move blocking.
    This is really cool.. Now you can gameplan which pass rusher you want to attack each lineman.. Am I the only one impressed?
    pimpycraig
    O-Lineman will have an attribute for pass blocking against power moves and an attribute for pass blocking finesse moves.
    Now if you have a guy who is great with power moves you can beat a lineman that may have low power move defense, but high finesse move blocking.
    This is really cool.. Now you can gameplan which pass rusher you want to attack each lineman.. Am I the only one impressed?

    This is the kind of thing most people don't start getting to for a couple days haha. Yes, this is the kind of thing that adds depth into how you plan.
    Yeah...THAT Guy
    I'm not sure, but GameInformer published an article saying that "players will come out on stage and even strike a pose". That doesn't seem to be the case based on this blog though.

    I thought they would only be on stage if they met certain criteria (superstar development trait?).
    BleedGreen710
    not only is none of this really news, but the way they detailed some of the things makes them sound less exciting then I had hoped, like the draft. im happy about the new features but this blog is a bummer thats for sure.

    This is exactly how I feel right now how did the E3 franchise news give me more excitement then the actual EA blog? Besides hearing the same thing we already knew we hear the draft isn't as exciting as it was betrayed to be smh.
    pimpycraig
    O-Lineman will have an attribute for pass blocking against power moves and an attribute for pass blocking finesse moves.
    Now if you have a guy who is great with power moves you can beat a lineman that may have low power move defense, but high finesse move blocking.
    This is really cool.. Now you can gameplan which pass rusher you want to attack each lineman.. Am I the only one impressed?

    If this works properly it's definitely an improvement , but I'm sure this info was known previously ? 15 new ratings
    Pardon my ignorance but looking at the draft classes portion, are we editing in franchise mode and outside? And what’s “import local file”? Is that a file already downloaded? And how would we share a class?
    KillerFart
    Pardon my ignorance but looking at the draft classes portion, are we editing in franchise mode and outside? And what’s “import local file”? Is that a file already downloaded? And how would we share a class?

    Traditionally, "import local file" is something you've already downloaded and saved to your system.
    Like downloading rosters or playbooks. You download them and save them to your system, then "import" them into your specific franchise. Or it could be a file you created yourself.
    Even though the blog was what we already knew, it's still enough improvements for me to buy this year. Looking forward to it actually, especially since we'll have many excellent draft class makers in the community. :)
    I have concerns about dynamic dev trait based on performance. I feel that performance should have a role but not be the determiner of the trait change. It will lead to a total imbalance potentially. If you have 2 bad seasons, you may never be able to climb back out because all your players traits drop. Last years performance and future "progression" really have nothing to do with each other.
    Take Jared Goff for instance. He was terrible as a rookie and a pro bowler the next year. So after year 1 he drops to normal and then after year 2 he goes to superstar? In reality he should have started and stayed on superstar but his initial ratings should have started low.
    There are also plenty of instances of players having a great only to be bad after that.
    Trait changes should be random and be influenced by injuries, coaching changes or at least scheme changes, etc.
    Sent from my SM-G960U using Tapatalk
    TDKing
    So i have to go to a gallery to see other teams snapshots? Not what i was expecting :(
    Sent from my VS985 4G using Tapatalk

    No they are going to be used in the news feed as well with the stories.
    So... What did we have these different archetypes in the last game for? What did they do, attach meters to it now? You can see the coach in his office? What the hell does that supposed to do for the game? They are taking things that appeared in many other maddens prior to this and just recycling them and making a big deal out of it. If you are going to take that approach, there are better options to do that with.
    @T4Verts: Any idea if XP sliders are still in? This seems like a pretty drastic change to XP/Progression since XP itself isn't directly used in upgrading players anymore - it's only a means of getting the Skill Points that actually improve a player. Wondering if the XP sliders made the cut in this new system.
    I love it!
    BUT, what is up with the abundance of 23-24 year old rookies. It's right there on the screenshot. How do they not fix this? It's so simple. They should be 23 at the very latest, with most being 21-22. Some even 20!
    not to undermine the blog but i found it MEH. i was expecting new info from how they framed it earlier at e3. this was just the same info regurgitated with slightly more detail. im just kinda mehhh about 19 so far.
    i am interested to see more raw video of the real player motion and see the interactions and tackling play out more, but im overall unimpressed. i guess its just im falling out of love with madden and im a player since '92 on genesis. i will probably get it since i skip a yr now and buy every other yr. its like unless they go hard on franchise and gameplay and take some risk and go to 2k levels of additions (my GM and its level of detail) i will probably stop buying after 19.
    PS: my fav madden of all in terms of gameplay, fun, and franchise depth, is hands down madden 07 on ps2 for reference.
    Overall, I thought this was a pretty good explanation of what we knew. I'm excited for franchise mode. However I was a little bit intrigued by the disclaimer at the bottom of the blog that "presentation and content subject to change". Maybe....just maybe... little presentation tidbits received an upgrade in franchise mode.
    Sent from my XT1650 using Operation Sports mobile app
    eric7064
    I love it!
    BUT, what is up with the abundance of 23-24 year old rookies. It's right there on the screenshot. How do they not fix this? It's so simple. They should be 23 at the very latest, with most being 21-22. Some even 20!
    Customization makes this a non issue. Just change it if it is not to your liking.
    Sent from my SM-G960U using Tapatalk
    jsteele14
    Customization makes this a non issue. Just change it if it is not to your liking.
    Sent from my SM-G960U using Tapatalk

    That's not the point. I've had to go in each class after the draft every year and change it. Which is great to have that option, but I should not have too. How many 24 year olds were drafted this year? It's about being realistic. Been an issue for years. I know it's not HUGE and i can change it. Not the point
    bcruise
    @T4Verts: Any idea if XP sliders are still in? This seems like a pretty drastic change to XP/Progression since XP itself isn't directly used in upgrading players anymore - it's only a means of getting the Skill Points that actually improve a player. Wondering if the XP sliders made the cut in this new system.

    They're still in. XP isn't used to directly upgrade attributes but it's still used as a means to acquire the skill points.
    i'm on the fence about the schemes, though some think it's cosmetic, not being able to just change your QB's archetype in your scheme presents a new challenge. you really have to change your whole scheme to facilitate one position it seems. if to get that 99/100% scheme fit team, some sacrifices will be made.
    also i'm not sure if that rating range on the create a class screenshot is what could fluctuate during the scouting based on the rating you entered or if that's the range in general for elite, good, etc. for keeping a prospect in-line with default classes.
    The office view is a step towards the Head Coach title. That simple change, which I hope will continue to be improved upon moving forward, makes me happy.
    I am very interested in the 11 new ratings. I hope they work as a means to further differentiate between players, as well as provide more strategic options when drafting, signing and setting up depth charts, as well as subbing in games.
    One of the previous reveals I liked was the fact that 91 is no longer the threshold. I hope player ratings result in a smooth progression in the quality appearance on the field.
    Obviously going from 83 to 84 should be almost unnoticeable, but I hope there we be a reason to select an 86 over an 81 zone cover guy, for example. In M18 I feel there is no reason to bother upgrading a player who is within a 9 or 10 point range because 80 or 81 is just as good as an 89.
    But, I would update a 79 to 80 or 81 zone..
    Slightly underwhelmed, seems like they are once again trying to simplify things again to make the game more accessible.  I could be wrong, but this seems to be trending in the opposite direction of what I would like to see.  Go deeper not wider with CFM.
    scitychamps87
    Update: After reading Shop's Twitter feed, it appears there's a big franchise feature that was not in the blog today. Praying this is presentation related.
    Sent from my XT1650 using Operation Sports mobile app

    Any idea if it's in those super long videos Josh posted? Trying to decide whether it's worth watching those haha
    Custom draft classes are going to be a huge improvement. I'm apparently one of the few people who played a ton of CFM (I'm in my tenth total CFM season, I've started three different ones) and I will likely play many seasons in '19.
    Reducing ratings and the ages of prospects will add a lot to CFM. It's far too easy to rebuild in '18. I can get the Jets from bottom of the barrel to a few rounds into the playoffs in 2-3 years while having a loaded young core. It will be great to struggle during your rebuild and not find a ton of young gems.
    ehh
    Custom draft classes are going to be a huge improvement. I'm apparently one of the few people who played a ton of CFM (I'm in my tenth total CFM season, I've started three different ones) and I will likely play many seasons in '19.
    Reducing ratings and the ages of prospects will add a lot to CFM. It's far too easy to rebuild in '18. I can get the Jets from bottom of the barrel to a few rounds into the playoffs in 2-3 years while having a loaded young core. It will be great to struggle during your rebuild and not find a ton of young gems.
    Or at least hope that the AI is also doing their homework and drafting the players you were hoping to get to slow your rebuild effort.
    Sent from my SM-G960U using Tapatalk
    Ok good, guess i misunderstood the blog sounded like only my snapshots were gonna be in the news feeds and stories and the rest of the league in the gallery. Thanks for the clarification.
    T4VERTS
    No they are going to be used in the news feed as well with the stories.

    Sent from my VS985 4G using Tapatalk
    scitychamps87
    Update: After reading Shop's Twitter feed, it appears there's a big franchise feature that was not in the blog today. Praying this is presentation related.
    Sent from my XT1650 using Operation Sports mobile app

