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Madden NFL 20 Twitch Livestream Today at 7:00 PM EST - Face of the Franchise: QB1 & Franchise Mode

Madden NFL 20

Madden NFL 20 Twitch Livestream Today at 7:00 PM EST - Face of the Franchise: QB1 & Franchise Mode

The Madden NFL 20 development team will be on Twitch today at 7:00 PM EST, providing plenty of details on Face of the Franchise: QB1 and Franchise Mode. Make sure to watch on the official Madden Twitch channel and post your thoughts here.

If you miss the stream, we will edit this post with a link to the archive.

UPDATE: Here’s the link to the archived Twitch stream, if you can’t see the embed below.

Watch Special Franchise Mode + QB 1 Developer Stream! from EAMaddenNFL on www.twitch.tv

Every Thursday, for the entire month of May, at 7:00 PM EST, the development team will provide details on the various modes, updates and improvements in the game.

Check out the rest of the May schedule below.

Thursday, May 9 at 7 p.m. EST

  • Superstar X-Factor Abilities

Thursday, May 16 at 7 p.m. EST

  • Madden Ultimate Team

Thursday, May 23 at 7 p.m. EST

  • Gameplay Updates: Playbooks, RPOs, Improvements

Thursday, May 30 at 7 p.m. EST

  • Madden Mobile
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Discussion
  1. just feels like they massively dropped the ball on that. could not have come out the back of that feeling more underwhelmed and frankly confused by most of it.
    noone really seemed to give an f about what they were saying :D
    just sounds like franchise is being pushed towards the single player, "superstar" experience and normal franchise players will see most of the same stuff.
    then we'll fast forward to the ultmate team stream where there's probably about 340 new features and everyone acts like they're jacked up on smack.
    Compared to what was given to us last week, I think the word I would use to describe today is "underwhelming." Definitely still interested in the scenario engine, but man it really seems like that "recommitment" to franchise mode is coming up short.
    TheBleedingRed21
    Reminds me of ultimate team and I HATE those menus lol.

    Gotcha, I didn't even know they looked like that lol. I'm sure the surfer blue might get old. Maybe there is a way to mod lol
    Sounds like more goal oriented gimmicky fluff. You choose what goal you want to try and obtain when going up against a superstar instead of some coach strategy?
    They want me to choose either no sacks or passing for 400 yards against JJ Watt instead of an option to double team or chip him?
    More gimmicky slap you in the face arcade fluff instead of realism. How disappointing.
    MajorSupreme
    Compared to what was given to us last week, I think the word I would use to describe today is "underwhelming." Definitely still interested in the scenario engine, but man it really seems like that "recommitment" to franchise mode is coming up short.

    U know what would’ve been nicer/better? If they gave like 5 specific scenarios they added/created, maybe. I think the underwhelming factor of this stream is more that they only showed screenshots and they didn’t really give much substance. Which, to be fair, they’re not going to show gameplay, yet, so they’re a little hamstrung.
    They went into some detail about spreading ratings out and whatnot. And, as some have mentioned, I’m a little concerned that it may be too easy to upgrade players, now, or even more easy than current madden. But, with spread out ratings, this may just fall in line, properly. Won’t know until we play, lol.
    The other underwhelming part may be superstar/x-factor abilities, and again, they’re going to do a separate stream on that as well.
    So, I’m willing to give them a pass on this stream and what they were willing to show/share. Whenever any presentation is mostly ‘talk’ with no video, it’s always a little ‘meh’, imo.
    Sent from my iPhone using Tapatalk
    XtremeDunkz
    This is absolutely brutal. These guys on the stream have no energy like they have no desire to be here. zzzzzzzzzzzzz.

