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Madden NFL 20 Developer Stream (Archive Available) - Discussing Gameplay & Franchise Beta Updates

Madden NFL 20

Madden NFL 20 Developer Stream (Archive Available) - Discussing Gameplay & Franchise Beta Updates

The Madden NFL 20 development team hosted a Twitch stream earlier this morning, discussing gameplay and franchise mode updates, based off feedback from the beta.

Check out the archive below, it starts at roughly the 12:50 mark. We will have a breakdown of the stream soon.

Watch 10:30 Special Stream: Madden 20 Beta Feedback Updates! from EAMaddenNFL on www.twitch.tv

 

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  1. For anyone not able to watch... so far they've done a deep dive into the happy birthday song.
    Talking some more about ratings stretch.
    There will be Gridiron Notes Friday around 5:00pm EST with all the info from the stream and the stream will be archived so everyone can re-watch it.
    Is this just two guys talking or will there be game play shown? Don't get me wrong there's some good info , I was just hoping to see the game in action.
    Yesboom
    They're trying to get the QB rushing stats right !

    "Trying". They glossed over it. Mentioned more rushes in gameplay and supersim engine. Didn't say anything about Franchise week-to-week simming.
    PhillyPhanatic14
    Still looking into sim QB rushing stats... sounds like it's complex. They're working on getting the QB's to rush more in games and on having the sim stats be more accurate.

    Really ????? That would be grateful
    Star, Superstar and X-Factor dev traits will be hidden. This is new unless Swami misspoke. I recall them saying just Superstar and X-Factor dev traits would be hidden. If it's all three that's a lot better IMO.
    Sent from my SM-G960U using Tapatalk
    Reed1417
    Star, Superstar and X-Factor dev traits will be hidden. This is new unless Swami misspoke. I recall them saying just Superstar and X-Factor dev traits would be hidden. If it's all three that's a lot better IMO.
    Sent from my SM-G960U using Tapatalk

    I noticed that too.
    Sent from my iPhone using Tapatalk
    Soo fifth year option (in a patch coming later), more scenarios, looking into Qb rushing, player XP according to age and overall, contracts according to other players with the same overall. Sounds great so far.
    Yesboom
    Soo fifth year option (in a patch coming later), more scenarios, looking into Qb rushing, player XP according to age and overall, contracts according to other players with the same overall. Sounds great so far.

    they also improve sim engine for accurate stats ???
    PhillyPhanatic14
    Still looking into sim QB rushing stats... sounds like it's complex. They're working on getting the QB's to rush more in games and on having the sim stats be more accurate.

    having the sim stats be more accurate like sim games on each week after you are done with your team first ??
    michaelhawj
    they also improve sim engine for accurate stats ???

    They are definitely looking into QB rushing stats (Looking into. So it's not fixed yet and probably won't be at launch). I don't remember if they said anything about the other stats.
    Yesboom
    They are definitely looking into QB rushing stats (Looking into. So it's not fixed yet and probably won't be at launch). I don't remember if they said anything about the other stats.

    ahh won't be at launch..day one patch should fix that at launch. ughhh it is pain to wait littler longer
    Steve, thank you again for giving out beta codes here. I got my beta code here and made that contract post that they mentioned in the stream that helped influence 5th year options and the contract things that they're looking into for the future.
    Cool to see the OS community making a difference in the game.
    PhillyPhanatic14
    Their way of addressing the pass rush was all over the place... Am i correct in thinking they didn't nerf it? That was a very confusing section.

    They are passing that topic to CLint.
    I’m psyched that 5th year options are coming this year. Don’t even care that it’s in a patch. I’ve been waiting for this addition forever. Maybe they can patch in more complex contracts like 2K has.
    PhillyPhanatic14
    Cool scenes added to add emotion. Example given was OBJ's tantrums, mentioned him throwing his helmet if certain criteria is met. Tom Brady moment is in the game.

    Very Nice!
    They didn't change anything to Pass Rush, but now if you put a TE whose lined up at the line of scrimmage in a Block and Release route, he'll block until you hit his button to tell him to run his route. Another blocking update will come later in a title update.
    Yesboom
    They didn't change anything to Pass Rush, but now if you put a TE whose lined up at the line of scrimmage in a Block and Release route, he'll block until you hit his button to tell him to run his route. Another blocking update will come later in a title update.

    YEs.. TY for noting this great new feature
    4thQtrStre5S
    2 new blocking mechanics coming to M20

    wow that great to know about that. i am closer to pre-order this soon as possible because EA are looking into QB rushing stats and improve sim stats better in Franchise Mode .. i am fine with no change to pass rush because it feel great in beta i played
    4thQtrStre5S
    No Change to zone
    Man cover release after press to outside routes adjusted. Apparently to reduce major loss?

    did they improve anything on passing trajectory in final product from beta feedback ?
    michaelhawj
    did they improve anything on passing trajectory in final product from beta feedback ?

    Clint mentioned passing but I missed it due to phone call. If anyone has this info please post, TY.
    Just gonna toss this out there- A few of the big things that they've kept at beta level are thanks to the OS community. The pass rush, the illegal man downfield penalties, the throwing animations.
    How they've talked about all of these things is that they noticed people complaining about them and then other people came in to comment and show that those things didn't need to be changed. I know from our beta thread that a lot of the OS people who were in the beta were the ones commenting on those threads and helping show that they didn't need to be changed.
    OS was 100% heard during the beta.
    Stamina penalty for stiff arm that was not in the beta, and there will be a future update further addressing this. Fumbles by hit sticks were only touched in Sim mode only, primarily due to injury risks that aren’t present in competitive and simulation.
    Sent from my iPhone using Tapatalk
    Decreased QB fumble rate on scrambles, QB designed runs by 50%. That change only applies in SIMULATION mode though..not the other modes.
    Did I understand that right?
    ODogg
    Decreased QB fumble rate on scrambles, QB designed runs by 50%. That change only applies in SIMULATION mode though..not the other modes.
    Did I understand that right?

    Yep that’s what I heard
    Sent from my iPhone using Tapatalk
    PhillyPhanatic14
    Just gonna toss this out there- A few of the big things that they've kept at beta level are thanks to the OS community. The pass rush, the illegal man downfield penalties, the throwing animations.
    How they've talked about all of these things is that they noticed people complaining about them and then other people came in to comment and show that those things didn't need to be changed. I know from our beta thread that a lot of the OS people who were in the beta were the ones commenting on those threads and helping show that they didn't need to be changed.
    OS was 100% heard during the beta.

    Absolutely, and the past several weeks, Simfbcritic was pounding those same rocks on Twitter.
    Going to be releasing less updates this year and they're going to make sure that their updates aren't breaking other things in the game before the drop them.
    This should hopefully prevent another situation like the stumbling RB's from last year.
    4thQtrStre5S
    I swear, in beta, each time someone complained about the pass rush I was creating a counter reply. I was like, "How dare you come in here with that noise." lol

    i think someone is casual gamer who complained about that
    4thQtrStre5S
    Clint mentioned passing but I missed it due to phone call. If anyone has this info please post, TY.

    Only change I heard them mentioning is that some people complained that they were having trouble with "leading" the ball when passing. Clint said they tuned that.
    I loved the passing in the Beta in that, when using the lead stick, I could throw the ball more easily to a spot, since the ball didn't seem as "tethered" to the receiver. I thought it was a major improvement and brought an increased level of skill and user control to the passing game. I am hoping they didn't over-tune this ability.
    michaelhawj
    i think someone is casual gamer who complained about that

    There were a lot of casual gamer's, then, because it was a big huge thread in the beta forums.
    Yesboom
    They didn't change anything to Pass Rush, but now if you put a TE whose lined up at the line of scrimmage in a Block and Release route, he'll block until you hit his button to tell him to run his route. Another blocking update will come later in a title update.

    What?!?!? That is an awesome gameplay mechanic and I am really excited to use this
    PhillyPhanatic14
    Steve, thank you again for giving out beta codes here. I got my beta code here and made that contract post that they mentioned in the stream that helped influence 5th year options and the contract things that they're looking into for the future.
    Cool to see the OS community making a difference in the game.