    That was yesterday, people called him on it and they took it out.
    It wasn't in the blog but Shopmaster said that Schemes will change with a coach. I'm glad that Schemes won't stay the same even if you bring in a new coach.
    roadman
    No, EA took out what Shop was referring to yesterday. Who knows when it will be re-introduced.
    Thanks for the clarification. Well, this has me excited. My guess would be it has to do with something that would be in a future blog post like graphics or presentation
    Sent from my XT1650 using Operation Sports mobile app
    Of course its not everything we wanted, but having the Lomardi trophy in your office after a super bowl win is a small but rewarding new feature for franchise guys. I was hoping for a little bit more presentation on the draft. Its just a background of the stage they slapped on there....meh... Not really the TV broadcast style we would all have hoped for.
    I am looking forward to seeing how my team does if i change my scheme from year to year based on the players I have. This is how usually a team like the Patriots and Belichick build their teams. They draft players that can do more than one thing so they can have a very complicated diverse defense and offense. Belichick sometimes changes his scheme year to year to get the most out of the players he has. Use your strengths not your weaknesses. And draft a diverse defense that can do multiple things to take away the offenses strengths. Looking forward to implementing this kind of system into my scheme. Overall not too shabby.
    here is a more detailed version of my thoughts
    I like that superstar will be hard to keep but I really dont like how they said to keep superstar dev you have to be leading in stats categories. it was already frustrating enough losing out on huge XP/development trait bonuses by barely missing the pro bowl or end of season awards, now I am just getting set up to be frustrated when my guy loses his precious "only 1-3 in each draft class" superstar development trait because he had 1 less sack then some other guy. stuff like that, awards, stats, accolades, has little effect on the development of football players. but is so important in Madden. I wish they would change that.
    In addition, the draft looks underwhelming. the whole draft stage and your draft pick walking out and striking a pose looks more like a back drop, similar to seeing your coach at his desk when managing your roster. very disappointing considering what was teased. and why are there so many high rated players, and 24 year olds? and assuming the scouting is unchanged how are we supposed to find the 1-3 superstars in each draft besides dumb luck? UGH! that top pick looks like a beast though, 308lbs and 81 speed.
    I love the new progression system. the fact its randomized when you choose to upgrade is a step in the right direction in my opinion. picking and choosing specific attributes was totally unrealistic, and the fact the CPU would ALWAYS choose to upgrade the same things for each position lead to players all ending up the same as your franchise progressed further and further. im assuming the CPUs progression will also have this randomization factor so im hopeful that problem will be gone.
    I love the new ratings. the new o-line blocking ratings create a nice chess match as you can try to exploit weaknesses by attacking with your finesse guys vs their power guys for example. the route running is awesome too, helps separate similar receivers and adds another element of strategy to building your offense. combined with the new archetypes im really excited to try different schemes and strategies this year. I felt the old schemes system was clunky, this years looks very clean and polished.
    the fact that this didn't really provide us with any new feature announcements, combined with the negative things I talked about, leaves me feeling very underwhelmed by this franchise blog. but still hopeful for the game as a whole (as is tradition).
    This is a very underhelming blog. I got to say this info just got EA'd. I felt really good about cfm a week ago. I thought this blog would release more info and changes. I was hoping for info on fixing contracts in cfm. Players signing for a fraction of what they would in real life which ruins FA in Madden as every team can sign any player and very few players even hit FA. I would think this fix would be a very simple one.
    I am not asking for much but I really think they needed to touch everything broken in CFM this year. Contracts, FA, Trades, and Scouting. How hard would it be to have the CPU sign every player to a higher %.
    I am hoping that contracts just is not something sexy EA wants to talk about and it will be better in M19. But I bought every Madden ever out and I no better. If EA doesn't mention it 99.99% chance its not touched.
    roadman
    No, EA took out what Shop was referring to yesterday. Who knows when it will be re-introduced.

    That's not how I read that reply ..I read it as he took that bit out if his video interview
    BleedGreen710
    here is a more detailed version of my thoughts
    I like that superstar will be hard to keep but I really dont like how they said to keep superstar dev you have to be leading in stats categories. it was already frustrating enough losing out on huge XP/development trait bonuses by barely missing the pro bowl or end of season awards, now I am just getting set up to be frustrated when my guy loses his precious "only 1-3 in each draft class" superstar development trait because he had 1 less sack then some other guy. stuff like that, awards, stats, accolades, has little effect on the development of football players. but is so important in Madden. I wish they would change that.
    In addition, the draft looks underwhelming. the whole draft stage and your draft pick walking out and striking a pose looks more like a back drop, similar to seeing your coach at his desk when managing your roster. very disappointing considering what was teased. and why are there so many high rated players, and 24 year olds? and assuming the scouting is unchanged how are we supposed to find the 1-3 superstars in each draft besides dumb luck? UGH! that top pick looks like a beast though, 308lbs and 81 speed.
    I love the new progression system. the fact its randomized when you choose to upgrade is a step in the right direction in my opinion. picking and choosing specific attributes was totally unrealistic, and the fact the CPU would ALWAYS choose to upgrade the same things for each position lead to players all ending up the same as your franchise progressed further and further. im assuming the CPUs progression will also have this randomization factor so im hopeful that problem will be gone.
    I love the new ratings. the new o-line blocking ratings create a nice chess match as you can try to exploit weaknesses by attacking with your finesse guys vs their power guys for example. the route running is awesome too, helps separate similar receivers and adds another element of strategy to building your offense. combined with the new archetypes im really excited to try different schemes and strategies this year. I felt the old schemes system was clunky, this years looks very clean and polished.
    the fact that this didn't really provide us with any new feature announcements, combined with the negative things I talked about, leaves me feeling very underwhelmed by this franchise blog. but still hopeful for the game as a whole (as is tradition).
    Agree completely about the dev trait based on performance. I wrote something earlier about the same thing. Past performance has no effect on future "progression." It should certainly be a helpful indicator of future stats assuming the player at least maintains similar abilities but progression is improvement above the previous year. The magnitude of improvement is totally unpredicable year to year. It is like 2nd derivative stuff back in high school algebra.
    Sent from my SM-G960U using Tapatalk
    I really don't like how the defensive specialists works, now every time I call a run out of a 3WR set the cpu will have it's pass rushers on the field which gives me a huge advantage...unless they magically call a base defense every time I choose a run just like they call a goaline set every time I call a run at the goaline no matter the formation
    Kick Returners (KR) and Punt Returners (PR) got some love as well. The CPU will never have a starting HB, WR, CB, or S as a Kick Returner. The CPU will use starters to return punts if their Kick Return rating is high enough, though. This means that guys like Antonio Brown will be back there during punts, but won’t see the field during kickoffs.

    Thank you god.
    You can talk about how this and that is going to work.Gamers want GAMEPLAY! This will tell us exactly what is missing and whats working.Funny how they show nothing, til around release date.Not holding my breath!
    That's one of the prices we here pay for being for so hardcore, already knowing all the information in the blog. If we didn't know any of that beforehand most of us would be fairly pleased with the blog, IMO. You're always going to have a certain percentage of people who just are down on Madden info no matter what though.
    I just tweeted to John and Ben about the 24 year-olds, hopefully they can tune that before lockdown.
    The majority here are always going to hate XP not being under the hood, but if coordinators come in next year as expected, I think that the disdain will decrease to only just the most militant anti XP folks.
    I figured that some people would be upset about the drafted players not actually coming out onto the stage, but what we saw makes more sense from a time and resource perspective even if it is exponentially less cool.
    I feel like with the scheme fit, new ratings, RPM, the tacking momentum system & physics, getting players that fit what you want to do will actually matter. It's going to be interesting to see if Users will still draft the 95 speed guy who is a 66 archetype in scheme, because, Madden, Speed.
    The best tidbit to come out in draft was the CPU KR change. I've been hitting them up about that for a couple of years now.
    BleedGreen710

    I like that superstar will be hard to keep but I really dont like how they said to keep superstar dev you have to be leading in stats categories. it was already frustrating enough losing out on huge XP/development trait bonuses by barely missing the pro bowl or end of season awards, now I am just getting set up to be frustrated when my guy loses his precious "only 1-3 in each draft class" superstar development trait because he had 1 less sack then some other guy. stuff like that, awards, stats, accolades, has little effect on the development of football players. but is so important in Madden. I wish they would change that.

    This is where it becomes hard though. Where do they draw the line? Regardless, it has to be an objective line. So you could make it 6-8 sacks for a rookie pass rusher for example, but then will people be upset that they had 5.5 and don't get it?
    I agree that stats don't tell the whole story, but then where do we draw the objective line? And the reason I'm asking is because very clearly we, as a community, need to give better advice. EA is horrific at taking advice and translating it into results, so I'd like to see us become more strategic in our soloutions. If that makes any sense. Not trying to call you out, but it's just something I've been thinking abotu a lot.
    BleedGreen710
    here is a more detailed version of my thoughts
    I like that superstar will be hard to keep but I really dont like how they said to keep superstar dev you have to be leading in stats categories. it was already frustrating enough losing out on huge XP/development trait bonuses by barely missing the pro bowl or end of season awards, now I am just getting set up to be frustrated when my guy loses his precious "only 1-3 in each draft class" superstar development trait because he had 1 less sack then some other guy. stuff like that, awards, stats, accolades, has little effect on the development of football players. but is so important in Madden. I wish they would change that.
    In addition, the draft looks underwhelming. the whole draft stage and your draft pick walking out and striking a pose looks more like a back drop, similar to seeing your coach at his desk when managing your roster. very disappointing considering what was teased. and why are there so many high rated players, and 24 year olds? and assuming the scouting is unchanged how are we supposed to find the 1-3 superstars in each draft besides dumb luck? UGH! that top pick looks like a beast though, 308lbs and 81 speed.
    I love the new progression system. the fact its randomized when you choose to upgrade is a step in the right direction in my opinion. picking and choosing specific attributes was totally unrealistic, and the fact the CPU would ALWAYS choose to upgrade the same things for each position lead to players all ending up the same as your franchise progressed further and further. im assuming the CPUs progression will also have this randomization factor so im hopeful that problem will be gone.
    I love the new ratings. the new o-line blocking ratings create a nice chess match as you can try to exploit weaknesses by attacking with your finesse guys vs their power guys for example. the route running is awesome too, helps separate similar receivers and adds another element of strategy to building your offense. combined with the new archetypes im really excited to try different schemes and strategies this year. I felt the old schemes system was clunky, this years looks very clean and polished.
    the fact that this didn't really provide us with any new feature announcements, combined with the negative things I talked about, leaves me feeling very underwhelmed by this franchise blog. but still hopeful for the game as a whole (as is tradition).

    I agree with most of your thoughts here. However, I am ok with the development trait changing based on performance. While I understand the frustration with the system, it has to be based on something. Some guys do make big jumps in a year and then backslide the next or even the rest of their careers. I think helps to replicate that.
    As for finding the few superstar traits in the draft, it is largely dumb luck in the real NFL. No one, and I mean no one ever thought Tom Brady would turn out to be the QB is he. The Patriots just got lucky. I think the draft is a very difficult thing for any video game to do well because of all of the uncertainty in real life. Think of all of the draft analysts who claim this guy or that guy is a sure bet, amazing player and then the player(s) turn out to be horrible. There are ways that could be addressed in the game, but so far it has never been done well in any football video game.
    I would love to see a system where you hire your scouting team and it actually matters. Not by how many points you get per week, but by accurate they are in terms of rating the guys. Still, they can be wrong and should be.
    I am hoping that with the new archetype system the AI uses it correctly in the draft too, but I also hope that they will still sometimes pick the best player available. As in real life that could have negative effects on the player as well and this is where the development trait can come in. If a West Coast team takes a strong arm QB with Superstar Development his overall should be lower. He should not perform as well in that system. As a result, his stats should not be as great as they could be due to the system. The in-game result is that he loses his Superstar Development. He is still getting better, but it could ruin his career overtime. Perhaps he will still have a good career, but not as great as it could have been due to the poor system match. This things happen in the NFL all of the time.
    Now, truth be told, I know the system will not work the way it should or exactly how I explained it, but I hope what I said makes sense on some level. lol
    Sorry about the long post.
    I'll take it. We already knew about all the changes for this version of Madden. I'm excited though assuming everything works as intended. Good to see progress being made to CFM.
    Part of the reason the Dev changes is because it helps stave off regression now. So if you have a league leading WR who is older you want to reward them by not regressing and SS helps fight that off. Older guys who aren't producing will start to fall down which can accelerate their regression.
    BleedGreen710
    here is a more detailed version of my thoughts
    I like that superstar will be hard to keep but I really dont like how they said to keep superstar dev you have to be leading in stats categories. it was already frustrating enough losing out on huge XP/development trait bonuses by barely missing the pro bowl or end of season awards, now I am just getting set up to be frustrated when my guy loses his precious "only 1-3 in each draft class" superstar development trait because he had 1 less sack then some other guy. stuff like that, awards, stats, accolades, has little effect on the development of football players. but is so important in Madden. I wish they would change that.