    Yeah they way I read all that was its 7pm on the east coast and they along with many other devs are still at work. I hope crunch hasn't started already for them
    They hinted to it so I’ll mention it. They did a TON of work on the draft generator. The idea was to try to create rookies in game similar to the ones we will see from real life. Things like the slow as a slug power backs that were unusable, or the super weak o linemen should now be fixed.
    Another highlight of mine was the fog of war aspect on developments traits, however I wish they would haves jumped all the way in and disguised all of them instead of just the top 2. I’m going to keep working on them to fix that.
    OhMrHanky
    U know what would’ve been nicer/better? If they gave like 5 specific scenarios they added/created, maybe. I think the underwhelming factor of this stream is more that they only showed screenshots and they didn’t really give much substance. Which, to be fair, they’re not going to show gameplay, yet, so they’re a little hamstrung.
    They went into some detail about spreading ratings out and whatnot. And, as some have mentioned, I’m a little concerned that it may be too easy to upgrade players, now, or even more easy than current madden. But, with spread out ratings, this may just fall in line, properly. Won’t know until we play, lol.
    The other underwhelming part may be superstar/x-factor abilities, and again, they’re going to do a separate stream on that as well.
    So, I’m willing to give them a pass on this stream and what they were willing to show/share. Whenever any presentation is mostly ‘talk’ with no video, it’s always a little ‘meh’, imo.
    Sent from my iPhone using Tapatalk

    I can definitely understand that, and I do think just the format of the stream contributed to the underwhelming feeling. But I look at the Game Informer article and how well it piqued interest, and then I see that stream and it washed it away some of that intrigue for me. I'll still end up getting Madden, but I just feel shorted on franchise end.
    T4VERTS
    They hinted to it so I’ll mention it. They did a TON of work on the draft generator. The idea was to try to create rookies in game similar to the ones we will see from real life. Things like the slow as a slug power backs that were unusable, or the super weak o linemen should now be fixed.
    Another highlight of mine was the fog of war aspect on developments traits, however I wish they would haves jumped all the way in and disguised all of them instead of just the top 2. I’m going to keep working on them to fix that.

    Yeah a lot of the tuning stuff sound really nice and I'm pumped to see it's results. As for the the hidden dev trade I'm in 100% agreement. Make it a toggle at least when creating a league where you can have a full fog of war, limited (superstar/x-factor) or just turn it off. That way they can have something for both the casual and sim guys
    Judging by their blog i think they mentioned something about coach mode benefiting from the development traits progress. I doubt think they know but people that were asking for an upgrade to coach mode were talking about the sim style (auto-pilot) mode where we only picked plays. This mode needs a serious upgrade and it's honestly the only mode that keeps me into madden. I really hope they're working behind the scenes to buff this mode
    Tengo Juego
    Is that bright blue background going to be persistent through all menus? Man, that is harsh on the eyes.

    Yeah it looked rough, if I had to guess it's probably placeholder art (or at least I hope so).
    TheFurizzlyBear
    Oh geez, I dont mean any offense by it. Maybe it looks better in motion. It just looked "unfinished" to me but I'm not an art critic so what do I know.

    It's a work in progress, so I wouldn't get to overboard on it.
    TheFurizzlyBear
    Oh geez, I dont mean any offense by it. Maybe it looks better in motion. It just looked "unfinished" to me but I'm not an art critic so what do I know.

    No worries, I didn’t make it. I was actually surprised they overhauled the user interface again.
    Verts, Any info you can drop or hint at why they blurred out Reid's defensive scheme? We already know the new schemes and the Air raid system is new so it's not like they were hiding the archetype makeup.
    Mr.Tennessee
    Verts, Any info you can drop or hint at why they blurred out Reid's defensive scheme? We already know the new schemes and the Air raid system is new so it's not like they were hiding the archetype makeup.