    Well done! Can I get a link to your original post regarding the contracts?
    edgevoice
    Only change I heard them mentioning is that some people complained that they were having trouble with "leading" the ball when passing. Clint said they tuned that.
    I loved the passing in the Beta in that, when using the lead stick, I could throw the ball more easily to a spot, since the ball didn't seem as "tethered" to the receiver. I thought it was a major improvement and brought an increased level of skill and user control to the passing game. I am hoping they didn't over-tune this ability.

    well i hate it when weak QB are starter like Brock Osweiler who had insane stats : 27-30 for comp-att, 284 passing yards and 3 TD without int who played against my team in week 1 of Franchise Mode on all pro difficulty in beta version
    A couple notes I didn’t see mentioned here on the presentation side
    Added ability to do custom celebrations on the RS as a QB in Face Of the Franchise. Also applies to CFM when player lock is on QB.
    Added new player pre game intros for star players that didn’t have them last year. Examples given were Tom Brady and Russell Wilson.
    Continued to update stadium exteriors, no specific examples were given.
    Updated 3D wipes and gave them specific purposes, IE EA wipe used for quarter breaks and halftime specifically.
    Added superstar X factor presentation elements for when a player gets “in the zone.”
    Overall it sounds like a lot of the focus on presentation was on Superstars and their personalities.
    Richard Sherman as a “motivator” has some motivating sideline scenes.
    Sent from my iPhone using Tapatalk
    jpdavis82
    A couple notes I didn’t see mentioned here on the presentation side
    Added ability to do custom celebrations on the RS as a QB in Face Of the Franchise. Also applies to CFM when player lock is on QB.
    Added new player pre game intros for star players that didn’t have them last year. Examples given were Tom Brady and Russell Wilson.
    Continued to update stadium exteriors, no specific examples were given.
    Updated 3D wipes and gave them specific purposes, IE EA wipe used for quarter breaks and halftime specifically.
    Added superstar X factor presentation elements for when a player gets “in the zone.”
    Overall it sounds like a lot of the focus on presentation was on Superstars and their personalities.
    Richard Sherman as a “motivator” has some motivating sideline scenes.
    Sent from my iPhone using Tapatalk

    Is there still option for open roof in Franchise Mode ? i don't see option in Beta version when i went to uniform setting before start play
    Overall I'm very pleased with what we got today. The lack of changes is wonderful. Now just gotta wait and see how it plays. Still on the fence...but this making me take a foot off at least.
    Sent from my SM-G960U using Tapatalk
    michaelhawj
    well i hate it when weak QB are starter like Brock Osweiler who had insane stats : 27-30 for comp-att, 284 passing yards and 3 TD without int who played against my team in week 1 of Franchise Mode on all pro difficulty in beta version

    Yeah, I did not hear any mention of CPU controlled QB's accuracy-effectiveness being addressed. Have to see how that plays out. Some of that will depend on how well coverages play out as well.
    edgevoice
    Yeah, I did not hear any mention of CPU controlled QB's accuracy-effectiveness being addressed. Have to see how that plays out. Some of that will depend on how well coverages play out as well.

    Assuming they don't change it we will need to adjust the CPU QB accuracy slider down some I think
    Overall I'm pleased, it seems as they understand that last year they screwed the pooch by changing so much after launch by trying to please the community on the fly in title updates.
    I really hope the 5th Year Option comes soon!!
    jpdavis82
    Is this for MUT? What do you mean exactly?
    Sent from my iPhone using Tapatalk

    It was shown on screen after the stream. So not sure exactly what it all means.
    ODogg
    Assuming they don't change it we will need to adjust the CPU QB accuracy slider down some I think

    i changed cpu qb accuracy slider to 25 but cpu still make more complete passes or do i have to increase reaction, coverage that help alot ???
    Really liked everything I heard during the stream. I’m glad they aren’t touching the pass rush. Love that they expanded the fog of war a little more. I like that there will be more scenarios at launch than what was in the beta. 5 year options being added later on as a scenario is great but one thing I want to know is if the cpu gets scenarios?
    Yesboom
    They didn't change anything to Pass Rush, but now if you put a TE whose lined up at the line of scrimmage in a Block and Release route, he'll block until you hit his button to tell him to run his route. Another blocking update will come later in a title update.

    There is speculation that double team blocks might be the 2nd new blocking mechanic according to a post that was deleted on twitter.
    Cowboy008
    Really liked everything I heard during the stream. I’m glad they aren’t touching the pass rush. Love that they expanded the fog of war a little more. I like that there will be more scenarios at launch than what was in the beta. 5 year options being added later on as a scenario is great but one thing I want to know is if the cpu gets scenarios?

    they are looking into QB rushing stats, improve sim stats too but not at launch is sadly
    4thQtrStre5S
    There is speculation that double team blocks might be the 2nd new blocking mechanic according to a post that was deleted.

    hope so and that would be cool too
    adelfish
    Well done! Can I get a link to your original post regarding the contracts?

    Man i wish. Looks like they shut down the link to the beta feedback because it redirects to the ea homepage. It was under my ea forum name (FawnkyDonkeys)
    DeuceDouglas
    Just a friendly reminder, guys. If you have an idea for a scenario that you'd like to see in the game, put it in here and while I can't promise it will end up in the game, I can promise those that make that decision will see it.

    Good idea to post!
    Like what i hear but i reserve judgement and cannot give the benefit of the doubt until its released. Sorry but statue QB is still fresh. Great thing about it being released to EA access is that i can read up from everyone on impressions.
    jpdavis82
    A couple notes I didn’t see mentioned here on the presentation side
    Added ability to do custom celebrations on the RS as a QB in Face Of the Franchise. Also applies to CFM when player lock is on QB.
    Added new player pre game intros for star players that didn’t have them last year. Examples given were Tom Brady and Russell Wilson.
    Continued to update stadium exteriors, no specific examples were given.
    Updated 3D wipes and gave them specific purposes, IE EA wipe used for quarter breaks and halftime specifically.
    Added superstar X factor presentation elements for when a player gets “in the zone.”
    Overall it sounds like a lot of the focus on presentation was on Superstars and their personalities.
    Richard Sherman as a “motivator” has some motivating sideline scenes.
    Sent from my iPhone using Tapatalk
    Ability to import 2019 rosters? I wish...
    Sent from my Pixel using Tapatalk
    michaelhawj
    i changed cpu qb accuracy slider to 25 but cpu still make more complete passes or do i have to increase reaction, coverage that help alot ???

    That is a great question. Are we sure that moving CPU QB accuracy to 25 is making the computer WORSE?
    I know some of these sliders are not what you'd think and honestly I don't change them much so maybe someone else can answer.
    PhillyPhanatic14
    Man i wish. Looks like they shut down the link to the beta feedback because it redirects to the ea homepage. It was under my ea forum name (FawnkyDonkeys)

    You are now famous. Great forum name, I laughed!
    jpdavis82
    A couple notes I didn’t see mentioned here on the presentation side...
    Updated 3D wipes and gave them specific purposes, IE EA wipe used for quarter breaks and halftime specifically.
    Added superstar X factor presentation elements for when a player gets “in the zone.”

    Two big additions.
    For the first, it was the generic white EA logo (if i remember correctly) on a wipe every time for quarter, 2 min warning, etc... and it got really old and looked lame. This could be awesome.
    Also glad to see we'll know when players are in the zone. That's important. Rivers got in it against me and i had no clue until i couldn't stop him and saw his fire icon.
    ODogg
    You are now famous. Great forum name, I laughed!

    Haha my xbox gamertag is Fawnky Donkey so it's based off of that. Always thought of a donkey that's just totally bringing the funk.
    4thQtrStre5S
    I swear, in beta, each time someone complained about the pass rush I was creating a counter reply. I was like, "How dare you come in here with that noise." lol

    LOL, I did the same thing...something along the lines of "GIT GUD - learn how to step up in the pocket".
    Lots of great notes in regards to gameplay. Not much reassurance for Franchise. They did nothing (unless I missed something) to make it feel like the Scenario Engine will be more fleshed out at launch than in the beta.
    Scenarios mentioned when the engine was announced back in April:
    Player holding out
    Player demanding trade
    Player reacting to being put on trade block
    Locker room reaction to cutting veteran
    Players reacting to decreased use in gameplay
    Players threatening to retire if Franchise Tagged
    Player calls players-only meeting
    Boost or lessen practice intensity
    Player breakout scenarios
    Also mentioned that players on a team would react individually (not the entire team reacting as one) to unfolding scenarios, with more volatile players creating crises (hard to believe NFL signs off on that)
    How many of these promised scenarios do you all think will actually be in the game at launch?
    Also, how many people are concerned the "live service" approach to Franchise this year means there will be less time for the team to implement major improvements for next year's edition?
    So the Star/Superstar/X-Factor abilities are all under 'fog of war' now, to opponents, correct? Or did I misinterpret that?
    And regarding drafting them, do we know at what point a drafted player gains their ability?
    So I'll start off with the one negative in that it doesn't look like the Simmed rushing stats for QBs will be fixed for launch. Some of us(myself included) often think that some things should be easy fixes, but obviously this isn't.
    It was smart of them to limit the SS/XF abilities in the Pro Bowl opening, take the way that people freaked out in the Beta and magnify it by a thousand and it would have been tough to deal with the next level complaining during the launch. Such a big win to not have the pass rush nerfed.
    5th year options in a Title Update is a stunningly unexpected get. Swami's discussion about how one players contract will influence the contract expectations of other similarly rated players was nice.
    Swami also talked about how rookies or players who are young with a low OVR will quickly progress to overtake the veteran who might be rated higher than them at launch. We'll see how that was tuned. He also said it's tough to get people to the SS/XF level so a league shouldn't be saturated with those players, this is another thing we'll have to see how the tuning plays out.
    Good to here about more scenarios being in at launch, how many more we get during the year will be a big factor in the evaluation of Franchise mode this cycle, IMO.
    For me probably most of the EA Access time will be spent getting the muscle memory down for the new control scheme. SS/XF being on RT and play art being on LT is going to take a minute to get use to. The same is true for dline and linebacker adjustments now being on the d-pad.
    TheOncomingStorm

    Player holding out
    Player demanding trade
    Player reacting to being put on trade block
    Locker room reaction to cutting veteran
    Players reacting to decreased use in gameplay
    Players threatening to retire if Franchise Tagged
    Player calls players-only meeting
    Boost or lessen practice intensity
    Player breakout scenarios

    For a few of these two work I would have to imagine players would have to have personality traits assigned similar to 2k. Has anyone seen anything anywhere about players having personality traits?
    Therebelyell626
    For a few of these two work I would have to imagine players would have to have personality traits assigned similar to 2k. Has anyone seen anything anywhere about players having personality traits?