    Agreed completely. I'm good with how little Superstars there will be but like you said, I feel like if my player isn't completely dominant year to year, he'll lose that SuperStar trait and go to just Star.
    T4VERTS
    This is the kind of thing most people don't start getting to for a couple days haha. Yes, this is the kind of thing that adds depth into how you plan.

    They had this a couple years ago, or at least they said they did. It was something about footwork/strength (somebody help me out with this) where one was for blocking against finesse moves the other for power moves. Then they took the code out after a year or two and left the attributes/ratings in that effected overall but apparently did nothing on the field. Until they took the attributes away. So this isn't some new feature.
    Does anyone know if they fixed the issue where a player's prior teams aren't shown on their stats page? They took this out a couple of Maddens ago and it drives me nuts, especially with how much turnover there is in the NFL.
    extremeskins04
    Agreed completely. I'm good with how little Superstars there will be but like you said, I feel like if my player isn't completely dominant year to year, he'll lose that SuperStar trait and go to just Star.

    Which is by design, think of the SS being the debate we have each year about who the top QB or WR in the league is. Star is still a really valuable trait.
    bucky60
    They had this a couple years ago, or at least they said they did. It was something about footwork/strength (somebody help me out with this) where one was for blocking against finesse moves the other for power moves. Then they took the code out after a year or two and left the attributes/ratings in that effected overall but apparently did nothing on the field. Until they took the attributes away. So this isn't some new feature.

    It wasn't quite the same mechanic.
    T4VERTS
    Part of the reason the Dev changes is because it helps stave off regression now. So if you have a league leading WR who is older you want to reward them by not regressing and SS helps fight that off. Older guys who aren't producing will start to fall down which can accelerate their regression.

    I understand what you are saying but man is that not a good way of doing that. You do not need to be a super star to not regress quicker than others. Look at RBs, they are superstars one year and then out of the league shortly after. Some average players can stay in the league a long time but they maintain their skills even though they were never stat monsters. I keep writing this so this will be my last mention of this, but dev traits and past stats should be completely disconnected.
    How do I handle a rookie now who is not quite a good as an older player? Just to get his "dev trait" higher, I am going to have to fully start that younger player and bench the other guy to gather as many stats as possible. Having said that, I do think "playing time" should be considered when progressing in season but stats alone should not and off season progression should be be independent.
    jsteele14
    I understand what you are saying but man is that not a good way of doing that. You do not need to be a super star to not regress quicker than others. Look at RBs, they are superstars one year and then out of the league shortly after. Some average players can stay in the league a long time but they maintain their skills even though they were never stat monsters. I keep writing this so this will be my last mention of this, but dev traits and past stats should be completely disconnected.
    How do I handle a rookie now who is not quite a good as an older player? Just to get his "dev trait" higher, I am going to have to fully start that younger player and bench the other guy to gather as many stats as possible. Having said that, I do think "playing time" should be considered when progressing in season but stats alone should not and off season progression should be be independent.

    They reworked goals and awards a bit, so to your rookie point I think he will be okay. People are locked into what SS used to represent, think of Star as that now and it'll be as rampant as SS was before. SS is really meant for just the top guys and it's a bit of a reward for them, but still regression can occur even with it. SS is just a modifier to the regression probabilities.
    bucky60
    They had this a couple years ago, or at least they said they did. It was something about footwork/strength (somebody help me out with this) where one was for blocking against finesse moves the other for power moves. Then they took the code out after a year or two and left the attributes/ratings in that effected overall but apparently did nothing on the field. Until they took the attributes away. So this isn't some new feature.

    I went back and found this a few times, one said from EA. Another said it was directly from Ian Cummings but the article it comes from is no longer available. Pretty much exactly what you said:
    - Pass Block Strength: Replacement for general "Pass Block" rating when choosing to win or lose while pass blocking. PB Strength determines how well the player performs when the defender is performing power moves against him.*
    - Pass Block Footwork: Replacement for general "Pass Block" rating when choosing to win or lose while pass blocking. PB Footwork determines how well the player performs when the defender is performing finesse moves against him. Scales the speed of initial moves at the snap, as well as the distance of kickout pass block initial moves.*
    - Run Block Strength: Replacement for general "Run Block" rating when choosing to win or lose while run blocking. RB Strength determines how well they can succeed in locking up a defender while run blocking.*
    - Run Block Footwork: Replacement for general "Run Block" rating when choosing to win or lose while run blocking. RB Footwork determines how well they can succeed in pushing a defender while run blocking. Also scales the speed of initial moves.*
    Mparas1432
    Does anyone know if they fixed the issue where a player's prior teams aren't shown on their stats page? They took this out a couple of Maddens ago and it drives me nuts, especially with how much turnover there is in the NFL.

    On Shopmaster twitter account someone asked this and he said it shows the teams played for
    Cowboy008
    It wasn't in the blog but Shopmaster said that Schemes will change with a coach. I'm glad that Schemes won't stay the same even if you bring in a new coach.

    Hellz yeah! It will be cool to see teams changing as a new coach comes in after year one.
    T4VERTS
    It wasn't quite the same mechanic.

    It's still existing in a previous madden. Not really a new feature. Maybe implemented differently.
    Very underwhelmed with the CFM blog.
    The 3DUI might be nice and all, but they redid UI AGAIN. And that's there excuse for the limiting other CFM improvements. Last year the reason was NBA Live. This year it's 3DUI.
    I might be changing my mind a bit on the archetype. It appears a player can fit into multiple archetypes depending on ratings. Much better than when I thought you could give a player only one. But I need to have a much better understanding of how this works.
    Progression is still bass akwards. Progression doesn't follow performance, performance follows progression. I like that ratings increases are not assigned individually by us, but are more randomized. But progression is still performance based. I can see having a development/potential trait vary with something like injuries, but not tied to performance. That's still a fisher-price arcady setup.
    The power vs finesse blocking is a very welcome return, but why did they take it out in the first place. Some are acting like this is some brand new, first time, never been done before feature. It's another recycled feature, but I'm glad it's back.
    The new depth chart positions are a plus.
    Progression is still arcady, scouting, contracts, etc are still fisher-price football.
    Just very underwhelmed. I get this feeling of, what will be next years excuse for CFM improvements being limited (NBA Live, 3DUI).
    EricFreakingBerry
    Ha, I knew my question wouldn't be addressed. Never saw one pic of the player stats page to see if the team a guy plays for by year is on there.
    Not holding my breath.
    Sent from my LG-H932 using Operation Sports mobile app

    On Shopmaster twitter account someone asked this and he said it shows the teams played for
    patsfan1993
    On Shopmaster twitter account someone asked this and he said it shows the teams played for

    It was me and he said he believes so!!!
    I was really hoping for some focus on presentation and storytelling in the franchise universe, but it looks like this year's topic is team building.
    I think these new features are a step in the right direction in the team building even though contracts, scouting, and free agency all still need some work.
    My main concern with the additions is that pretty much all of this becomes moot if we don't see an improvement in CPU draft logic and roster management.
    Really excited, love the changes. Custom draft class is huge. Also love the reworking of progression/regression.
    Since I skipped 18 this game should feel extra fresh for me.
    Sent from my SM-G965U using Tapatalk
    adembroski
    You are incorrect. I've been getting ready to create draft classes by analyzing 20 years worth of drafts.
    The leaguewide average draftee is 22.9-ish by the start of the season (remember, ALL ages go up after the season, not on their birthday), very close to 23, and the first round skews toward 23-year-olds because the elite players tend to be upperclassmen. The default classes in '18 were almost spot-on as far as age. 24 year olds are not that rare. About half of 5th-year seniors come out at 24.

    Haven't done any research so I'm just guessing ,but doesn't this vary by position? Also aren't many juniors that come out predominantly in the earlier rounds?
    Regarding the Custom Draft Classes, I wish that there was a middle ground between totally random and knowing everything that there is to know ahead of time.
    I'd like to be able to change the players' names, faces, ages and school without actually seeing their abilities, and have to unlock those later through the scouting process. That way you could have the real life players, but still enjoy that part of the GM process as well (which is one of my favorites).
    adembroski
    24 year olds are not that rare.

    in the last 10 drafts, looking at the top 10 picks, there is just 4 total 24 year olds
    in the screenshot we are shown theres 3 in the top 7 picks of that draft
    yes its a small sample size and all but to me thats way too many
    bucky60
    They had this a couple years ago, or at least they said they did. It was something about footwork/strength (somebody help me out with this) where one was for blocking against finesse moves the other for power moves. Then they took the code out after a year or two and left the attributes/ratings in that effected overall but apparently did nothing on the field. Until they took the attributes away. So this isn't some new feature.

    Certainly the ratings were in the game for a number of years , and the last couple did nothing in gameplay , not sure if they ever did or if it was a mechanic that they never got to work
    Has me thinking now though , is it a certainty these new ratings pertain to gameplay? , or are they just in the game as the basis for the archetype/ scheme fit system ?
    briz1046
    Haven't done any research so I'm just guessing ,but doesn't this vary by position? Also aren't many juniors that come out predominantly in the earlier rounds?

    In most real life draft classes, anyone over 23 is rare. And many of those guys are low rated and get drafted in the 6th and 7th rounds. Age 23 players are not rare, but the majority of the guys are 21 or 22.
    In the past 2018 draft, here's the breakdown of the first round by age:
    25 - 1. TE Hurst who played baseball before doing college football
    24 - 1. OT McGlinchey, who seems to have been 20 years old as a college freshman for some reason
    23 - 4
    22 - 9
    21 - 15
    20 - 1
    eric7064
    I love it!
    BUT, what is up with the abundance of 23-24 year old rookies. It's right there on the screenshot. How do they not fix this? It's so simple. They should be 23 at the very latest, with most being 21-22. Some even 20!

    BleedGreen710
    in the last 10 drafts, looking at the top 10 picks, there is just 4 total 24 year olds
    in the screenshot we are shown theres 3 in the top 7 picks of that draft
    yes its a small sample size and all but to me thats way too many

    briz1046
    Haven't done any research so I'm just guessing ,but doesn't this vary by position? Also aren't many juniors that come out predominantly in the earlier rounds?