    There are new defensive schemes, some are kind of interesting. I’m guessing that was one of them but tough to say without knowing what was under it.
    I don't mean this in a pejorative sense, more in a cautionary vein, but I think that they were too afraid to go all in on full fog of war with the rookie ratings and traits this year. Here and even Twitter to a certain extent is a playstyle bubble when come to Franchise wants. I feel like they didn't want to risk alienating the majority of Franchise players.
    They'll be inundated with requests from the hard core players to go all the way, but I'm not hopefully that they will feel comfortable enough to do so. In a tertiary title like NHL, they'll take the risk, but not with Madden, IMO. If the feedback this year is positive from more than just our crowd, then maybe I could see them expanding it next year, we'll see.
    jfsolo
    I don't mean this in a pejorative sense, more in a cautionary vein, but I think that they were too afraid to go all in on full fog of war with the rookie ratings and traits this year. Here and even Twitter to a certain extent is a playstyle bubble when come to Franchise wants. I feel like they didn't want to risk alienating the majority of Franchise players.
    They'll be inundated with requests from the hard core players to go all the way, but I'm not hopefully that they will feel comfortable enough to do so. In a tertiary title like NHL, they'll take the risk, but not with Madden, IMO. If the feedback this year is positive from more than just our crowd, then maybe I could see them expanding it next year, we'll see.

    I’m pushing for a toggle. I think guys who want it want it all the way and those who don’t won’t want any so a toggle makes the most sense.
    jfsolo
    I don't mean this in a pejorative sense, more in a cautionary vein, but I think that they were too afraid to go all in on full fog of war with the rookie ratings and traits this year. Here and even Twitter to a certain extent is a playstyle bubble when come to Franchise wants. I feel like they didn't want to risk alienating the majority of Franchise players.
    They'll be inundated with requests from the hard core players to go all the way, but I'm not hopefully that they will feel comfortable enough to do so. In a tertiary title like NHL, they'll take the risk, but not with Madden, IMO. If the feedback this year is positive from more than just our crowd, then maybe I could see them expanding it next year, we'll see.

    I agree that there seems to be a fear of alienation when it comes to the more sim features. That's why I'm a fan of making them toggles, the half measure step they have now really doesn't change much, if you cant see someone's dev trait you still know you got a guy you will want to invest playtime into.
    I like the new editions but it looks like coaching staffs didn’t make the cut once again.
    Sent from my iPad using Operation Sports
    Loving it!!!
    Stretched out Ratings with guys in the “50’s” actually being utilized on the field.
    This will definitely create those differential gaps between players.
    Hope they tie in high contract demands in some way for those players with “Zone” capabilities.
    Can’t wait to hear/read a more in-depth breakdown dealing with redone THP and Pass Trajectories, along with ratings in general.
    - right up my alley!!!
    “Customization” is KING in Franchise.
    - One day I’ll get my “User Customized Camera”!!!
    Loving all of it so far!!!
    T4VERTS
    They hinted to it so I’ll mention it. They did a TON of work on the draft generator. The idea was to try to create rookies in game similar to the ones we will see from real life. Things like the slow as a slug power backs that were unusable, or the super weak o linemen should now be fixed.
    Another highlight of mine was the fog of war aspect on developments traits, however I wish they would haves jumped all the way in and disguised all of them instead of just the top 2. I’m going to keep working on them to fix that.