    We've had personality ratings for a few years now... not sure when they were added but they were definitely in Madden 19.
    Bravo to the madden team for not caving ( so far) and not nerfing and over tuning things from the beta. That was great to hear. Now lets hope they stick to that after launch as well and not screw this up.
    The new block and release for the TE sounds like a really nice addition as well .
    The 5th year option scenerio thing sounds cool. Im hoping ( and figuring) since this is coming post launch that any online leagues that starts before thats out , will get it when the update comes without having to restart .
    Not to sure why they felt the need to talk almost 10 minutes about a button change though.
    Overall im just glad to hear they didnt mess with the gameplay for the most part. They seemed to just focus on fiing bugs and glitches. Exactly what they should have spent their time on . Nice work on the gameplay side.
    PhillyPhanatic14
    We've had personality ratings for a few years now... not sure when they were added but they were definitely in Madden 19.

    Woah didn't even know that. Goes to show you how much they in matter in Madden since I didn't even know they were in the game lol
    Therebelyell626
    Woah didn't even know that. Goes to show you how much they in matter in Madden since I didn't even know they were in the game lol

    Haha yeah seriously. According to MUTHead, here is what it did (not much):
    Helps determine how marketable the player is. The more marketable the player, the better chance he’ll have of becoming a top-10 selling jersey in the NFL, which of course means more money for the owner.
    Cowboy008
    Well it looks like I may end up doing a 32 team franchise since swami just confirmed that cpu teams don’t get scenarios.

    Honestly expected, but a major letdown. Now if it wasn't such a pain to do 32 team control.
    PhillyPhanatic14
    We've had personality ratings for a few years now... not sure when they were added but they were definitely in Madden 19.

    This rating is more a "Marketable" rating than a personality rating. If I remember correctly it was bugged and a lot of players had 99 so your 3rd string RB would sell more jersey than your star QB. (Don't quote me on that one but I believe every rookies came in with a 99 rating making this rating pretty much useles)
    Gentlemen, let's get very real for a second. There is a reason they are not showing us unedited gameplay. Let that sink in before you decide to purchase this title.
    howboutdat
    Bravo to the madden team for not caving ( so far) and not nerfing and over tuning things from the beta. That was great to hear. Now lets hope they stick to that after launch as well and not screw this up.
    The new block and release for the TE sounds like a really nice addition as well .
    The 5th year option scenerio thing sounds cool. Im hoping ( and figuring) since this is coming post launch that any online leagues that starts before thats out , will get it when the update comes without having to restart .
    Not to sure why they felt the need to talk almost 10 minutes about a button change though.
    Overall im just glad to hear they didnt mess with the gameplay for the most part. They seemed to just focus on fiing bugs and glitches. Exactly what they should have spent their time on . Nice work on the gameplay side.

    One could argue that the control scheme changes will be the biggest disruption of the status quo for most of the Madden player base this year. Hardcore players will complain for a minute and then adjust, but casual players will be much more affected by the changes, IMO.
    squaremarker
    Gentlemen, let's get very real for a second. There is a reason they are not showing us unedited gameplay. Let that sink in before you decide to purchase this title.

    Yeah, because gameplay can't be judged based on videos....you have to get the game in-hand.
    squaremarker
    Gentlemen, let's get very real for a second. There is a reason they are not showing us unedited gameplay. Let that sink in before you decide to purchase this title.
    Ive played the beta. Game plays great.
    Sent from my SM-G960U using Tapatalk
    squaremarker
    Gentlemen, let's get very real for a second. There is a reason they are not showing us unedited gameplay. Let that sink in before you decide to purchase this title.

    Sounds like you've had plenty of experience with the beta.
    ODogg
    Assuming they don't change it we will need to adjust the CPU QB accuracy slider down some I think

    Just some food for thought O, besides the fact that your avatar really freaks me out :google:, is that if QB completion percentage is still high, we have to analyze as to why it is happening. Are receivers running wide open? Are there certain coverages that are not functioning properly? Does the CPU have too much time to pass? Once we have that info, then I humbly believe tuning becomes far more effective.
    Like you, CPU QB accuracy is one of my biggest concerns, along with auto-motion WR's not being tracked properly, due to excessive lag time by DB's in man coverage and MLB zone responsibilities in Tampa 2. Hopefully, it's been sorted.
    I find it hard to get excited about "promises" for down the line. 5th year options to be patched in? Sure, let's see. These "live service roadmaps" change all the time, everything right now is just PR speak.
    TheOncomingStorm
    I find it hard to get excited about "promises" for down the line. 5th year options to be patched in? Sure, let's see. These "live service roadmaps" change all the time, everything right now is just PR speak.

    Tiburon has a pretty strong reputation delivering on what they intend to add and/or change post-launch. Madden has been a live-service game for a few years now, so they generally have a good handle on what they can and can't deliver post-launch, especially with respect to scope of new features and changes.
    Given what's gone on with Anthem, however, I'll admit your skepticism isn't baseless.
    squaremarker
    Gentlemen, let's get very real for a second. There is a reason they are not showing us unedited gameplay. Let that sink in before you decide to purchase this title.

    They were handing out beta codes like candy on Halloween. Let that sink in. Almost anyone could get a code and play the game if they wanted. On top of that EA Access launches before the game releases. You’ll have plenty of vids then.
    CM Hooe
    Tiburon has a pretty strong reputation delivering on what they intend to add and/or change post-launch.

    Just last year we got open roofs in CFM as a part of a title update.
    The other option here that people don't realize is they just save everything that didn't make it in for Madden 21... That's how it used to work. The game already went gold, so the Deion Jones contract (and the Julio one that is coming), as well as the deals for Robbie Gould and Grady Jarrett wouldn't be in the game. They aren't obligated to add things once the game has gone gold, but they're doing that for our benefit. Would people seriously prefer that they just not add 5th yr options until next year?
    For those asking about scenarios, in the beginning of the stream they mentioned that they added more and made them happen more often and will continue to add them through the year,as part of CFM now being a live content service.
    Sent from my iPhone using Tapatalk
    jpdavis82
    For those asking about scenarios, in the beginning of the stream they mentioned that they added more and made them happen more often and will continue to add them through the year,as part of CFM now being a live content service.
    Sent from my iPhone using Tapatalk
    I like this. It's just an absolute bummer that CPU teams don't have to deal with them. It would have really made franchise a living breathing world
    Sent from my XT1650 using Operation Sports mobile app
    scitychamps87
    I like this. It's just an absolute bummer that CPU teams don't have to deal with them. It would have really made franchise a living breathing world
    Sent from my XT1650 using Operation Sports mobile app

    From Swami's tweet it does sound like they're working on that so maybe we'll see it this cycle at some point.
    squaremarker
    Gentlemen, let's get very real for a second. There is a reason they are not showing us unedited gameplay. Let that sink in before you decide to purchase this title.

    They have nothing to hide if that's what you're implying, the beta showed that. Go read the beta impressions thread.
    They are not showing that to build hype, this has been discussed ad nauseam.
    PhillyPhanatic14
    Just last year we got open roofs in CFM as a part of a title update.
    The other option here that people don't realize is they just save everything that didn't make it in for Madden 21... That's how it used to work. The game already went gold, so the Deion Jones contract (and the Julio one that is coming), as well as the deals for Robbie Gould and Grady Jarrett wouldn't be in the game. They aren't obligated to add things once the game has gone gold, but they're doing that for our benefit. Would people seriously prefer that they just not add 5th yr options until next year?

    These contracts could easily be updated in a Day 1 patch. Hopefully that’ll be the case.
    jpdavis82
    Stamina penalty for stiff arm that was not in the beta, and there will be a future update further addressing this. Fumbles by hit sticks were only touched in Sim mode only, primarily due to injury risks that aren’t present in competitive and simulation.
    Sent from my iPhone using Tapatalk

    This is pretty cool to see something specifically tuned for sim. His explanation made a fair bit of sense as well. Although, if they tune this wrong, this could mean too many injuries instead of fumbles. Lol.
    Sent from my iPhone using Tapatalk
    Cowboy008
    Well it looks like I may end up doing a 32 team franchise since swami just confirmed that cpu teams don’t get scenarios.
    For all the cool / great news and information we got today, this right here is a major disappointment.
    PhillyPhanatic14
    Going to be releasing less updates this year and they're going to make sure that their updates aren't breaking other things in the game before the drop them.
    This should hopefully prevent another situation like the stumbling RB's from last year.

    This is great news. I had to shelve Madden 19 until March because all the updates did was break other area's of the game. It was a vicious cycle for an otherwise really good Madden title. I loved 19. Still playing it. But I am really excited about 20 and the many gameplay improvements, the scenario engine and X-Factor, Superstar, Ratings spread and draft class tuning.
    It will make a huge difference and this is shaping up to the be the best playing Madden yet.
    Madden 16 and 19 are to me the very best they have had in the series. Madden 20 looks like it has great potential to put those games to rest for me. I still have 16 installed and I still play it from time to time because of how good it was on the field.
    Look forward to EA access next week to test drive this puppy.
    shockl3y
    These contracts could easily be updated in a Day 1 patch. Hopefully that’ll be the case.