    Disregard that post, I opened the wrong spreadsheet and was using bad data. It was from a previous false start in analyzing the draft classes.
    EDIT: Ok, I'll actually put this in digestible form soon so other people can use it create classes, but here's why my 24 yo number came out so high. The reason that data was invalid is because some of it was converted for use, some of it was raw data.
    I adjusted ages to the start of the season, but the average was based on the raw numbers.
    Here's why; there are 6 months between the draft and the start of the NFL season. That means half of the 23 year olds will turn 24, half of the 22 year olds will turn 23.
    Madden advances ages at season end, so what really matters is how old these players will be at the start of the season. A guy drafted at 23 in real life who turns 24 in July should be counted as 24 in Madden since his age won't be advanced until the end of that season.
    So my original post was essentially accurate.
    Disappointed that we get nothing about free agency - it seems as though more of the choices and updates made are with Offline CFM in mind before Online CFM, where there shouldn't be a disconnect - it should all be fluid.
    The points system in free agency kills immersion, everyone snipes as the advance window closes, we even had to create a random advance window to try and stop that from happening (but if you aren't on the console near advance, you're screwed!).
    Also not thrilled with the custom draft classes - no randomization, no way for us to do this without the commissioner being accused of cheating or collusion. I know Shop says in his tweets 'get a better commissioner', but in our league we've been together since 2012, and no matter how close of a group you have, nobody is thrilled at the idea of 1 person knowing every player inside and out.
    Solid blog but definitely missing a "wow" factor. I liked the coaches/players interaction and immersive office -- that's cool.
    I LOVE the ability to edit draft classes at any time of the season post week-3. That's great.
    As a PC gamer, Madden will be an instant-buy just for the fact that it's back on PC.
    But definitely feels like we're missing a "big" piece of news that they're not including here -- so either they overhyped the blog and under-delivered (likely) or there's more to come (possible).
    Still, stoked for this entry -- first time in a long-time that Madden has my attention (in a good way).
    adembroski
    Disregard that post, I opened the wrong spreadsheet and was using bad data. It was from a previous false start in analyzing the draft classes.
    EDIT: Ok, I'll actually put this in digestible form soon so other people can use it create classes, but here's why my 24 yo number came out so high. The reason that data was invalid is because some of it was converted for use, some of it was raw data.
    I adjusted ages to the start of the season, but the average was based on the raw numbers.
    Here's why; there are 6 months between the draft and the start of the NFL season. That means half of the 23 year olds will turn 24, half of the 22 year olds will turn 23.
    Madden advances ages at season end, so what really matters is how old these players will be at the start of the season. A guy drafted at 23 in real life who turns 24 in July should be counted as 24 in Madden since his age won't be advanced until the end of that season.
    So my original post was essentially accurate.

    That makes sense. I believe that the NFL uses the player's age as of Week 1 or September 1 as their official age for that season. Thats generally how I look at it. Either way, there aren't a lot of guys picked in the first few rounds who are 24 or older their rookie season.
    I hope that there still is more to come. I knew that we wouldn’t get anything new in the blog, so not disappointed. Seems like a lot of the things are moving in the right direction, but it is still missing the immersion factor from what I can tell. Maybe 20 will deliver and get me back.
    pimpycraig
    O-Lineman will have an attribute for pass blocking against power moves and an attribute for pass blocking finesse moves.
    Now if you have a guy who is great with power moves you can beat a lineman that may have low power move defense, but high finesse move blocking.
    This is really cool.. Now you can gameplan which pass rusher you want to attack each lineman.. Am I the only one impressed?

    Happy they’ve finally revealed those hidden Poor, Avg, Good, Elite Tier ranges for each rating established in the game build.
    How useful is this....
    A) Allows roster editor to further expand the Player Differentiation gap by...
    1) move more players further away from the “Balanced” abilities into greater “Specialized” roles (see OVR’s by Type in pic)
    2) this is the 1st thing I will do to expand Roles further
    - most players will fulfill (1) Role
    - a few may will fulfill (2) Roles
    - (3+) Roles reserved for those “very rare” players (ie Mack, Brady, Bell etc...)
    B) you can use the (Poor/Avg/Good/Elite) to designate...
    1) Tier Levels within that Rating
    So yes, this is another layer of depth/immersion added that a lot of folk might not consider.
    jfsolo

    I feel like with the scheme fit, new ratings, RPM, the tacking momentum system & physics, getting players that fit what you want to do will actually matter. It's going to be interesting to see if Users will still draft the 95 speed guy who is a 66 archetype in scheme, because, Madden, Speed.

    I was just thinking about this and I doubt it. This archetype seems like little more than something cosmetic. Correct me if I'm wrong but it has zero impact on the field? It just allows them to progress faster if they fit the scheme?
    pimpycraig
    I was just thinking about this and I doubt it. This archetype seems like little more than something cosmetic. Correct me if I'm wrong but it has zero impact on the field? It just allows them to progress faster if they fit the scheme?

    Archetypes are similar to the old OVR formula looking at attributes and telling you how this player best fits in roles. Now with that said when you add in scheme the idea is to prompt users to pick a game plan and get players top be in it correctly. It still needs some improvement but it is a first step into deeper team building with added xp bonuses (which lead to xp, and therefor on field improvements) for doing so.
    T4VERTS
    It wasn't quite the same mechanic.

    Are we certain these new ratings apply to gameplay? Or are they just tools to be used in roster/ scheme / archetypes CPU mechanisms
    briz1046
    Are we certain these new ratings apply to gameplay? Or are they just tools to be used in roster/ scheme / archetypes CPU mechanisms

    Fair question... I would expect they would impact the actual game but who knows..
    OK, here we go... the real breakdown.
    This is using START OF ROOKIE SEASON ages, not draft-day ages, because as far as Madden's aging system goes, the draft and the first game of the season might as well be the same day.
    Sample Used: All drafted players who made a 53 man roster, 1995-2017 NFL drafts.
    Mean drafted age: 23.20
    Median drafted age: 23
    Players drafted, 24+ yo: 1,137 (37.1%)
    Players drafted, 23 yo: 1,226 (40.0%)
    Players drafted, 22 yo: 596 (19.5%)
    Players drafted, 21 yo: 100 (3.3%)
    Players drafted, 20 yo: 4 (0.13%)
    No player has ever been drafted at 19 that wasn't 20 by the time the season started. An average of 84 players drafted per year never made a squad, and thus are not included in these numbers. 235 players that are over the age of 24 are included in the 24+ category, but their actual ages are used to determine mean and median draft age.
    1995-2017 was chosen because it represents the start of the Free Agency era and the modern draft format until the most recent draft when this data was collected.
    Note that these numbers would regress downward if using a smaller sample with more recent drafts, which I will post when I finalize all of the work I'm doing here, but it's not by a ton, and more importantly, it's not a continuing trend. Lower classmen entering the draft has increased since 1995, but it has since stabilized. Again, more data to come probably in late July.
    TL: DR version- Madden's draft ages are just fine.
    So a few questions.
    1) How will we "scout" those with the superstar dev trait?
    2) What is the benefit in staring a player who is a scheme fit vs. one who isn't? How much XP/progression difference is there?
    3) Are there penalties (aside from lower XP) to starting a non-fit?
    4) How big can the spread be between archetypes? If someone is a 82 in one archetype, will they largely be 3-4 OVR points difference? Or will it be 10-12 points difference? If it's only a few points, it's really not a big deal
    5) Ratings don't change as we move them from one type to another, right?
    Overall, I'm a little underwhelmed with this.
    jsteele14
    I have concerns about dynamic dev trait based on performance. I feel that performance should have a role but not be the determiner of the trait change. It will lead to a total imbalance potentially. If you have 2 bad seasons, you may never be able to climb back out because all your players traits drop. Last years performance and future "progression" really have nothing to do with each other.
    Take Jared Goff for instance. He was terrible as a rookie and a pro bowler the next year. So after year 1 he drops to normal and then after year 2 he goes to superstar? In reality he should have started and stayed on superstar but his initial ratings should have started low.
    There are also plenty of instances of players having a great only to be bad after that.
    Trait changes should be random and be influenced by injuries, coaching changes or at least scheme changes, etc.
    Sent from my SM-G960U using Tapatalk

    Wouldn’t work, you would be back on here screaming “Broke” feature if Dev Trait was tied to Auto random generated Injuries.
    - something user has absolutely no say in
    Looking past the AI side of things, this places the burden upon you as the “Usered” QB to perform gameplay wise to maintain the player at whatever level he’s at.
    - If Goff loses that Superstar Dev Trait, it’s because you as the User, simply stunk up the joint with your play.
    When we User a player, we are in control and our input/performance has to be considered in some way
    - unless you’re a Coach Mode player
    I wouldn’t be concerned.
    Hopefully you can find ways to simply enjoy the game/CFM for what it is right now.
    It seems to me after reading this blog that there was very little to nothing done to add immersion from around the league unless you are in a multi-player league.  One of my biggest issues with franchise has been the lack of feeling like you are part of the NFL. Instead you are in this  bubble of your team and the media tweets just don't do it for me.  To me that has always killed fun factor of the Franchise mode.  NCAA did it great with the Sports Illustrated issues.  I keep hoping for something like this to make it's way back into Madden and the twitter stuff just hasn't done it for me.  At this point, this game is still not a day one purchase for me.  I couldn't enjoy franchise last year and these additions just aren't enough to get me back on board for an early purchase.
    I've never been a fan of the XP system.
    Train a player, give him an in-game bump only.
    If a player is having a career year, give him an in-season ratings boost.
    I would prefer progression simply be tied to a potential rating. Managed by the game engine, with no user interference.
    .. minor beef though. A roster editor cures all of that.
    ... I like what I see this year though. Paticularly archtypes, scheme fits and specialty position on the depth chart. That was LONG overdue.
    khaliib
    Happy they’ve finally revealed those hidden Poor, Avg, Good, Elite Tier ranges for each rating established in the game build.
    How useful is this....
    A) Allows roster editor to further expand the Player Differentiation gap by...
    1) move more players further away from the “Balanced” abilities into greater “Specialized” roles (see OVR’s by Type in pic)
    2) this is the 1st thing I will do to expand Roles further
    - most players will fulfill (1) Role
    - a few may will fulfill (2) Roles
    - (3+) Roles reserved for those “very rare” players (ie Mack, Brady, Bell etc...)
    B) you can use the (Poor/Avg/Good/Elite) to designate...
    1) Tier Levels within that Rating
    So yes, this is another layer of depth/immersion added that a lot of folk might not consider.

    Those tools on the side are SO nice. So glad those are there.
    Furthermore, I hope that's what we scout! The grade system that didn't adjust by position/rating was something I got in trouble I railed against so hard. It was literally done that way because the designer openly admitted Madden players are too stupid to understand it if it's scaled.
    cch99
    It seems to me after reading this blog that there was very little to nothing done to add immersion from around the league unless you are in a multi-player league. *One of my biggest issues with franchise has been the lack of feeling like you are part of the NFL. Instead you are in this *bubble of your team and the media tweets just don't do it for me. *To me that has always killed fun factor of the Franchise mode. *NCAA did it great with the Sports Illustrated issues. *I keep hoping for something like this to make it's way back into Madden and the twitter stuff just hasn't done it for me. *At this point, this game is still not a day one purchase for me. *I couldn't enjoy franchise last year and these additions just aren't enough to get me back on board for an early purchase.