    That's awesome for my online franchise I play in because we use generated classes. In my offline franchises though I use custom classes. I'm still excited though, I thought Madden 19 was one of the worse jobs they did on draft classes. A lot of the ratings made no sense for the player position and archetype.
    I'm with you I wish they would go all the way with hiding the dev traits. If you just hide the top two then you already know it's going to be superstar or x factor superstar. I do like how they are going to hide the abilities until you've played some games.
    The part on the scenario engine left me with more questions than I had before the stream. I hope they dive further in to that at some point or we'll just have to wait and see it in action in the game.
    I do like how they are making it easier to progress guys that aren't a scheme fit. I feel like that was a horrible decision last year, scheme fit should have more of an impact on the field vs on progression. Guys should progress more based on their development trait and play time etc. The way scheme fit should of been approached is it should have given some kind of on field benefit. For example if you run a 3-4 and your OLB is a scheme fit he gets a +3 rating boost in game to his finesse move or power move.
    I think my biggest dislike was the part of the segment on progression. You shouldn't handicap better teams by slowing down their progression and giving more bonuses to the lesser teams. That's just an artificial way of creating a kind of parody in the league. It covers up the underlying issue and that's how xp is distributed and the fact that stats have too heavy of a weight on progression. If stats were only a small factor, maybe a small xp bonus at the end of the season for reaching a certain milestone and xp distribution was based more on play time and dev trait it would create a more organic feel.
    Personally I want them to get rid of the training drills and go to a more risk/reward training system. You don't actually play any drills but rather set a practice schedule each week. The more intense the practices the more xp your players get but the trade off being they enter games more fatigued and more injury prone.
    Sent from my SM-G950U using Tapatalk
    Love this from the blog today, not sure if they mentioned it in the stream.
    Contract Updates
    We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL. This will not only be more authentic, but it will also make managing your roster’s cap space more realistic.
    T4, can you comment on this at all? Did they add in 5th year options, realistic UDFA 3 yr contracts, guaranteed/non-guaranteed money, opt-out clauses, etc...?
    PhillyPhanatic14
    Love this from the blog today, not sure if they mentioned it in the stream.
    Contract Updates
    We’ve taken a meticulous pass on existing player contracts to ensure they match the NFL. This will not only be more authentic, but it will also make managing your roster’s cap space more realistic.
    T4, can you comment on this at all? Did they add in 5th year options, realistic UDFA 3 yr contracts, guaranteed/non-guaranteed money, opt-out clauses, etc...?

    If the fifth year option (or options in general) make it in alone I would be very excited. That is a real step towards a more immersive and realistic franchise mode.
    T4VERTS
    I’m pushing for a toggle. I think guys who want it want it all the way and those who don’t won’t want any so a toggle makes the most sense.

    I’m with you 100% on the fog of war idea. Preseason would improve so much. In your perfect world would you have all player ratings and traits come visible after a specific number of games? Or would it be number of downs played? Same timeframe/criteria for each player?
    MajorSupreme
    If the fifth year option (or options in general) make it in alone I would be very excited. That is a real step towards a more immersive and realistic franchise mode.

    Normally i would agree but them talking about making a meticulous pass at contracts raised my expectations a lot. It shouldn't be that hard to get a realistic system in place. I'm not sure how they could do the backend work to update existing contracts without putting a system in place for it to continue in the future. If all of the 2019 1st round picks have 5th yrs and the 2020 1st rounders are back to the old school 4 yr deal that would just be worthless
    So did I hear him right? Customizable player faces or is that just for the QB1 area? Hoping we can make different faces with generated players.
    Also maybe it will mentioned later this month but nothing about OC's or DC's?
    I know they can't get it all in one year but so much I'd like to see added.
    PhillyPhanatic14
    Normally i would agree but them talking about making a meticulous pass at contracts raised my expectations a lot. It shouldn't be that hard to get a realistic system in place. I'm not sure how they could do the backend work to update existing contracts without putting a system in place for it to continue in the future. If all of the 2019 1st round picks have 5th yrs and the 2020 1st rounders are back to the old school 4 yr deal that would just be worthless

    I just hope that star players ask for more money this time around. Every year that there is a star at a certain position up for a contract renewal I want to see these stars ask to be the highest paid or at least top 3 to 5. I want to see when an absolute superstar gets a new contract that he resets the whole market by becoming the new highest paid player. It will make team building a little more challenging.
    Sent from my SM-G950U using Tapatalk
    I never though I would see this much detail and attention put into franchise again in an NFL game.
    The player ratings gap is freaking HUGE! Imagine Donald or Mack going against a 50 something rated o-lineman? :popcorn:
    Rayzaa
    So did I hear him right? Customizable player faces or is that just for the QB1 area? Hoping we can make different faces with generated players.
    .

    Yes , my thoughts at that point of the stream were the same ..... is this face editor just for QB1 ? Or is it replacing the current CAP system of generic heads ?
    briz1046
    Yes , my thoughts at that point of the stream were the same ..... is this face editor just for QB1 ? Or is it replacing the current CAP system of generic heads ?