    Yeah I'm sure they will be. My post was responding to someone who wasn't happy about us getting things in content updates and it was pointing out how we wouldn't get those new contracts under Madden 21 if they stopped the updates.
    Cowboy008
    Well it looks like I may end up doing a 32 team franchise since swami just confirmed that cpu teams don’t get scenarios.
    This is a HUGE let down, for as much as they've hyped up this new feature I think it's crazy that it doesn't also affect CPU teams. I hope that they can introduce it to CPU teams in a patch because the scenario engine HAD the potential to breathe so much life in to solo franchises (emphasis on the HAD potential).
    Sent from my SM-G950U using Tapatalk
    michaelhawj
    Why didn't EA do it for cpu teams affect scenarios beside user team ?

    This makes zero sense. This basically handicaps the user with all of these scenario's where the CPU does not have to worry about them at all. I love the idea but it is pointless for one team.
    michaelhawj
    Why didn't EA do it for cpu teams affect scenarios beside user team ?

    My wild guess is that they didn't have time in the cycle to build out the ability to communicate effectively to the user when CPU teams are presented scenarios and also how CPU teams react to scenarios. There's not much point in having the CPU perform that work if the user is never made meaningfully aware that that work is happening.
    JayD
    This makes zero sense. This basically handicaps the user with all of these scenario's where the CPU does not have to worry about them at all. I love the idea but it is pointless for one team.

    I disagree with your read of this. Scenarios, even if limited to user teams only, quite obviously add to Franchise mode by making the user's experience managing and developing his own team more dynamic.
    Lack of dynamism has been a long-standing complaint of Franchise mode, and while ideally we'd get both, user-facing dynamism is more important than adding more dynamic actions the CPU might take in the background.
    CM Hooe
    My wild guess is that they didn't have time in the cycle to build out the ability to communicate effectively to the user when CPU teams are presented scenarios and also how CPU teams react to scenarios. There's not much point in having the CPU perform that work if the user is never made meaningfully aware that that work is happening.
    I disagree with your read of this. Scenarios, even if limited to user teams only, quite obviously add to Franchise mode by making the user's experience managing and developing his own team more dynamic.
    Lack of dynamism has been a long-standing complaint of Franchise mode, and while ideally we'd get both, user-facing dynamism is more important than adding more dynamic actions the CPU might take in the background.

    Yeah I don't see a huge downfall on only having it user based..it's meant for human experience
    Sent from my iPhone using Operation Sports
    ODogg
    Yeah I don't see a huge downfall on only having it user based..it's meant for human experience
    Sent from my iPhone using Operation Sports
    I only play in 32 user leagues so this effects me zero, but there are absolutely downsides for single player guys.
    I will only speak for what I saw in the beta. There was a scenario where if you got a backup receiver 125 yards in a certain game he got a dev upgrade. Now if the user has access to these types of things and the cpu does not, it creates a huge imbalance.
    Sent from my SM-G960U using Tapatalk
    In regards to Superstar/X Factor Abilities:
    Are they going to be as "rigid" to their positions?
    Examples:
    First one Free - Seems like this is exclusively for Elusive Backs.....could this also be for WR's that are just as Shifty?
    Freight Train - I seen Cam Newton with this, but I feel like it fits Big Bruiser Backs like Derrick Henry and Leonard Fournette....hell, I could see some TEs with this.
    While I've seen SS abilities across different positons, I fear that XF's won't be, as a specifc criteria specifc to that position must be met.
    Sucram7777
    In regards to Superstar/X Factor Abilities:
    Are they going to be as "rigid" to their positions?
    Examples:
    First one Free - Seems like this is exclusively for Elusive Backs.....could this also be for WR's that are just as Shifty?
    Freight Train - I seen Cam Newton with this, but I feel like it fits Big Bruiser Backs like Derrick Henry and Leonard Fournette....hell, I could see some TEs with this.
    While I've seen SS abilities across different positons, I fear that XF's won't be, as a specifc criteria specifc to that position must be met.

    I'm pretty sure those abilities will be position specific. Now the question is : Let's say you change your Xfactor QB to be a DE for example, will he still be Xfactor ? What if you do a more common change of position like OLB to DE ?
    XtremeDunkz
    I only play in 32 user leagues so this effects me zero, but there are absolutely downsides for single player guys.
    I will only speak for what I saw in the beta. There was a scenario where if you got a backup receiver 125 yards in a certain game he got a dev upgrade. Now if the user has access to these types of things and the cpu does not, it creates a huge imbalance.
    Sent from my SM-G960U using Tapatalk
    This and also depending on the scope of the scenarios and what kind of outcomes they can lead to. If it's mostly just more ways to increase dev and maybe get some bonus xp then you could definitely argue that it puts the CPU at a disadvantage. If it also drives scenarios where a player will get fed up and ask for a trade or refuse to re-sign with you etc.... then this will put the user at a disadvantage if the CPU doesn't also have to deal with these scenarios.
    The way they sold the scenario engine when they first announced it I had really high hopes that it would bring a truly fully dynamic element to franchise mode. Especially solo franchise modes, because at least with 32 man user franchises there's a human element to how personnel decisions are made. We'll just have to see when the full game drops but I am very disappointed that a feature they made such a big deal of only seems like a half baked feature.
    Sent from my SM-G950U using Tapatalk
    CM Hooe
    My wild guess is that they didn't have time in the cycle to build out the ability to communicate effectively to the user when CPU teams are presented scenarios and also how CPU teams react to scenarios. There's not much point in having the CPU perform that work if the user is never made meaningfully aware that that work is happening.
    I disagree with your read of this. Scenarios, even if limited to user teams only, quite obviously add to Franchise mode by making the user's experience managing and developing his own team more dynamic.
    Lack of dynamism has been a long-standing complaint of Franchise mode, and while ideally we'd get both, user-facing dynamism is more important than adding more dynamic actions the CPU might take in the background.

    Is this a potentially exciting new feature? No doubt.
    Will it breathe new life to our franchise modes like we have maybe not seen the last couple of years? No doubt.
    But, I don't know, with scenarios only triggering for human controlled teams, something just does not feel right. I can imagine how hard it is to program something like this properly and get CPU to handle the scenarios realistically, but why not give us something like coaching carousel and/or new scouting system this year instead and bring the scenario engine next year, robust and realistic with both HUM and CPU teams involved?
    I mean, I can't wait to get my hands on the game / franchise mode. I am excited to "combat" the scenarios to the best of my ability. But... until they figure it out, there will always be "but" in the back of my mind, everytime a scenario pops up.
    But I admit that due to scenario engine, multiplayer online leagues with as much HUM users as possible should be insane fun. Too bad I am a strict offline guy.
    I watched the stream today and I know it was mentioned they did not change the throwing animations and throwing motions.
    I have read the Gridiron Notes and noticed they have the QBs in different tiers where A-Rod has the fastest throwing motion by himself then they have all the starters except Foles in another tier, then Foles, out of position players and non starters in another tier, and a bottom tier with low level back ups, etc.
    Does anyone know or has it been addressed that QBs can progress into a faster tier or is it kind of set? Or maybe it is just a change that can be made at the edit player menu?
    If these throwing motion tiers are a big gameplay addition, I am hoping they can't be simply edited by a user in CFM as it would make it pointless.
    Just curious!
    Shosum13
    This is a HUGE let down, for as much as they've hyped up this new feature I think it's crazy that it doesn't also affect CPU teams. I hope that they can introduce it to CPU teams in a patch because the scenario engine HAD the potential to breathe so much life in to solo franchises (emphasis on the HAD potential).
    Sent from my SM-G950U using Tapatalk

    I actually didn’t expect it to affect the CPU. I thought it would be kinda like how NBA 2K has the morale thing when players are happy about performance, or unhappy they’re not starting and you gotta decide how to proceed. But that only effects users.
    But guess it would be cool if both games implemented a like news section saying ______ is unhappy about his role for (insert team) whether it be a user or CPU Controlled team
    Sent from my iPhone using Operation Sports
    ODogg
    Yeah I don't see a huge downfall on only having it user based..it's meant for human experience
    Sent from my iPhone using Operation Sports

    But building my roster is part of the user experience. So i wont have star players to trade for bc they wont be demanding trades from their cpu teams. I wont have the chance to sign someone who loses a position battle for a cpu team.
    I get where people are coming from that its only a “user” thing but i def feel it makes the world feel less alive.
    SolidSquid
    But building my roster is part of the user experience. So i wont have star players to trade for bc they wont be demanding trades from their cpu teams. I wont have the chance to sign someone who loses a position battle for a cpu team.
    I get where people are coming from that its only a “user” thing but i def feel it makes the world feel less alive.

    I do think they should make it so it affects CPU definitely but I don't think it's going to really be a huge factor for one year since it'll be therefor us human coaches
    Sent from my iPad using Tapatalk
    AndreSwagassi86
    Was it too strong in the Beta??
    I didn’t notice playing...but then again I don’t stuff arm a lot
    Sent from my iPhone using Operation Sports

    It was pretty strong, I enjoyed it though tbh..love knocking people over lol
    Sent from my iPad using Tapatalk
    SolidSquid
    But building my roster is part of the user experience. So i wont have star players to trade for bc they wont be demanding trades from their cpu teams. I wont have the chance to sign someone who loses a position battle for a cpu team.
    I get where people are coming from that its only a “user” thing but i def feel it makes the world feel less alive.