    I agree. The coach in his office is pretty damn cool. And unexpected for me. So that’s a nice addition.
    But boy did I love the ESPN and sports illustrated magazine’s on ncaa back in the day. Then even had great losses for players. If my QB had a record setting day and moved up in the heisman race there would always be cool poses for him. Or if my Defense became the top rated unit in the league maybe my star linebacker would be on the cover.
    I think they could do something similar. But maybe with espn’s website. Considering magazine’s are not so popular anymore. Have different tabs for different pages. Stats, standings, awards, scores, etc. I’d love that.
    Hell look at nba lives halftime show. While it’s not great. It’s still a great starting point. With the sport center overlay! I mean that is awesome to me. How cool would it be to have a weekly wrap up with maybe a top ten plays of the week?
    Damn here I am dreaming again.
    callmetaternuts
    So a few questions.
    1) How will we "scout" those with the superstar dev trait?

    I personally believe you shouldn't be able to scout dev trait. find that out when you draft a guy or later like in Madden's past. they made it way too easy to find guys recently.
    khaliib
    Wouldn’t work, you would be back on here screaming “Broke” feature if Dev Trait was tied to Auto random generated Injuries.
    - something user has absolutely no say in
    Looking past the AI side of things, this places the burden upon you as the “Usered” QB to perform gameplay wise to maintain the player at whatever level he’s at.
    - If Goff loses that Superstar Dev Trait, it’s because you as the User, simply stunk up the joint with your play.
    When we User a player, we are in control and our input/performance has to be considered in some way
    - unless you’re a Coach Mode player
    I wouldn’t be concerned.
    Hopefully you can find ways to simply enjoy the game/CFM for what it is right now.

    So if I am better than the AI and doing quite well, my players dev trait bumps up and my team overall will improve faster than the league and before you know it, my team is stacked and games will get even more imbalanced.
    I hope EA has made it so that, yes you can improve the dev trait from time to time, but it really hard and pretty rare.
    feeq14
    What I want to hear more than anything is about AI play calling. To me that's the biggest problem with CFM.

    Play calling has been fixed. This was mentioned by Litez Out in his top 10 gameplay improvements video, which some on here may not have seen because he is a comp guy. And it was later talked about more in depth by Millennium on his stream. They found a bug in the play calling where the AI would pull plays out of the wrong section in certain situations (ie 3rd and long, 4 Verts being called nearly every time).
    StayPlation82
    I personally believe you shouldn't be able to scout dev trait. find that out when you draft a guy or later like in Madden's past. they made it way to easy to find guys recently.

    You can't scout the dev trait in 18, but if you're paying attention to all details, you can make an educated guess.
    Some were obvious; the Heisman winner was always Superstar. In some cases, you could look at the initial projection vs. the final projection of a fully scouted player to get an idea.
    The fact that the draft reveal still makes dev trait it's focal point implies it's still unscoutable.
    Wow there are a lot of posts here and I didn’t have time to read them all but to clarify about the unannounced feature Shop mentioned and said was taken out of his video, I was the one who asked him about it and he told me that he took it out of the video.
    Sent from my iPhone using Tapatalk
    Everybody's mad.
    You loved it all when it was in the non-EA article. Now EA releases the article, and you're mad.
    Seriously, if that article had never been released this thread would have a far more positive tone. So they didn't hold anything back the first time around, that doesn't mean the features you liked before got worse. Damn.
    Your words scream for transparency but your actions say hold back. And you wonder why Carlos thinks we're impossible to please.
    adembroski
    Everybody's mad.
    You loved it all when it was in the non-EA article. Now EA releases the article, and you're mad.
    Seriously, if that article had never been released this thread would have a far more positive tone. So they didn't hold anything back the first time around, that doesn't mean the features you liked before got worse. Damn.
    Your words scream for transparency but your actions say hold back. And you wonder why Carlos thinks we're impossible to please.

    I think the article was released early by mistake. You are correct in that one of the downfalls of Christmas when you know everything your getting for Christmas is you miss out on the excitement of being surprised.
    T4VERTS
    I think the article was released early by mistake. You are correct in that one of the downfalls of Christmas when you know everything your getting for Christmas is you miss out on the excitement of being surprised.

    Retweet this all day. Nice analogy.
    adembroski
    Everybody's mad.
    You loved it all when it was in the non-EA article. Now EA releases the article, and you're mad.
    Seriously, if that article had never been released this thread would have a far more positive tone. So they didn't hold anything back the first time around, that doesn't mean the features you liked before got worse. Damn.
    Your words scream for transparency but your actions say hold back. And you wonder why Carlos thinks we're impossible to please.

    I scream for significant realistic franchise additions. You're post screams of not understanding some of our frustration with Madden. Just take a look at NBA2K myleague and how much NBA2K seems to add yearly.
    T4VERTS
    I think the article was released early by mistake. You are correct in that one of the downfalls of Christmas when you know everything your getting for Christmas is you miss out on the excitement of being surprised.

    Problem is, there was nothing in either the blog or the article that made me feel like Christmas.
    adembroski
    OK, here we go... the real breakdown.
    This is using START OF ROOKIE SEASON ages, not draft-day ages, because as far as Madden's aging system goes, the draft and the first game of the season might as well be the same day.
    Sample Used: All drafted players who made a 53 man roster, 1995-2017 NFL drafts.
    Mean drafted age: 23.20
    Median drafted age: 23
    Players drafted, 24+ yo: 1,137 (37.1%)
    Players drafted, 23 yo: 1,226 (40.0%)
    Players drafted, 22 yo: 596 (19.5%)
    Players drafted, 21 yo: 100 (3.3%)
    Players drafted, 20 yo: 4 (0.13%)

    I was looking into this as well and noticed you only have 4 players at 20 years old at the start of the season they were drafted but looking at the drafts on Pro-Football Reference which shows players age as of September 1 for the year they were drafted. Just going back to 2010 I found seven guys who made teams that were 20 at the start of their rookie season. There was another guy (Alex Carte) but I didn't include him because he only played one career game.
    JuJu Smith-Schuster (2017)
    Kenny Clark (2016)
    Danielle Hunter (2015)
    Marcus Martin (2014)
    Tyron Smith (2011)
    Anthony Davis (2010)
    Aaron Hernandez (2010)
    Am I missing something there?
    bucky60
    I scream for significant realistic franchise additions. You're post screams of not understanding some of our frustration with Madden. Just take a look at NBA2K myleague and how much NBA2K seems to add yearly.

    You misunderstand me. We're not in disagreement as far as CFM needing more.
    What I'm saying is that, on the whole, people were really happy with the franchise additions back when it was an external article. When that article is expanded on in an EA article, people are hating on it. Same info, different reaction.
    We knew 2 weeks ago what this article was going to be. I guess people really had their heart set on having some final surprise, but that doesn't mean what you were happy about 2 weeks ago suddenly sucks.
    Now maybe you're one of those who **** on the original article, and that's fine. If you're not happy, you're not happy, I get it. I'm criticizing those who are changing their tune just because this article reiterated what we knew before. I think most of us who are honest with ourselves expected that.
    adembroski
    Everybody's mad.
    You loved it all when it was in the non-EA article. Now EA releases the article, and you're mad.
    Seriously, if that article had never been released this thread would have a far more positive tone. So they didn't hold anything back the first time around, that doesn't mean the features you liked before got worse. Damn.
    Your words scream for transparency but your actions say hold back. And you wonder why Carlos thinks we're impossible to please.

    Wrong.
    People were optimistic, but needed more details. Some of this stuff simply won't work well on their own without other additions that weren't initially announced. For example, what difference does team-building and scheme-constructing make if the #1 way you acquire the players, the draft, doesn't have a scouting system that goes beyond "We'll tell you his top three attributes"? Now it's even MORE difficult to get a good grasp on the talent level for a receiver because there are more stats you're never going to be privy to until you draft him.
    So yeah, there is a shift in tone. But just because you don't understand the reason for the shift doesn't mean it's unreasonable. If EA had just released this article and said "This is what you get," we'd still have a lot of questions and concerns.
    Maybe I'm wrong, because I clearly don't have the most negative outlook compared to others in this thread, but for me there was still some stuff that needed tweaking that apparently isn't going to get tweaked at all. Hence the mild disappointment.
    jfsolo
    I just tweeted to John and Ben about the 24 year-olds, hopefully they can tune that before lockdown.

    Oftentimes there’s this quick reaction to pounce on an aspect of the game and ask the devs to altar that aspect before some critical thinking dealing with the OVR picture.
    This actually works in favor of of another layer of the Team Managment decision making.
    1) They use “Age” as a component of Regression.
    - some POS start the regression around age 26.
    If it’s one of those positions where age 26 is the cliff, you now must decide if 2 yrs is worth a draft pick, esp a high one, on a player who will hit that decline cliff faster than a younger lower rated player needing development.
    You know how folks are enamoured with high OVR/ratings, so they think they hit it big by drafting that 24 yr old 83 OVR Power Back with a 1st Rd contract, not realizing he’s hitting that decline cliff in 2 yrs.
    - ratings start to dip
    - injury factor is increased
    - etc...
    Never mind that 21 yr old scouted 4th Rd RB, that could’ve been developed.
    Again, another layer dealing with decision making.
    I like it.
    Another thing is this may be a way of cycling players out as 430 new players come in every new draft.
    I consider franchise improvements to be two-pronged:
  2. the gameplay improvements
  3. the front-end franchise mode improvements

    Clearly, both got a ton of love this year. I honestly would've been happy with just the gameplay improvements (the fixed bug on CPU play-calling in of itself is nearly worth the price of admission for me personally) but then they added a ton of depth to the franchise mode itself. While the custom draft classes do nothing for me, the scheme/archetype systems along with the improved regression should mean a ton of variance in how one's franchise will unfold. I can't wait to do some test sims to see how leagues look 10+ years in.
    (One question: does anyone know definitively if the XP sliders have been retained?)
  4. khaliib
    Oftentimes there’s this quick reaction to pounce on an aspect of the game and ask the devs to altar that aspect before some critical thinking dealing with the OVR picture.

    This is signature/tweet-worthy right here....
    adembroski
    You misunderstand me. We're not in disagreement as far as CFM needing more.
    What I'm saying is that, on the whole, people were really happy with the franchise additions back when it was an external article.