    This isnt a big deal for me, but after doing some player edits in 2k, it's like wow Madden is in like 1990 when it comes to player editing.
    DaReal Milticket
    This isnt a big deal for me, but after doing some player edits in 2k, it's like wow Madden is in like 1990 when it comes to player editing.

    Lol. I miss seeing MY FACE in madden game!!! I think madden 13 was the last game that did that? And, I’m sure results varied, but I was pretty happy with my face on the coach. Every time they showed a cut scene of me slapping a player on the a$$, I got a kick out of it.
    I really loved the tiger woods with my face in it cause u saw yourself all the time, but I digress.
    I do wish they’d add that back in. I’m not sure if their super duper facial scanning equipment has ruined the ability to generate a head from a picture the way it did back in previous games.
    Sent from my iPhone using Tapatalk
    jpdavis82
    New QB archetype someone on Twitter noticed
    Sent from my iPhone using Tapatalk

    I seen that on the pre order screen last week. I wonder how they rate that archetype's positional ratings. I have an idea of the superstar abilities. Like Throw on the run and breaking sacks. But if I do Face of Franchise, I want to see how the positional ratings are. I can see Average Throw Power, High Throw on Run.
    Weird that a company like EA would do a stream in a hallway and it was really bad. Like you can go to a random person with 2 viewers on twitch and thier stream is higher quality.
    I just dont get EA ever. Was the weirdest stream I ever seen.
    Maybe EA is poor from all the money they just dumped into franchise mode.
    PerfectD4rk
    Weird that a company like EA would do a stream in a hallway and it was really bad. Like you can go to a random person with 2 viewers on twitch and thier stream is higher quality.
    I just dont get EA ever. Was the weirdest stream I ever seen.
    Maybe EA is poor from all the money they just dumped into franchise mode.

    Dude. Sorry to sidetrack but best name ever. Was just playing perfect dark a couple weeks ago.
    TecmoZack
    I never though I would see this much detail and attention put into franchise again in an NFL game.
    The player ratings gap is freaking HUGE! Imagine Donald or Mack going against a 50 something rated o-lineman? :popcorn:

    Def not my idea of detail and attention. Nba 2k gets that award. This is coming from a guy that made fun of the 2k football games when they were out, looking back I realize how big of a fool I was.
    Did anyone understand what he meant with the Pro Bowl information? And If I'm in a league with 3 users for example, and we're all in the AFC, are we now able to play that together on the same team?
    pimpycraig
    Def not my idea of detail and attention. Nba 2k gets that award. This is coming from a guy that made fun of the 2k football games when they were out, looking back I realize how big of a fool I was.