    Yep, people feel how they feel in terms have a "go User" mentality, and obviously the Franchise team may agree(although it could just be that they simply don't get the resources to flesh out features for solo Franchise players like they use too), but it's always a punch in the gut when any feature is implemented in way that puts the User team in a pocket universe where things apply to them but not the other 31 CPU teams.
    jfsolo
    Yep, people feel how they feel in terms have a "go User" mentality, and obviously the Franchise team may agree(although it could just be that they simply don't get the resources to flesh out features for solo Franchise players like they use too), but it's always a punch in the gut when any feature is implemented in way that puts the User team in a pocket universe where things apply to them but not the other 31 CPU teams.

    Exactly its like im just one team in a vacuum and what the other 31 teams do makes no difference at all. It makes it feel like youre not competing against other teams just yourself and a spreadsheet
    adelfish
    So the Star/Superstar/X-Factor abilities are all under 'fog of war' now, to opponents, correct? Or did I misinterpret that?
    And regarding drafting them, do we know at what point a drafted player gains their ability?

    500 snaps, iirc.
    After Watching this feed I assume the Madden developers cater to people with ADD. Presentation is a dirty word to the Madden team developers. They want people to blow through games as fast as possible, one play one snap as fast as possible. It makes no sense except I guess it’s a way for them to make more money. This is not a replication of the NFL experience this is not pro football, this is madden with NFL license to look the part, but not really emulate the pageantry of this beautiful game. Sucks for us football fans.
    MelR2000
    After Watching this feed I assume the Madden developers cater to people with ADD. Presentation is a dirty word to the Madden team developers. They want people to blow through games as fast as possible, one play one snap as fast as possible. It makes no sense except I guess it’s a way for them to make more money. This is not a replication of the NFL experience this is not pro football, this is madden with NFL license to look the part, but not really emulate the pageantry of this beautiful game. Sucks for us football fans.

    My games are 1.5 hrs as is with 9 minute qtrs and I watched the stream live today and I button press through most of the presentation elements.
    The outdoor shots outside the stadium were gorgeous, I thought, in the beta.
    I do agree there should be more presentation and franchise options so everyone has a chance to enjoy the game that they so desire.
    Just thinking out loud, if I didn't button press through presentation and franchise mode was a deep rich mode, I'd be stuck with Madden for hours on end. lol, would not work in this crazy busy household.
    MelR2000
    After Watching this feed I assume the Madden developers cater to people with ADD. Presentation is a dirty word to the Madden team developers. They want people to blow through games as fast as possible, one play one snap as fast as possible. It makes no sense except I guess it’s a way for them to make more money. This is not a replication of the NFL experience this is not pro football, this is madden with NFL license to look the part, but not really emulate the pageantry of this beautiful game. Sucks for us football fans.

    I feel what you're saying and they really should have several presentation styles.
    However, I am glad they are doing these things that they discussed today because honestly it's not so much ADD for me as it is limited time.
    Especially now that I'm married and my wife always has stuff planned for us. Me sitting around playing Madden for hours isn't the ideal, so in that respect things like this help as I try to get in as many games as I can!
    Sent from my iPad using Tapatalk
    Looks like I will probably be turning the scenario engine off. Being a human only thing is a big time disappointment. The ability to bump up multiple players' dev traits annually is going to create some big time imbalance in CFM's. If the other scenarios that were mentioned by Mike Young are in like holdouts, requesting trades, etc. then it would be ridiculous to see my star WR demand a trade because I don't use him enough, then see the team I trade him to use him even less, but he's happy as can be.
    Essentially the one big thing they add to CFM this year is useless for me and others because it only affects 1 team out of 32.
    From my one time experience with the skeleton Scenario Engine version in beta, I’m really looking forward to its impact on my decision making over the course of my CFM.
    I know they’ve implemented mechanisms to balance out the interaction between User and AI, so not having an overkill of AI Team info thrown at me fits my schedule.
    Time is my biggest determinant and I’d rather spend most of that actually playing on the field vs reading a bunch of info.
    This is just me though!!!
    JayD
    This makes zero sense. This basically handicaps the user with all of these scenario's where the CPU does not have to worry about them at all. I love the idea but it is pointless for one team.

    While I'd like the CPU to have the same issues we will, I'm not worried. It definitely presents a challenge for the USER atleast. I always find ways to adapt to the difficulty and I'm sure others do too. Having to worry about losing key players will call for new strategies for sure. I'm all for the CPU being a challenge.
    adelfish
    Do simmed snaps count? Do we know?

    I Sim 100% to see how long and it came it be a full season + 3 regular season games for my rookie MLB.
    - of course not knowing if other variables (injury, packages etc...) extended this or not
    This may be how they balance the speed at players will obtain these abilities.
    - 500 snaps is a lot
    It seems that every time we have sim multiple games, the player I least need to get injured, ends up getting injured.
    - so I don’t Sim gameplay much
    canes21
    Looks like I will probably be turning the scenario engine off. Being a human only thing is a big time disappointment. The ability to bump up multiple players' dev traits annually is going to create some big time imbalance in CFM's. If the other scenarios that were mentioned by Mike Young are in like holdouts, requesting trades, etc. then it would be ridiculous to see my star WR demand a trade because I don't use him enough, then see the team I trade him to use him even less, but he's happy as can be.
    Essentially the one big thing they add to CFM this year is useless for me and others because it only affects 1 team out of 32.

    I think it opens a door though.....
    yea the scenario engine effects user controlled teams only , but the possible addition of it coming into play for the CPU opens up the door for like a news/notification system “_______ demands to be traded , unhappy about role”
    It’s not a negative to me though , I honestly didn’t even expect it to affect the CPU. I envisioned it like the NBA2K MyGM scenarios like when The 6th man goes to your office and feels he should be a starter.... the CPU controlled teams don’t have to bother with those or keeping morale up
    Sent from my iPhone using Operation Sports
    adelfish
    Do simmed snaps count? Do we know?

    Players still earn XP for downs played in simulated games, so I have to assume that simulated snaps count towards the downs played dev trait unlock counter as well.
    On top of that, I noticed in the beta that snaps played in Weekly Training also counted towards unlocking dev trait as long as the selected drill was played and not simulated. Admittedly, I'm not sure if this was intended behavior or a bug, but it was definitely happening. If that behavior does make it into retail, however, I would find that interesting; I kinda actually want that to happen?
    CM Hooe
    Players still earn XP for downs played in simulated games, so I have to assume that simulated snaps count towards the downs played dev trait unlock counter as well.
    On top of that, I noticed in the beta that snaps played in Weekly Training also counted towards unlocking dev trait as long as the selected drill was played and not simulated. Admittedly, I'm not sure if this was intended behavior or a bug, but it was definitely happening. If that behavior does make it into retail, however, I would find that interesting; I kinda actually want that to happen?
    I wonder if it will also count snaps played in free practice mode.
    Sent from my SM-G950U using Tapatalk
    canes21
    Looks like I will probably be turning the scenario engine off. Being a human only thing is a big time disappointment. The ability to bump up multiple players' dev traits annually is going to create some big time imbalance in CFM's. If the other scenarios that were mentioned by Mike Young are in like holdouts, requesting trades, etc. then it would be ridiculous to see my star WR demand a trade because I don't use him enough, then see the team I trade him to use him even less, but he's happy as can be.
    Essentially the one big thing they add to CFM this year is useless for me and others because it only affects 1 team out of 32.

    If they cannot get CPU controlled teams involved with scenarios, I hope they can provide some sort of scenario sliders. I know EA does not do sliders well, but it could be a compromise of sorts. The difficulty and the frequency could both be tuned to the end users preference.
    That said, I typically restart franchises multiple times so I am excited to have some sort of randomness good or bad. At least they are trying something, so I will give it a chance.
    CM Hooe
    My wild guess is that they didn't have time in the cycle to build out the ability to communicate effectively to the user when CPU teams are presented scenarios and also how CPU teams react to scenarios. There's not much point in having the CPU perform that work if the user is never made meaningfully aware that that work is happening.