    I wasn't happy with the article, and I know many who weren't. Also, it could be that others were happy with the initial article thinking it was tidbits with the blog releasing info about many more features, not just explaining what was already released. We were expecting more in the blog.
    I was underwhelmed with the information that came out last week but was hoping there would be some new info in this blog that would sway me.
    Thoughts on each of the major features:
    Player archetype/scheme fit
    Draft Class creator
    Depth Chart positions
    New Ratings
    Immersive environments/snapshots
    briz1046
    Are we certain these new ratings apply to gameplay? Or are they just tools to be used in roster/ scheme / archetypes CPU mechanisms

    Ratings function...
    1) Modifiers
    2) Animations
    3) Win Chance/Die Roll use
    4) Behaviour
    A gameplay application.
    In the first year in quite some time that Franchise has been a focus, we basically get a few coats of paint on the pre existing CFM? No overall changes to the offseason, gameplanning, or team building? This is extremely disappointing.
    I mean, by all appearances, the scheme system seems to have been weakened in some ways by the new archetypes. If there are no positional scheme types, what's the point? How do you discern between a man team, and a zone team? How do you build a balanced group of wide receivers, or linemen, or DBs? This just seems like another year of half baked, poorly implemented features. I mean, the scouting system we have is the worst I've ever seen, and they're adding draft classes before we even have the tools to scout them effectively?
    I'm not spending more than $20 dollars on a used copy of this game until they actually overhaul franchise. After years of being told that Franchise would be addressed, this was a tough blow. After the ridiculous amount of attention Duece's blog got, it's clear the team just wants to go in a different direction. So I guess it's my time to do the same. If you're upset, I recommend you too speak with your wallets.
    Sent from my SM-G960U using Operation Sports mobile app
    adembroski
    OK, here we go... the real breakdown.
    This is using START OF ROOKIE SEASON ages, not draft-day ages, because as far as Madden's aging system goes, the draft and the first game of the season might as well be the same day.
    Sample Used: All drafted players who made a 53 man roster, 1995-2017 NFL drafts.
    Mean drafted age: 23.20
    Median drafted age: 23
    Players drafted, 24+ yo: 1,137 (37.1%)
    Players drafted, 23 yo: 1,226 (40.0%)
    Players drafted, 22 yo: 596 (19.5%)
    Players drafted, 21 yo: 100 (3.3%)
    Players drafted, 20 yo: 4 (0.13%)
    No player has ever been drafted at 19 that wasn't 20 by the time the season started. An average of 84 players drafted per year never made a squad, and thus are not included in these numbers. 235 players that are over the age of 24 are included in the 24+ category, but their actual ages are used to determine mean and median draft age.
    1995-2017 was chosen because it represents the start of the Free Agency era and the modern draft format until the most recent draft when this data was collected.
    Note that these numbers would regress downward if using a smaller sample with more recent drafts, which I will post when I finalize all of the work I'm doing here, but it's not by a ton, and more importantly, it's not a continuing trend. Lower classmen entering the draft has increased since 1995, but it has since stabilized. Again, more data to come probably in late July.
    TL: DR version- Madden's draft ages are just fine.

    I appreciate the work. Do you know if the same would hold true if you only looked at rounds 1-3? Often, many of the older players are drafted later on. Madden doesn't seem to take this into account, and has too many in the first round.
    I'm still holding out hope that some presentation stuff for franchise mode is being held back for the presentation blog. Also am hoping that the ratings for players are more spread out this year. With the few screenshots I have seen there doesn't seem to be much of a difference with players best archetype and the three other archetypes.
    A few things I wanted that are missing. Obviously as others mentioned, improvements to the CPU AI. I wanted presentation packages along the lines of MLB TS, too often Madden feels old just a few games in already. Post game and half time show improvements as well. Maybe these will come in the presentation blog. I wanted to hear that roofs can be open or closed like they can in Play Now games. And contract improvements. There have been additions to MUT that have been sold as ideas that could come to franchise mode in the future that ultimately haven’t. I’m thinking of team chemistry being one although maybe EA sees the scheme fit system as its equivalent. There’s some nice stuff in here, I just wanted more.
    jsteele14
    So if I am better than the AI and doing quite well, my players dev trait bumps up and my team overall will improve faster than the league and before you know it, my team is stacked and games will get even more imbalanced.
    I hope EA has made it so that, yes you can improve the dev trait from time to time, but it really hard and pretty rare.

    It’s noted that SS Trait is done to be really hard to achieve and maintain.
    If you start your CFM with default roster it will be unbalanced from the start as as players are usually rated on the high end.
    adembroski
    You misunderstand me. We're not in disagreement as far as CFM needing more.
    What I'm saying is that, on the whole, people were really happy with the franchise additions back when it was an external article. When that article is expanded on in an EA article, people are hating on it. Same info, different reaction.
    We knew 2 weeks ago what this article was going to be. I guess people really had their heart set on having some final surprise, but that doesn't mean what you were happy about 2 weeks ago suddenly sucks.
    Now maybe you're one of those who **** on the original article, and that's fine. If you're not happy, you're not happy, I get it. I'm criticizing those who are changing their tune just because this article reiterated what we knew before. I think most of us who are honest with ourselves expected that.

    I think people actually expected more in this blog. People were excited about the initial news that came out, but the fact that this blog is just everything we already knew is a bit disappointing.
    Myself and others expected more things in this blog than what we already knew. That’s where all the animosity is coming from IMO
    Sent from my iPhone using Operation Sports
    Not real impressed. There are some things that improve it, but not enough.
    Might wait another year for getting Madden.
    Draft Classes will be nice, but otherwise comparing to NBA 2K, I feel this is so basic.
    I was hoping for more of a Rebuilt Franchise mode with customization, as well as news of my players and league.
    The more I read about these additions the more shallow they seem to be (which we should all be used to coming from EA) just have to hope they actually continue to build on them.
    callmetaternuts

    5) Ratings don't change as we move them from one type to another, right?

    This is where I have a question as well. If the player's ratings remain the same regardless, then what is the point of archetypes? It seems to me like each archetype is just a different variation of the OVR formula with certain attributes being weighted differently for each type. So I'm not sure exactly how this impacts anything on the field. I get the scheme fit part of it, QBs will excel/struggle depending on whether the playbook suits their play style, but it doesn't change their throw power, throw on run, etc. Most people already choose players based on their specific ratings rather than the raw overall to fit the type of offense/defense they want to run. (We know not to sign Matt Ryan in a scrambling QB offense). This makes the archetype feature feel like a set of recommendations for new-to-franchise users.
    I know OVR is important in simmed games, and that is a direct effect of the system.
    Lastly, I don't mean to be negative or bash the game...just trying to understand. Any further input would be greatly appreciated.
    EDIT: For an example, Deshaun Watson is a 79 in Bill O'Brien's offense which favors a Field General QB. So let's say I change the offense to one that favors a scrambler. Watson moves up to 82, but does any of that effect how Watson plays when I use him in a game?
    Maybe the answer is AWR? If there is a significant AWR boost, that might change things. We have read before where CPU defender ability is affected by User QB AWR.
    For a bit of context, here is the 2k18 "franchise blog". The blog they released when they first overhauled the mode was a short novel. I'd imagine it was longer than every franchise blog from the past decade put together.
    We really, really shouldn't be okay with the state of this mode.
    https://www.google.com/amp/s/www.forbes.com/sites/brianmazique/2017/07/27/nba-2k18-news-massive-developer-blog-reveals-every-new-feature-in-mygm-and-myleague/amp/
    Sent from my SM-G960U using Operation Sports mobile app
    Other Guy
    This is where I have a question as well. If the player's ratings remain the same regardless, then what is the point of archetypes? It seems to me like each archetype is just a different variation of the OVR formula with certain attributes being weighted differently for each type. So I'm not sure exactly how this impacts anything on the field. I get the scheme fit part of it, QBs will excel/struggle depending on whether the playbook suits their play style, but it doesn't change their throw power, throw on run, etc. Most people already choose players based on their specific ratings rather than the raw overall to fit the type of offense/defense they want to run. (We know not to sign Matt Ryan in a scrambling QB offense). This makes the archetype feature feel like a set of recommendations for new-to-franchise users.
    I know OVR is important in simmed games, and that is a direct effect of the system.
    Lastly, I don't mean to be negative or bash the game...just trying to understand. Any further input would be greatly appreciated.

    The archetypes will each have a different OVR based on the players ratings and the formula for that archetype. The archetypes also dictate what attributes progress for a player when you apply a skill point. So if you apply a skill point for a running back to the power back archetype, he's going to randomly go up in things like trucking, break tackle, etc. If you apply it to receiving back, there's no way he's going up in those type of attributes.
    My question is, if a guy is playing in an offense where there isn't a scheme fit does he play with the lower overall rating??
    Here's what I mean. If Derrick Henry plays in an offense geared to receiving backs does he play with his natural power back 84 OVR or his receiving back 68 OVR?
    Sent from my XT1650 using Operation Sports mobile app
    Other Guy
    This is where I have a question as well. If the player's ratings remain the same regardless, then what is the point of archetypes? It seems to me like each archetype is just a different variation of the OVR formula with certain attributes being weighted differently for each type. So I'm not sure exactly how this impacts anything on the field. I get the scheme fit part of it, QBs will excel/struggle depending on whether the playbook suits their play style, but it doesn't change their throw power, throw on run, etc. Most people already choose players based on their specific ratings rather than the raw overall to fit the type of offense/defense they want to run. (We know not to sign Matt Ryan in a scrambling QB offense). This makes the archetype feature feel like a set of recommendations for new-to-franchise users.
    I know OVR is important in simmed games, and that is a direct effect of the system.
    Lastly, I don't mean to be negative or bash the game...just trying to understand. Any further input would be greatly appreciated.
    EDIT: For an example, Deshaun Watson is a 79 in Bill O'Brien's offense which favors a Field General QB. So let's say I change the offense to one that favors a scrambler. Watson moves up to 82, but does any of that effect how Watson plays when I use him in a game?
    Maybe the answer is AWR? If there is a significant AWR boost, that might change things. We have read before where CPU defender ability is affected by User QB AWR.

    No, it does not. None of his individual ratings change. Overall is nothing but a calculation using the individual attributes. Changing archetypes does nothing other than alter the equation to assign different weights to different attributes
    scitychamps87
    My question is, if a guy is playing in an offense where there isn't a scheme fit does he play with the lower overall rating??
    Here's what I mean. If Derrick Henry plays in an offense geared to receiving backs does he play with his natural power back 84 OVR or his receiving back 68 OVR?
    Sent from my XT1650 using Operation Sports mobile app

    There is no difference between the two. Overall has no effect on gameplay guys.
    Look guys the player archetype and previous player type systems serve two purposes:
    1. Assist the AI in building a team. AI controlled teams chase overalls, this system changes overall ratings to tell AI controlled teams who to chase
    2. Assist the user in building their own team. Some gamers are just like the AI and chase overalls. I personally don't like how it does this because it goes beyond holding the user's hand and it spoon feeds them everything. I prefer a system where the user has to do more of the leg work in building a team. It would make offline more enjoyable and make online CFMs more dynamic
    scitychamps87
    My question is, if a guy is playing in an offense where there isn't a scheme fit does he play with the lower overall rating??
    Here's what I mean. If Derrick Henry plays in an offense geared to receiving backs does he play with his natural power back 84 OVR or his receiving back 68 OVR?
    Sent from my XT1650 using Operation Sports mobile app

    I assume there will be no difference in the player. The difference will be that you will not have the play selection to run him in between the tackles. A majority of the plays will be about getting him the in the open field and splitting him out wide as a receiver.
    That is at least how I hope it turns out. If you can virtually do all the same plays and the players play the same then the scheme type will really not mean much.
    jsteele14
    I assume there will be no difference in the player. The difference will be that you will not have the play selection to run him in between the tackles. A majority of the plays will be about getting him the in the open field and splitting him out wide as a receiver.
    That is at least how I hope it turns out. If you can virtually do all the same plays and the players play the same then the scheme type will really not mean much.
    That's what I was getting at. I want scheme to mean something.
    Sent from my XT1650 using Operation Sports mobile app
    Other Guy
    EDIT: For an example, Deshaun Watson is a 79 in Bill O'Brien's offense which favors a Field General QB. So let's say I change the offense to one that favors a scrambler. Watson moves up to 82, but does any of that effect how Watson plays when I use him in a game?
    Maybe the answer is AWR? If there is a significant AWR boost, that might change things. We have read before where CPU defender ability is affected by User QB AWR.