    I had nfk 2k5 and Madden 05 and never touched 2k5. Your not the only fool.
    I love how he’s a 73 OVR and has to hit certain OVR thresholds to unlock his talents/abilities.
    Even greater is that various Throw Types (Hi-Low) look to have been expanded with an individual Accuracy component added to it.
    Previously it was just an mechanic applied to User Stick functionality with no regard to the actual QB being controlled.
    Also line how the Ability has its “counter” noted (hope all come like this)
    Can’t wait to see what the other Abilities in the photo are for.
    Glad they are making a step towards more of a fog of war with ratings. Would really love to see them go all the way, with a toggle of course, for me and the other users who have voiced their opinions about it in this thread and other various platforms.
    One of my absolute favorite parts about Out of the Park Baseball is that I am able to set it to where the CPU and myself don't see the actual ratings of a player, but their scouting report + stats at all levels of baseball. On top of that I have the option to make the scouts more or less accurate. I personally play with the scouting at one of the least two accurate options. This creates a fog of war for myself AND the CPU which is a huge deal. The CPU will make mistakes based off of scouting reports. Their scouts will overvalue duds, their scouts will undervalue potential stars. It isn't user only, it isn't CPU only. Both are at risk of their scouts being wrong.
    What makes that system even better is you have the ability to make the CPU favor prospects or MLB ready players more or less. The current trend in real baseball is that prospects are very valuable. You are able to mimic that with the settings, but if you wanted to toy around and make veterans and MLB ready players high value then you have that option. It would be great if Madden were to give us those options. Give us the ability to also set the thresholds for how valuable the CPU will view draft picks.
    The icing on the cake with Out of the Park is that you also have the ability to set up the weighting for how players are valued. You get 4 categories to apply a value to. They are the Scouting Report, Current Year Stats, Prior Year Stats, and 2 Years Ago Stats. If you want players to be valued solely off of their ratings then you can. If you want players to be valued off of their production only then you can. Madden had this in a way with the production ratings years back. If you ran around the league with a 75 overall player it used to boost their OVR to make them more valuable for being a star production-wise. I wish they would have expanded on that and eventually gave us a system like what Out of the Park provides.
    If Madden could just add these types of features to Franchise mode then it would immediately get more organic feeling than ever before. You combine this amount of depth with an AI that is finally given the ability to plan ahead, even years at a time, and builds a team with purpose then the game would rise towards the top of being the best sports game annually and potentially all time. The scenario engine is a potential first step towards giving us these types of organic features. The hiding of development rating is also a step towards that. I do wish they'd rid of the XP system, or give us the ability to hide the values completely, and move towards a more system, something Out of the Park also does, so that players can organically improve steadily, out of nowhere, not at all, etc. as well as regress in the same manners just like real life.
    I am going to provide some pictures from Out of the Park so you get an idea of what they offer with the options I touched on above. If Madden can learn from Out of the Park and make their franchise mode rival that, but also have the on field gameplay and NFL license on top of it, then it really would be the top sports game annually instead of that going to 2k at the moment despite their best attempts at pushing their customer base away with their decisions surrounding VC and other areas.
    khaliib
    I’m actually ok with them using “Card Colors” as a mechanism of quick identifiers of the talent levels on your players.

    Really reminds me of the old card system from the PS2 days with the bronze, silver, and gold cards. Not sure how I feel about it. If they made the background the locker room or the coach's office or snapshots from the game I would like it a lot more than that awful blue. They have to change that.
    Random thought, I'll be curious to see how contract requests for elite players go. If contract requests have always been based on OVR, and "average QB's" for example can be say a 80, then what does an elite QB ask for?
    To me, this could be a really cool minor detail that can add to the franchise experience. If you have an elite QB asking for 30+ a year it'll do more to force users to consider the long term ramifications of elite player contracts. Could be kind of cool.
    Does anyone else feel like Mike Young's comments to Game Informer are inconsistent/slightly misleading compared to what was shown in the stream and blog?
    For example, this quote:
    " we want to bring to life the ability to have decisions that can impact your franchise based on how you handle personnel, morale, teammates, and employees. That just wasn't in Madden at all. It felt like a stats management game only.”"
    Reading that, it implies that there is a morale system, employee management and likely coaching personnel. It doesn't sound like any of that is in the game. Just the scenario engine chucking in some controversy, likely at random.
    He goes on to say:
    “When we looked all year at storylines like Le'Veon Bell's holdout or Antonio Brown demanding a trade, we really didn't have anything in Madden right now to bring leadership and managing the locker room, and personalities, and cohesiveness that's needed on a football team either from a player perspective or a coaching perspective,”
    First off, he mentions hold outs, which weren't even hinted at in the stream. He then goes back into this concept of personalities and leadership within a team. However it still sounds like having an aging vet on your team won't actually improve or change anything as there is no underlying morale or chemistry system that is impacted by it.
    I have to admit I'm not feeling blown away by the information revealed and things like this just add to my frustration. Someone in Mike Young's position needs to be exact in the examples he gives. I really hope they can show us a deeper dive into the franchise specific features and that there is more to it.
    secondsolution
    Does anyone else feel like Mike Young's comments to Game Informer are inconsistent/slightly misleading compared to what was shown in the stream and blog?
    For example, this quote:
    " we want to bring to life the ability to have decisions that can impact your franchise based on how you handle personnel, morale, teammates, and employees. That just wasn't in Madden at all. It felt like a stats management game only.”"
    Reading that, it implies that there is a morale system, employee management and likely coaching personnel. It doesn't sound like any of that is in the game. Just the scenario engine chucking in some controversy, likely at random.
    He goes on to say:
    “When we looked all year at storylines like Le'Veon Bell's holdout or Antonio Brown demanding a trade, we really didn't have anything in Madden right now to bring leadership and managing the locker room, and personalities, and cohesiveness that's needed on a football team either from a player perspective or a coaching perspective,”
    First off, he mentions hold outs, which weren't even hinted at in the stream. He then goes back into this concept of personalities and leadership within a team. However it still sounds like having an aging vet on your team won't actually improve or change anything as there is no underlying morale or chemistry system that is impacted by it.
    I have to admit I'm not feeling blown away by the information revealed and things like this just add to my frustration. Someone in Mike Young's position needs to be exact in the examples he gives. I really hope they can show us a deeper dive into the franchise specific features and that there is more to it.