    I don't see why the human has to be aware for it to matter, every outcome shapes the experience for the human player regardless. It's not the why that would matter so much in this case, but the end result - this player hitting FA because he held out and the team couldn't find a trade partner in time, that player jumping up in development etc.
    Seems it might create huge imbalances being human only.
    Hi all,
    So I’ve never done 32 (or even 2) team control before, so please correct me if I’m wrong. But if we wanted the scenario engine to impact all 32 teams, but also only want to directly control 1 team, couldn’t we do 32 team control but select “CPU controlled” for all the roster management options for the 31 teams that we don’t want control of? If we did so with a 32 team control franchise, would the “CPU” teams (the 31 teams that you technically control but have told the CPU to manage) pretty much operate as if they were purely CPU teams - except wouldn’t the scenarios apply because they are technically human controlled teams?
    Perhaps we as the human would have to do the scenarios for the 32 teams, but everything else would be handled by the CPU for those teams. You could just randomly select the scenario responses for the other 31 teams if you wanted it to be random or you could select whatever response you feel is realistic, or somewhere in between with whatever “house rules” you want on it.
    AlvinM_YT
    Have they confirmed whether we can assign playbooks to the CPU without the two profile workaround?
    Sent from my iPhone using Operation Sports

    I don't believe they have commented on this, but it will be quite a let down if they do not "fix" this issue as it pertains to custom books as well...both in franchise and Play Now.
    C
    Jimbo12308
    Hi all,
    So I’ve never done 32 (or even 2) team control before, so please correct me if I’m wrong. But if we wanted the scenario engine to impact all 32 teams, but also only want to directly control 1 team, couldn’t we do 32 team control but select “CPU controlled” for all the roster management options for the 31 teams that we don’t want control of? If we did so with a 32 team control franchise, would the “CPU” teams (the 31 teams that you technically control but have told the CPU to manage) pretty much operate as if they were purely CPU teams - except wouldn’t the scenarios apply because they are technically human controlled teams?
    Perhaps we as the human would have to do the scenarios for the 32 teams, but everything else would be handled by the CPU for those teams. You could just randomly select the scenario responses for the other 31 teams if you wanted it to be random or you could select whatever response you feel is realistic, or somewhere in between with whatever “house rules” you want on it.
    I for one thought about that, too, but it would make other things like trades (for both players and picks) virtually impossible, unless you develop (potentially difficult to keep track of) set of house rules for that kind of things. Not to mention that it might prove too time consuming to be even worth it. But honestly I would gladly welcome any suggestions that could make this work.
    Nza
    I don't see why the human has to be aware for it to matter, every outcome shapes the experience for the human player regardless. It's not the why that would matter so much in this case, but the end result - this player hitting FA because he held out and the team couldn't find a trade partner in time, that player jumping up in development etc.
    Seems it might create huge imbalances being human only.

    This is my biggest worry, if the engine contains scenarios that would cause a player to demand a trade or refuse to re-sign with your team then it creates a weird imbalance in solo franchises if the engine doesn't also affect CPU teams. In previous Maddens if you ran multiple solo franchises you would start to notice many of the same players hitting free agency, and CPU teams making a lot of the same decisions in regards to their rosters. I HAD high hopes for the scenario engine that it would introduce more randomness to franchise. I was hoping it would lead to bigger names in free agency occasionally along with the occasional trade of a disgruntled star player. This would breathe a whole new life in to franchise. Being human only it puts the user at a disadvantage when it comes to roster management in solo franchises.
    Don't get me wrong, the realistic contracts and fact that players will now make contract demands more based on the current market definitely adds a fun factor in to franchise mode. It also will introduce some randomness to franchise in the way of the market values changing for positions and a bidding war on a free agent can have implications on the whole league for years. I guess I just don't understand why you would roll out a big feature like the scenario engine and have it only affect user teams. I almost would of rather seen them put effort in to other smaller additions and not roll out the scenario engine until they had it fully fleshed out as a feature. At the very least only introduce it as a feature in QB1 to start then bring it to franchise when you have it fully ready to go.
    Sent from my SM-G950U using Tapatalk
    The Scenario Engine effecting the entire league on a Global scale would've handled quite a few things by itself....
    ...the main thing being that it would breath life into your Franchise. If you and the other 31 teams are all going through the same trials & tribulations the S.E. cooks up - it establishes a better connection between you and them.
    it would also mandate the CPU to behave "logically" off the field, as the S.E. would likely influence their trades/draft.
    Oldsmobile19
    I watched the stream today and I know it was mentioned they did not change the throwing animations and throwing motions.
    I have read the Gridiron Notes and noticed they have the QBs in different tiers where A-Rod has the fastest throwing motion by himself then they have all the starters except Foles in another tier, then Foles, out of position players and non starters in another tier, and a bottom tier with low level back ups, etc.
    Does anyone know or has it been addressed that QBs can progress into a faster tier or is it kind of set? Or maybe it is just a change that can be made at the edit player menu?
    If these throwing motion tiers are a big gameplay addition, I am hoping they can't be simply edited by a user in CFM as it would make it pointless.
    Just curious!
    Why not have the ability to edit it in my CFM if I want. Why take that customization away. Its your choice to edit or not. I probably won't, but I do want to choice to.
    Sent from my SM-N960U using Tapatalk
    I have a lot of concerns about the Scenario Engine, but whether the CPU gets in on the action is not one of those concerns.
    They need to make this experience WORK for humans first. No one knows if this system will even work the way it's been promised.
    Walk before you run.
    TheOncomingStorm
    I have a lot of concerns about the Scenario Engine, but whether the CPU gets in on the action is not one of those concerns.
    They need to make this experience WORK for humans first. No one knows if this system will even work the way it's been promised.
    Walk before you run.
    This is exactly how I feel too. If it works for users first then great. I'd rather have it be here and work somewhat than not at all. We've been asking for something like this for years in Madden. The issue is as always will they be allowed to BUILD on it for the future. Target Paasing, Vision Cone, the Extra Point show...those are just a few things that come to mind that weren't built upon despite people's opinions of them.
    Sent from my SM-G960U using Tapatalk
    TheOncomingStorm
    I have a lot of concerns about the Scenario Engine, but whether the CPU gets in on the action is not one of those concerns.
    They need to make this experience WORK for humans first. No one knows if this system will even work the way it's been promised.
    Walk before you run.

    I agree with you 100%. I do want to make sure they have it for all teams but at this early junction I am ok with it just being for the human controlled team.
    4thQtrStre5S
    There is speculation that double team blocks might be the 2nd new blocking mechanic according to a post that was deleted on twitter.

    Don’t tease me like this! I would be thrilled with that mechanic being added.
    ijumpedthegun
    Wait, scenario engine WON'T impact CPU teams? So my user-controlled team is the only one to get the advantage of year 5 options?

    I’d assume the 5th year options would be for every 1st round pick like in real life, separate from the scenario engine.
    ijumpedthegun
    Wait, scenario engine WON'T impact CPU teams? So my user-controlled team is the only one to get the advantage of year 5 options?

    I would wait before jumping to what is/isn’t dealing with this mechanism.
    As with anything different when it comes to Madden, especially things most have yet to experience, there can be a lot of hyperbole mixed within a post because of personal feelings towards Madden in general.
    While I understand the negativity in regards to the other 31 teams not having access to the scenario engine, I personally think this is a little unfounded. Anyone who's seen me on these forums knows I am huge critic of tiburon and their lack of attention to franchise. However, this is the first year for the scenario engine and there's no way hey we're going to be able to build it, test it, flesh it out, and still find a way to make it work for CPU teams all in one cycle. That is just an unrealistic expectation.
    I am glad that they are working on it and promising to add content through updates throughout the year. We have for years been begging EA to finally add things to franchise and as soon as they do we are upset that they did not deliver the world. I'd give them another year. If in madden '21 they haven't expanded on the scenario engine then I am all for grabbing the pitchforks. But right now I think is the time for patience.
    Honestly, this is been the most transparent and best rollout Tiburon has done in years for madden and it has me cautiously optimistic for the future.
    Reed1417
    This is exactly how I feel too. If it works for users first then great. I'd rather have it be here and work somewhat than not at all. We've been asking for something like this for years in Madden. The issue is as always will they be allowed to BUILD on it for the future. Target Paasing, Vision Cone, the Extra Point show...those are just a few things that come to mind that weren't built upon despite people's opinions of them.
    Sent from my SM-G960U using Tapatalk

    Agreed 100%!!! This will be the first time in years that franchise will "feel" different. If it's between only the users having scenario engine capabilities or the same cut in paste CFM for the last 5 years I choose the former.
    TheOncomingStorm
    I have a lot of concerns about the Scenario Engine, but whether the CPU gets in on the action is not one of those concerns.
    They need to make this experience WORK for humans first. No one knows if this system will even work the way it's been promised.
    Walk before you run.

    I don’t get your post. It’s a huge deal in franchise if it only effects my team. I’m going to be the only one losing potential star players prematurely b/c of this. So if the engine makes players leave you team too frequently, then your team is the only team it’s going to greatly effect. If it happens to be balanced out the gate, great, but it still is only going to make your team lose or struggle to keep players and your salary cap and not other teams. That’s kind of a big deal since it’s not balanced.
    We can’t capitalize on players wanting to leave other teams, we can only worry about our players leaving and wanting bigger contracts that we may or may not be able to give them. Not good, if it’s not something that’s getting patched in all year, then I’m def just going to have to disable it which would be such a waste of a nice little feature.
    TheGentlemanGhost
    I don’t get your post. It’s a huge deal in franchise if it only effects my team. I’m going to be the only one losing potential star players prematurely b/c of this. So if the engine makes players leave you team too frequently, then your team is the only team it’s going to greatly effect. If it happens to be balanced out the gate, great, but it still is only going to make your team lose or struggle to keep players and your salary cap and not other teams. That’s kind of a big deal since it’s not balanced.
    We can’t capitalize on players wanting to leave other teams, we can only worry about our players leaving and wanting bigger contracts that we may or may not be able to give them. Not good, if it’s not something that’s getting patched in all year, then I’m def just going to have to disable it which would be such a waste of a nice little feature.