    So in this case none of his ratings are going to change and it's a lot like the older player type in that, to use your Watson example, he'll have an OVR for each archetype so he might be an 82 for scrambling, 79 for Field General, 78 for Strong Arm, etc. Whatever is highest is going to dictate his perfect scheme fit for the XP boost. And as far as I understand whatever is highest is what will be displayed on the front-end at least. So basically by changing the offense to fit the scrambler you'll now get the XP boost for Watson since it will be a perfect scheme fit but all of his ratings will stay the same.
    DeuceDouglas
    So in this case none of his ratings are going to change and it's a lot like the older player type in that, to use your Watson example, he'll have an OVR for each archetype so he might be an 82 for scrambling, 79 for Field General, 78 for Strong Arm, etc. Whatever is highest is going to dictate his perfect scheme fit for the XP boost. And as far as I understand whatever is highest is what will be displayed on the front-end at least. So basically by changing the offense to fit the scrambler you'll now get the XP boost for Watson since it will be a perfect scheme fit but all of his ratings will stay the same.

    It is a decent foundation to start from. It just needs to be fleshed and and deepened. Can we expect some depth to be added through patches or is that out of the realm of a patch?
    jsteele14
    I assume there will be no difference in the player. The difference will be that you will not have the play selection to run him in between the tackles. A majority of the plays will be about getting him the in the open field and splitting him out wide as a receiver.
    That is at least how I hope it turns out. If you can virtually do all the same plays and the players play the same then the scheme type will really not mean much.

    I am about 99.9% sure you are wrong on the bolded. Playbooks determine plays.
    Come on guys, did you play the previous Maddens with the different player types? Its the same thing, only now you get xp boosts when player type and scheme match. That is really the only difference. This is nothing more than a rebranding and repackaging.
    khaliib
    Oftentimes there’s this quick reaction to pounce on an aspect of the game and ask the devs to altar that aspect before some critical thinking dealing with the OVR picture.
    This actually works in favor of of another layer of the Team Managment decision making.
    1) They use “Age” as a component of Regression.
    - some POS start the regression around age 26.
    If it’s one of those positions where age 26 is the cliff, you now must decide if 2 yrs is worth a draft pick, esp a high one, on a player who will hit that decline cliff faster than a younger lower rated player needing development.
    You know how folks are enamoured with high OVR/ratings, so they think they hit it big by drafting that 24 yr old 83 OVR Power Back with a 1st Rd contract, not realizing he’s hitting that decline cliff in 2 yrs.
    - ratings start to dip
    - injury factor is increased
    - etc...
    Never mind that 21 yr old scouted 4th Rd RB, that could’ve been developed.
    Again, another layer dealing with decision making.
    I like it.
    Another thing is this may be a way of cycling players out as 430 new players come in every new draft.

    I'm open to admitting that my request may be misguided. Seeing adembroski's hard data, I can step back and understand why they wouldn't change it, so I'm satisfied.
    scitychamps87
    My question is, if a guy is playing in an offense where there isn't a scheme fit does he play with the lower overall rating??
    Here's what I mean. If Derrick Henry plays in an offense geared to receiving backs does he play with his natural power back 84 OVR or his receiving back 68 OVR?
    Sent from my XT1650 using Operation Sports mobile app

    He would be the 68 and lower on the depth chart not being utilized = not hitting goals = Confidence + Dev Trait falling = not slowing the regression being applied = some ratings start to decline.
    khaliib
    He would be the 68 and lower on the depth chart not being utilized = not hitting goals = Confidence + Dev Trait falling = not slowing the regression being applied = some ratings start to decline.
    This is exactly how it should work in my view. Wow, am I excited. This makes trades, free agency, and the draft all much more exciting.
    Sent from my XT1650 using Operation Sports mobile app
    jsteele14
    It is a decent foundation to start from. It just needs to be fleshed and and deepened. Can we expect some depth to be added through patches or is that out of the realm of a patch?

    My expectation is that when coordinators are added they will come with their own preferred schemes that the user would need to match. I also suspect that they will have further specializations, such as a OC that runs a vertical power run offense and specializes in strong arm QBs.
    This specialization would confer a added xp boost for players that fit it.
    That seems to be the direction we are going in. Match em up for moar xp!
    Gosens6
    I think people actually expected more in this blog. People were excited about the initial news that came out, but the fact that this blog is just everything we already knew is a bit disappointing.
    Myself and others expected more things in this blog than what we already knew. That’s where all the animosity is coming from IMO
    Sent from my iPhone using Operation Sports
    This! I was encouraged Saturday. Not blown away by any stretch. After today, it's about the same. I'll check it out and see how much it does for me. Lastly, I don't need EA or Madden to provide me anything, even a robust franchise mode. I have 2K and The Show for that along with a plethora of great games to spend my time and money on. I haven't been up on Madden for years. I don't even visit this forum until info release and maybe right after launch as I hardly play the game anymore. We'll see what this year holds, but these guys acting like its anti EA sentiment more so than this info serving as sort of a wet blanket need to stop.
    Sent from my SM-G900V using Operation Sports mobile app
    scitychamps87
    This is exactly how it should work in my view. Wow, am I excited. This makes trades, free agency, and the draft all much more exciting.
    Sent from my XT1650 using Operation Sports mobile app

    But then you ask yourself the question why would the cpu sign Henry if he isn't a scheme fit? And if this were the case wouldn't he demand a trade/his release if he is a great fit in another scheme? Which is not currently in Madden obviously, but...
    I gotta be honest, I'm not sure what the franchise folks spent a whole year doing.  Personally, I'm excited about them unleashing the Frostbite engine so I can see my coach at the computer.  ;)
    XtremeDunkz
    But then you ask yourself the question why would the cpu sign Henry if he isn't a scheme fit? And if this were the case wouldn't he demand a trade/his release if he is a great fit in another scheme? Which is not currently in Madden obviously, but...
    I wonder if they wouldn't sign him in free agency. Is the AI aware of their own schemes?
    Sent from my XT1650 using Operation Sports mobile app
    XtremeDunkz
    But then you ask yourself the question why would the cpu sign Henry if he isn't a scheme fit? And if this were the case wouldn't he demand a trade/his release if he is a great fit in another scheme? Which is not currently in Madden obviously, but...

    Well just try to kill his excitement why don't ya lol
    But not to mention the situation that khalib described already takes place with the current Madden. This doesn't offer anything new on that front.
    And looks like you won't be seeing any teams use a 2 back Thunder and Lightning style system.
    Honestly the things that guys like me and armor wanted, greater personality from team to team, I think this system hurts that and sets it back instead of adding to it.
    Yeah...THAT Guy
    I'm not sure, but GameInformer published an article saying that "players will come out on stage and even strike a pose". That doesn't seem to be the case based on this blog though.

    The blog says you’ll see your new draft pick in his uniform. That’s vague. It doesn’t rule in or out the player walking onto the stage so I wouldn’t jump to conclusions about anyone like Ben Haumiller lying, there’s every chance that the pick walks out. That said, it would be nice if the pick walked out and put the cap on and held the jersey up. Hopefully they don’t appear in their full game day uniform.
    This is definitely a wait and see for me before I decide if I'm buying this years. Without them fixing the cpu roster management and contracts I can't get excited to buy it, but who knows maybe I'll get the itch to play once football season gets here. Right now the plan is to keep on truckin with 18 if I get the urge to play
    Cowboy008
    CPU will draft and approach FA with scheme in mind.

    But indirectly I believe.
    The AI will not draft because it needs player x for its scheme. It chases the highest overalls, and the scheme system is a way to manipulate overalls.
    You could say I'm being pedantic, but take a look at the West Coast Zone Run scheme fit from the blog. It says they want possession WRs for that system. That is for all WRs.
    All teams, regardless of system, want that one home run type player. A guy to take the top of the defense even if it is just to open up the shallow stuff a little more.
    Whereas in real life a team that has 2 possession WRs would probably be interested in acquiring some speed, in Madden they will continue looking for possession WRs simply because those players will have higher overalls.
    RogerDodger
    The blog says you’ll see your new draft pick in his uniform. That’s vague. It doesn’t rule in or our the player walking onto the stage so I wouldn’t jump to conclusions about anyone like Ben Haumiller lying, there’s every chance that the pick walks out. That said, it would be nice if the pick walked out and put the cap on and held the jersey up. Hopefully they don’t appear in their full game day uniform.

    Judging from the screenshot, that is exactly what they will do
    khaliib
    He would be the 68 and lower on the depth chart not being utilized = not hitting goals = Confidence + Dev Trait falling = not slowing the regression being applied = some ratings start to decline.
    This is how the AI will do it. A human player will know how good a player really is based on a few key qualities they prefer and start the player regardless of overall. They will then choose the scheme that correlates with the youngest players they want to boost that fastest and then change is the following year to boost the next crop of players the fastest.
    I think the playbook should be tied to the scheme to prevent tje constant scheme changing.
    Sent from my SM-G960U using Tapatalk
    jsteele14
    This is how the AI will do it. A human player will know how good a player really is based on a few key qualities they prefer and start the player regardless of overall. They will then choose the scheme that correlates with the youngest players they want to boost that fastest and then change is the following year to boost the next crop of players the fastest.
    I think the playbook should be tied to the scheme to prevent tje constant scheme changing.
    Sent from my SM-G960U using Tapatalk

    If people want to cheat themselves they always will. Those same people could just crank XP sliders up.
    I'm curious what archetype guys like Reggie Wayne and Marvin Harrison or even Jerry Rice would have fit under. Deep threat, possession, and red zone threat doesn't really fit any of them. They were all great route runners which makes me think they'd be classified as slot guys, but I wouldn't really consider any of them as slot WRs
    jsteele14
    This is how the AI will do it. A human player will know how good a player really is based on a few key qualities they prefer and start the player regardless of overall. They will then choose the scheme that correlates with the youngest players they want to boost that fastest and then change is the following year to boost the next crop of players the fastest.
    I think the playbook should be tied to the scheme to prevent tje constant scheme changing.
    Sent from my SM-G960U using Tapatalk

    I think xp/skill points/progression shouldn't be tied to archetype, scheme and goals. I would very much rather progression based on potential and a coaching staffs ability to teach and have coaches emphasis areas that will help a player fit/improve in that scheme. They kind of/sort of, have part of this in place with what ratings get improved, but they really miss on how XP/Skill Points are accumulated.
    I think a lot of people are not getting it.....
    Archetypes/Schemes are not going to do much of anything on the field in of themselves.
    What they ARE going to do is direct the progression of players and team personnel over time. THAT progression is what is going to make a difference on the field.
    As teams develop players, they will be developing ratings specific to their archetypes (and ideally the archetypes adhering to the scheme). Over time, players will develop higher ratings in those specific areas in lieu of the more scattershot development we've seen in past years.
    Say we have a pass rushing OLB. In past Maddens, the CPU would more-or-less develop whatever ratings could be upgraded at the time based on the available XP. They would have a hard time progressing as they would fall into the "jack of all trades, master of none" paradigm. With the scheme/archetype system in place, CPU teams should develop a pass rusher archetype to fit their scheme...giving that OLB boosts in the ratings specific to that archetype IN LIEU of say boosts as a cover backer. This "guided" progression will result in players having higher ratings in their area-specific traits relative to their weaknesses. THIS my friends is where player differentiation comes into play, this is where the gameplay impact is. This is where you will begin to see those added specialist positions begin to matter, this is where matchups begin to mean more. Extend this across all 22 players....you've changed the game..
    BUT, unless EA does an amazing job on the initial roster release; we will not see the fruits of this new progression system until we are a couple of years into our franchises.....and the deeper we are, the more dynamic it is going to be.
    reyes the roof
    I'm curious what archetype guys like Reggie Wayne and Marvin Harrison or even Jerry Rice would have fit under. Deep threat, possession, and red zone threat doesn't really fit any of them. They were all great route runners which makes me think they'd be classified as slot guys, but I wouldn't really consider any of them as slot WRs

    I could be misunderstanding this, but I don't think it really matters on the field. A Jerry Rice type would fit into, and excel at all the above because his individual ratings would fit and that's what would matter on the field of play. I even think I read that you could play that type of player at either slot or out wide.
    I think the difference is how they progress. The player has to have the right archetype for your scheme for better progression. If I understand this right, it's just another EA bad/unrealistic abstraction of football.
    reyes the roof
    I'm curious what archetype guys like Reggie Wayne and Marvin Harrison or even Jerry Rice would have fit under. Deep threat, possession, and red zone threat doesn't really fit any of them. They were all great route runners which makes me think they'd be classified as slot guys, but I wouldn't really consider any of them as slot WRs

    Just in case there is any confusion, players in Madden are not "classified" as any one archetype. Every WR in the game will be rated in every archetype.
    Each of those players would be rated very high under every archetype.
    My guess right now is that we are overstating the magnitude of the xp boosts you get with matching scheme and player.
    If I do get this game, I'd ignore the scheme fit and just build the team I want.
    ggsimmonds
    But indirectly I believe.
    The AI will not draft because it needs player x for its scheme. It chases the highest overalls, and the scheme system is a way to manipulate overalls.
    You could say I'm being pedantic, but take a look at the West Coast Zone Run scheme fit from the blog. It says they want possession WRs for that system. That is for all WRs.
    All teams, regardless of system, want that one home run type player. A guy to take the top of the defense even if it is just to open up the shallow stuff a little more.
    Whereas in real life a team that has 2 possession WRs would probably be interested in acquiring some speed, in Madden they will continue looking for possession WRs simply because those players will have higher overalls.

    I think that they will still search for elite players though. Look at OBJ, his archetype is Deep threat-95 OVR. His other three OVRs are all 93. He's a scheme fit for every team. Now they will probably pass on a 94 speed guy whose other abilities make him a 72 OVR possession guy, but I don't think that that is a bad thing personality. It's not as nuance a system as people want and we see in real life, but it does provide some identity for teams.
    reyes the roof
    I'm curious what archetype guys like Reggie Wayne and Marvin Harrison or even Jerry Rice would have fit under. Deep threat, possession, and red zone threat doesn't really fit any of them. They were all great route runners which makes me think they'd be classified as slot guys, but I wouldn't really consider any of them as slot WRs

    I'm betting that in this system they would be possession guys. Great hands, great route running.
    ggsimmonds
    Just in case there is any confusion, players in Madden are not "classified" as any one archetype. Every WR in the game will be rated in every archetype.
    Each of those players would be rated very high under every archetype.
    My guess right now is that we are overstating the magnitude of the xp boosts you get with matching scheme and player.
    If I do get this game, I'd ignore the scheme fit and just build the team I want.
    I am wondering how much difference the XP boost will be. If not much and you end up just ignoring the whole thing then that would make the whole thi g a bust.
    However, i do not think it will be a bust because they will build more features around this concept. I just hope they do it in patches rather than have to wait a year.
    Sent from my SM-G960U using Tapatalk
    JoshC1977
    I think a lot of people are not getting it.....
    Archetypes/Schemes are not going to do much of anything on the field in of themselves.
    What they ARE going to do is direct the progression of players and team personnel over time. THAT progression is what is going to make a difference on the field.
    As teams develop players, they will be developing ratings specific to their archetypes (and ideally the archetypes adhering to the scheme). Over time, players will develop higher ratings in those specific areas in lieu of the more scattershot development we've seen in past years.
    Say we have a pass rushing OLB. In past Maddens, the CPU would more-or-less develop whatever ratings could be upgraded at the time based on the available XP. They would have a hard time progressing as they would fall into the "jack of all trades, master of none" paradigm. With the scheme/archetype system in place, CPU teams should develop a pass rusher archetype to fit their scheme...giving that OLB boosts in the ratings specific to that archetype IN LIEU of say boosts as a cover backer. This "guided" progression will result in players having higher ratings in their area-specific traits relative to their weaknesses. THIS my friends is where player differentiation comes into play, this is where the gameplay impact is. This is where you will begin to see those added specialist positions begin to matter, this is where matchups begin to mean more. Extend this across all 22 players....you've changed the game..
    BUT, unless EA does an amazing job on the initial roster release; we will not see the fruits of this new progression system until we are a couple of years into our franchises.....and the deeper we are, the more dynamic it is going to be.
    I think that's as good a system as any, really. No game has gotten progression/regression right. Its probably an imposiible task. As long as I have the ability to edit players to my liking and correct things I think are wrong I'm good. I may do a 10 year sim if its still in the game just to see how different players turn out.
    Sent from my SM-G900V using Operation Sports mobile app
    JoshC1977
    I think a lot of people are not getting it.....
    Archetypes/Schemes are not going to do much of anything on the field in of themselves.
    What they ARE going to do is direct the progression of players and team personnel over time. THAT progression is what is going to make a difference on the field.
    As teams develop players, they will be developing ratings specific to their archetypes (and ideally the archetypes adhering to the scheme). Over time, players will develop higher ratings in those specific areas in lieu of the more scattershot development we've seen in past years.
    Say we have a pass rushing OLB. In past Maddens, the CPU would more-or-less develop whatever ratings could be upgraded at the time based on the available XP. They would have a hard time progressing as they would fall into the "jack of all trades, master of none" paradigm. With the scheme/archetype system in place, CPU teams should develop a pass rusher archetype to fit their scheme...giving that OLB boosts in the ratings specific to that archetype IN LIEU of say boosts as a cover backer. This "guided" progression will result in players having higher ratings in their area-specific traits relative to their weaknesses. THIS my friends is where player differentiation comes into play, this is where the gameplay impact is. This is where you will begin to see those added specialist positions begin to matter, this is where matchups begin to mean more. Extend this across all 22 players....you've changed the game..
    BUT, unless EA does an amazing job on the initial roster release; we will not see the fruits of this new progression system until we are a couple of years into our franchises.....and the deeper we are, the more dynamic it is going to be.

    As someone who always puts 12+ seasons into CFM every year, I am looking forward to the future years in this season even more than before.
    XtremeDunkz
    But then you ask yourself the question why would the cpu sign Henry if he isn't a scheme fit? And if this were the case wouldn't he demand a trade/his release if he is a great fit in another scheme? Which is not currently in Madden obviously, but...

    Unless a person is just a Madden basher (which there are several that frequent the threads), we can assume that the AI was worked on in some fashion so the Scheme Fit mechanism can function properly.
    Also, there’s still a lot of under-the-hood stuff at play dealing with each AI Owner/Coach profile, that’s not visible on the front end.
    1) how they go about building their team
    - Draft
    - Trade (veteran vs young)
    - FA
    Oh, there’s a whole lot more stuff at play that hasn’t made its way to the front end.
    khaliib
    Unless a person is just a Madden basher (which there are several that frequent the threads), we can assume that the AI was worked on in some fashion so the Scheme Fit mechanism can function properly.
    Also, there’s still a lot of under-the-hood stuff at play dealing with each AI Owner/Coach profile, that’s not visible on the front end.
    1) how they go about building their team
    - Draft
    - Trade (veteran vs young)
    - FA
    Oh, there’s a whole lot more stuff at play that hasn’t made its way to the front end.
    Are you saying that under the hood tweaks have been made to CPU AI, but haven't been communicated yet?
    Sent from my SM-G960U using Operation Sports mobile app
    jfsolo
    I think that they will still search for elite players though. Look at OBJ, his archetype is Deep threat-95 OVR. His other three OVRs are all 93. He's a scheme fit for every team. Now they will probably pass on a 94 speed guy whose other abilities make him a 72 OVR possession guy, but I don't think that that is a bad thing personality. It's not as nuance a system as people want and we see in real life, but it does provide some identity for teams.

    Those examples are extremes though. I'm talking about a situation where the 49ers may have two possession guys rated in the mid 80s and they look to acquire a 3rd WR. The two choices could be a 83 ovr possession guy or a deep threat who is rated as a 77 possession WR.
    Who does the AI sign? The clear choice is that deep threat to complement the two possession guys, but info suggests they would sign the 83 ovr guy because of scheme fit.
    So years into your franchise yes, teams will have identities but those identities will be too one sided.
    kennypowers88
    Are you saying that under the hood tweaks have been made to CPU AI, but haven't been communicated yet?
    Sent from my SM-G960U using Operation Sports mobile app

    There’s just no way they can/will communicate everything that they’ve done, esp under-the-hood stuff.
    - it would just lead to more confusion than needed
    I just wanted to note that there’s a lot more tools in place that the AI is using to deal with that particular analogy presented, that we don’t see on the front end.
    Though majority of this news was let out during EA play I'm still happy with the result. From reading this forum and twitter most feel that the blog is a let down because of it. But the fact that we have moved into 19 with hopefully an approach to adding more features in 19 and beyond to CFM I'm getting hype. Custom draft classes is a big piece for my online franchise with my guys and adding in schemes and archetypes make team building fun and worth while and will make me want to keep engaged with a franchise for more then one year.
    People bummed about not seeing anything new need to understand that this blog is mainly for the average player who doesn't follow E3 or sites like OS and get their first bit of news from sources like that. We are in the know because we want to be.
    As far as what I read I am stoked beyond belief and can not wait for this years game. To me the whole scheme change is the start of what I hope to be a beautiful thing. This is what I originally envisioned when they first came out with it and I only think it will get better and better. Specialist depth positions is fantastic and way over do. I can not wait!!!
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