    You can turn off the scenario engine if you don't like how it works. Unless things have changed since the beta, but I believe the scenario engine is optional. Don't like the advantage/disadvantage it creates by being user only, disable it. Easy peasy.
    Would you rather have a functional system that works for the user only, or a broken system that ruins the entire mode because it affects the CPUs as well?
    One step at a time.
    TheOncomingStorm
    You can turn off the scenario engine if you don't like how it works. Unless things have changed since the beta, but I believe the scenario engine is optional. Don't like the advantage/disadvantage it creates by being user only, disable it. Easy peasy.
    Would you rather have a functional system that works for the user only, or a broken system that ruins the entire mode because it affects the CPUs as well?
    One step at a time.

    But if it only hinders the user only, does it really “work” for them?
    goillini03
    But if it only hinders the user only, does it really “work” for them?

    This is EXACTLY why the kinks of the system need to be worked out before it gets applied to 31 CPU teams.
    Therebelyell626
    Agreed 100%!!! This will be the first time in years that franchise will "feel" different. If it's between only the users having scenario engine capabilities or the same cut in paste CFM for the last 5 years I choose the former.

    This is where I disagree, while it may not feel like the same cut and paste franchise in regards to some new decisions you will have to make regarding your roster the rest of the league especially the offseason IS going to feel like the same old cut and paste. If you run multiple franchises you are still going to see mostly the same free agents every offseason except for the stars that you might lose do to a scenario that was triggered. I don't know, I'm just let down by this because to me it feels half way implemented. Like I said in my earlier post if they didn't have it ready to affect CPU teams as well I wish they would of just piloted it in the QB1 mode, I guess we so have the option to turn it off though.
    Sent from my SM-G950U using Tapatalk
    TheOncomingStorm
    You can turn off the scenario engine if you don't like how it works. Unless things have changed since the beta, but I believe the scenario engine is optional. Don't like the advantage/disadvantage it creates by being user only, disable it. Easy peasy.
    Would you rather have a functional system that works for the user only, or a broken system that ruins the entire mode because it affects the CPUs as well?
    One step at a time.

    Why are we assuming that we have to choose between those two options? I'd rather they had built the scenario engine over multiple years if they needed to so that when it was first implemented it would impact every team. No one is saying the people this doesn't bother can't be excited about the feature. We are allowed to be disappointed with its implementation just like you are allowed to be okay with it only affecting User teams.
    canes21
    Why are we assuming that we have to choose between those two options? I'd rather they had built the scenario engine over multiple years if they needed to so that when it was first implemented it would impact every team. No one is saying the people this doesn't bother can't be excited about the feature. We are allowed to be disappointed with its implementation just like you are allowed to be okay with it only affecting User teams.

    I get that. Look, I've been railing against EA a lot over the past couple months. Everything from unchanged presentation, removing the refs, broken stats, lack of other Franchise improvements over years and years, monetization, and other major gripes.
    If EA wanted to develop the scenario engine over multiple years, we'd currently be having a conversation about how there was 0% changes to Franchise this year. I guess this is a no-win situation. Don't add anything new, tick everyone off. Add something new, draw the ire of disgruntled fans (of which I'm one).
    As of now, I have no reason to believe this Scenario Engine will deliver on the promises made since April. I think people concerned about the lack of scenarios for the CPU are overlooking the fact we don't know if this will work in the first place for users as designed.
    I'm not saying others don't have a right to complain, of course anyone who plans on purchasing this game is entitled to complain. Personally, I just think people are presuming the engine will work in the first place.
    TheOncomingStorm
    You can turn off the scenario engine if you don't like how it works. Unless things have changed since the beta, but I believe the scenario engine is optional. Don't like the advantage/disadvantage it creates by being user only, disable it. Easy peasy.
    Would you rather have a functional system that works for the user only, or a broken system that ruins the entire mode because it affects the CPUs as well?
    One step at a time.

    I most definitely would have preferred them to implement this for both User & CPU teams.
    “One step at a time” doesn’t really apply in this situation. We kind of need to know how this is going to work for cpu and users simultaneously. Doing it this way, there’s going to be imbalance no matter what as long as it functions. If it ended up being OP with both user and cpus, we disable it until it’s tuned. Now we are disabling if it works at all since we are the only ones at risk losing our key players and it doesn’t sound likely that cpu scenarios are getting patched in any time soon. Might as well have waited til next year then.
    I can’t worry about targeting WRs all year to make sure they stay as they talked about before, esp now knowing I’m the only team that will risk losing them for this.
    TheOncomingStorm
    I get that. Look, I've been railing against EA a lot over the past couple months. Everything from unchanged presentation, removing the refs, broken stats, lack of other Franchise improvements over years and years, monetization, and other major gripes.
    If EA wanted to develop the scenario engine over multiple years, we'd currently be having a conversation about how there was 0% changes to Franchise this year. I guess this is a no-win situation. Don't add anything new, tick everyone off. Add something new, draw the ire of disgruntled fans (of which I'm one).
    As of now, I have no reason to believe this Scenario Engine will deliver on the promises made since April. I think people concerned about the lack of scenarios for the CPU are overlooking the fact we don't know if this will work in the first place for users as designed.
    I'm not saying others don't have a right to complain, of course anyone who plans on purchasing this game is entitled to complain. Personally, I just think people are presuming the engine will work in the first place.

    Have to agree with you on this one storm. Had they not implemented it this year we may be having a very diffeeent conversation. A conversation that consisted of the fact that we would now be on the 6 year of then not adding anything to franchise. I am excited to see how the scenario engine plays out. The fact that they can add new scenarios through updates this year is also a plus.
    People act like this is going to throw the entire parity of user vs CPU out of wack, but act like the advantage hasn't been skewed towards the user for the last 6 years. I think we should all give the scenario engine a chance. If it makes the league supremely unbalanced towards the user then great. We give feedback to EA and hope they can correct the issues.
    What we should all really be worried about is if this another feature they implement then never revisit and leave untouched and shallow for the next 4 years like they did relocation.
    Plus did anyone expect CFM to turn into myleague this year? At least they added something and that for me is a step in the right direction if they continue to build on it
    To help assuage the concerns of a potential progression imbalance caused by user teams completing breakout scenarios:
    It's still possible for players on any team to increase their dev trait by winning a weekly or end-of-year award, as has been the case from the past couple Madden games. Dev trait increases are not exclusive to breakout scenarios in Madden 20 (which is what I had incorrectly previously assumed).
    TheGentlemanGhost
    I most definitely would have preferred them to implement this for both User & CPU teams.
    “One step at a time” doesn’t really apply in this situation. We kind of need to know how this is going to work for cpu and users simultaneously. Doing it this way, there’s going to be imbalance no matter what as long as it functions. If it ended up being OP with both user and cpus, we disable it until it’s tuned. Now we are disabling if it works at all since we are the only ones at risk losing our key players and it doesn’t sound likely that cpu scenarios are getting patched in any time soon. Might as well have waited til next year then.
    I can’t worry about targeting WRs all year to make sure they stay as they talked about before, esp now knowing I’m the only team that will risk losing them for this.

    CFM has always been unbalanced and skewed towards the user. This doesn't really make it any worse in my opinion. But I do think your concerns are valid. But like I said. 6 years of not touching franchise and I guarantee we'd all be having a very different conversation. At least we are debating a new feature instead of bitching that for the 6th year in a row franchise is the same stale piece of cheese. Too me that is a good sign
    CM Hooe
    To help assuage the concerns of a potential progression imbalance caused by user teams completing breakout scenarios:
    It's still possible for players on any team to increase their dev trait by winning a weekly or end-of-year award, as has been the case from the past couple Madden games. Dev trait increases are not exclusive to breakout scenarios in Madden 20 (which is what I had incorrectly previously assumed).

    And if my breakout player also wins a weekly award? Can I have a guy jump two dev traits? The simple fact of the matter is the CPU is not impacted by the Scenario Engine. There is no way to sugar coat it.
    canes21
    And if my breakout player also wins a weekly award? Can I have a guy jump two dev traits? The simple fact of the matter is the CPU is not impacted by the Scenario Engine. There is no way to sugar coat it.

    I agree here Canes. I also do not put a ton of stock that this will be a great feature, or one that is implemented well based on my previous interactions with new EA features.
    However, all one can do is give it a chance and hope that there is good feedback to make it work.
    So many seem to assume that the S.E. will automatically make your user controlled team better. There should be an equal opportunity of negative interactions. Yes the CPU teams will have more linear progress, at the same time the user should have more of a sine wave of progression. Is that realistic, no, but it will provide Franchise players something new.
    Seems like they are planning to update with more scenarios throughout the year. I am okay with them flushing out the better scenarios going forward only trying to manage the user interactions. The CPU controlled teams need the S.E. by 21 in my opinion.
    Not happy to get only crumbs, but as an offline franchise guy, I am starving!
    canes21
    And if my breakout player also wins a weekly award? Can I have a guy jump two dev traits? The simple fact of the matter is the CPU is not impacted by the Scenario Engine. There is no way to sugar coat it.

    Which is why I was careful with my word choice of "assuage". Yes, there's an obvious opportunity for exploitative progression imbalance here, especially if users can figure out how to min-max breakout scenarios. Yes, I agree that the ideal is that the Scenario Engine impacts all teams.
    At the same time, people in this thread are separately concerned that Scenario Engine only applying to users will imbalance the game in the CPU's favor with respect to roster management. I'm inclined to believe the two competing imbalances will in a way balance each other out.
    Slim4824
    Why not have the ability to edit it in my CFM if I want. Why take that customization away. Its your choice to edit or not. I probably won't, but I do want to choice to.
    Sent from my SM-N960U using Tapatalk

    I am speaking from a stance of a 32 man user league.
    Yea if its a CFM you have with vs CPU, then by all means I am with the ability to customize and change whatever you please. No issues with that.
    Sent from my iPhone using Tapatalk
    My fingers are crossed that using 32-team control and some combination of house rules will make the scenario system have some element of fairness to it in franchise mode. I was so so excited for this new feature to bring life into franchise mode, and realism with the unpredictability of things, but after learning this news about it like other users have said I'm thinking I might have to turn this feature off completely to maintain a fair franchise mode. Really hope that's not the case. I'm not one of those 'leave it to EA' people, but if their one big franchise mode addition ends up being so botched that I'm relieved I can turn it OFF, man, that would be a sad scene.
    I really like the new tight end blocking, non changed pass rush, presentation elements, and contracts.
    Sent from my SM-J336AZ using Tapatalk
    canes21
    And if my breakout player also wins a weekly award? Can I have a guy jump two dev traits? The simple fact of the matter is the CPU is not impacted by the Scenario Engine. There is no way to sugar coat it.

    I'm really not too worried about this scenario. I really don't think people are going to get a scenario dev increase as often as everyone is speculating. Plus, even if your specific example plays out, who's to say you're going to be able to resign this guy? There's a lot of ways these things can play out and from the way the dev's have talked, it sounds like they have tuned things with concerns like yours in mind.
    But let me be clear, I am sure the scenario engine will have it's quirks and more than likely bugs. However, I am still very much looking forward to the feature and think its a great addition to cfm whether you are in a solo cfm or multi user. Just my opinion though.
    Sphinx
    I'm really not too worried about this scenario. I really don't think people are going to get a scenario dev increase as often as everyone is speculating. Plus, even if your specific example plays out, who's to say you're going to be able to resign this guy? There's a lot of ways these things can play out and from the way the dev's have talked, it sounds like they have tuned things with concerns like yours in mind.
    But let me be clear, I am sure the scenario engine will have it's quirks and more than likely bugs. However, I am still very much looking forward to the feature and think its a great addition to cfm whether you are in a solo cfm or multi user. Just my opinion though.

    In the beta I had at one point 3 breakout scenarios before week 10 of the season. That's quite the advantage over the CPU.
    The Scenario Engine could be one of those things were they were asked and answered truthfully but I bet they wish they weren’t asked.
    A lot are disappointed that the Engine won’t fall on the CPU but the disappointment may just come in knowing..... if we were never told we’d never know. There isn’t like a reliable Team News system that gives insight on team situations.
    But as far as the worry of imbalance , I think it may not provide one. I mean CPU players may not demand trades or touches , but they may fall into free agency. The goal is to keep your team afloat and your players happy. If you’re put in a situation where a players request may hurt the team (like force feeding him the ball after demanding more touches) you got a decision to make. I don’t think that causes a drastic imbalance ... because of what the scenario is. If that’s a scenario
    Sent from my iPhone using Operation Sports
    canes21
    In the beta I had at one point 3 breakout scenarios before week 10 of the season. That's quite the advantage over the CPU.

    I hear what you're saying, during the beta I only had one breakout scenario happen. I am really trying to not base anything off what we saw in beta since the scenario engine was not the same as what we'll have on release day. I personally think it will be better and work fairly well. But of course everyone's play experience will be different and not everyone will like the idea of it being solely focused on the human user. Like I said though, for me I am fine with it only being me. It's not like I would even know if the cpu were facing any scenarios anyway.
    TheOncomingStorm
    This is EXACTLY why the kinks of the system need to be worked out before it gets applied to 31 CPU teams.

    Note: I see the logic on this stance....
    but on the contrary, I think the CPU needs to have access to this as soon as possible, IMO.
    Even if it's "worked out" for the Users, there is still the glaring problem on how they interact with it. Observing this would help them figure out tuning on CPU logic - an issue so old it could also be considered a Legacy.
    The S.E. is also going to give Users more of a "Momentum Swing" in their teams progress than CPU, which "alienates" them from the rest of the league....which of course - breaks immersion.
    Sucram7777
    Note: I see the logic on this stance....
    but on the contrary, I think the CPU needs to have access to this as soon as possible, IMO.
    Even if it's "worked out" for the Users, there is still the glaring problem on how they interact with it. Observing this would help them figure out tuning on CPU logic - an issue so old it could also be considered a Legacy.
    The S.E. is also going to give Users more of a "Momentum Swing" in their teams progress than CPU, which "alienates" them from the rest of the league....which of course - breaks immersion.

    I think it's way off from being able to be rolled out for the CPU. Just from a coding standpoint. If a cpu team triggers a breakout scenario, you then need to program how they handle that from a sim engine standpoint. How will the cpu qb handle trying to get a WR or TE the ball during a simmed game? Now multiple that by however many cpu teams and potential scenarios. That's a lot of coding that would need to be done to make that happen. I think getting this for cpu is really far off like a couple years away. I can't imagine how much coding you would need to do to the sim engine to get that to work properly.
    Sucram7777
    Note: I see the logic on this stance....
    but on the contrary, I think the CPU needs to have access to this as soon as possible, IMO.
    Even if it's "worked out" for the Users, there is still the glaring problem on how they interact with it. Observing this would help them figure out tuning on CPU logic - an issue so old it could also be considered a Legacy.
    The S.E. is also going to give Users more of a "Momentum Swing" in their teams progress than CPU, which "alienates" them from the rest of the league....which of course - breaks immersion.

    We don't even know what's in the scenario engine. We don't know how it impacts Franchise. No one here has played the scenario engine. The version that was in the Beta was so shallow it might as well have been a Pre-Alpha Scenario Engine.
    Until this game releases next Wednesday, until we actually get to see what is shipping with the game (Again, it bears repeating, we have no idea what's actually in the Scenario Engine on day 1), it's pointless to speculate about "immersion".
    If the Scenario Engine is broken for human players, there goes your "immersion".
    We. Don't. Know. What's. In. The. Engine. And yes, that's a knock against EA, being cagey about this since promising the world back in April.
    It's impossible to conclude right now that the Scenario Engine "alienates" user teams from CPU teams. We don't know if the engine works as designed/promised in the first place.
    Sphinx
    I think it's way off from being able to be rolled out for the CPU. Just from a coding standpoint. If a cpu team triggers a breakout scenario, you then need to program how they handle that from a sim engine standpoint. How will the cpu qb handle trying to get a WR or TE the ball during a simmed game? Now multiple that by however many cpu teams and potential scenarios. That's a lot of coding that would need to be done to make that happen. I think getting this for cpu is really far off like a couple years away. I can't imagine how much coding you would need to do to the sim engine to get that to work properly.

    IMO the sim engine doesn't need to be changed at all. The CPU should just play it's normal game and if the breakout goals are met then there is a bump and if not then it isn't.
    That is how I'm going to play, and the way I always play Madden, i.e. not ever Meta-gaming for the sake of any goals. If any User chooses to stat chase for upgrades then that is fine, but the CPU shouldn't be programmed with Meta-gaming in mind, because IMO the game should always be designed around playing it straight.
    TheOncomingStorm
    We don't even know what's in the scenario engine. We don't know how it impacts Franchise. No one here has played the scenario engine. The version that was in the Beta was so shallow it might as well have been a Pre-Alpha Scenario Engine.
    Until this game releases next Wednesday, until we actually get to see what is shipping with the game (Again, it bears repeating, we have no idea what's actually in the Scenario Engine on day 1), it's pointless to speculate about "immersion".
    If the Scenario Engine is broken for human players, there goes your "immersion".
    We. Don't. Know. What's. In. The. Engine. And yes, that's a knock against EA, being cagey about this since promising the world back in April.
    It's impossible to conclude right now that the Scenario Engine "alienates" user teams from CPU teams. We don't know if the engine works as designed/promised in the first place.

    What do you mean we don’t know what’s in the engine? We do, we just don’t know every scenario. They said if certain players don’t get enough touches or reach a goal in approx 3 games straight, there’s a scenario that can open up that player to demand to leave the team. That’s the kind of thing I wanted to see happen within the entire league, but now that we know cpu is not connected to it, it can only happen with our teams. That’s a huge hit to the SE for me.
    That’s the kind of thing we need to see how they implement for a lot more than just our 1 team. This isn’t a test, you keep referring to it as some kind of testing period, they just didn’t get to it or was an afterthought from the way it was described to me. They aren’t doing this as some kind of trial run and that wouldn’t make sense. We’d need to see how this works for users, opposed to cpu teams and how frequent certain scenarios happen league wide and not just a team. This is more than just an issue with buffed or lowered stats.
    My grip with the SE isnt about making the game harder or easier for the user, but about the lifelessness of cfm.
    So if Mike Evans doesnt get enough touches he’ll demand a trade, even if he has more receptions than Guys like AB, Julio, Mike Thomas. Who just happen to be perfectly happy on their cpu controlled teams.
    Wheres the variety, wheres the fun, wheres the drama?

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