    I believe the personality ratings will be used in a formula to trigger events based on other scenario based criteria. I am curious to get some more in depth information on scenarios, I am currently digging around a bit to see what I can find.
    T4VERTS
    I believe the personality ratings will be used in a formula to trigger events based on other scenario based criteria. I am curious to get some more in depth information on scenarios, I am currently digging around a bit to see what I can find.

    Thanks man, always appreciate and enjoy the information and coverage you provide in the lead up to Madden's release
    Zfarls just said on the MDD stream that they will he answering some questions about Franchise from last night, in today’s Gridiron Notes, which apparently will come out every Friday.
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    PerfectD4rk
    I had nfk 2k5 and Madden 05 and never touched 2k5. Your not the only fool.

    Lol. I remember u fools!!!
    I remember the good old days in 2004 playing 2k5 and arguing with absolute maddenheads about how much better 2k5 was. They absolutely would NOT hear it!!! Lol.
    Nice to hear u can look back in history and admit your mistakes.
    Strangely enough, I defend the current madden more now that I would’ve thought. I still hate the legacy issues, but honestly, 13, and 16-19 have been really enjoyable to play. But, I think, mentally, u have to let go, some, of the ‘video game issues’ with the game and simply ‘play football’. I started doing that with 16, and I think that may be why I enjoy the game today. We can always complain about the AI and lack of features and legacy gameplay concerns. But, for me, 19 plays leaps and bounds above madden 05 or 06 (considered the golden age of madden by some).
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    khaliib
    I’m actually ok with them using “Card Colors” as a mechanism of quick identifiers of the talent levels on your players.

    I'm ok with it but you can never make everybody happy. Impossible.
    OhMrHanky
    Lol. I remember u fools!!!
    I remember the good old days in 2004 playing 2k5 and arguing with absolute maddenheads about how much better 2k5 was. They absolutely would NOT hear it!!! Lol.
    Nice to hear u can look back in history and admit your mistakes.
    Strangely enough, I defend the current madden more now that I would’ve thought. I still hate the legacy issues, but honestly, 13, and 16-19 have been really enjoyable to play. But, I think, mentally, u have to let go, some, of the ‘video game issues’ with the game and simply ‘play football’. I started doing that with 16, and I think that may be why I enjoy the game today. We can always complain about the AI and lack of features and legacy gameplay concerns. But, for me, 19 plays leaps and bounds above madden 05 or 06 (considered the golden age of madden by some).
    Sent from my iPhone using Tapatalk

    I had both too and played 2k5 most of the time. IMO it was better and felt more realistic.
    Very underwhelming. It’s all recycled. They talk about stretching ratings every 2-3 years and then after a few patches it’s back to the usual ratings scale.
    Traits/weapons/skills was great in APF 2k8. Madden 08 had them and didn’t build on them or keep them.
    Its like the developers are on Gilligans Island and they are just trying to figure out a new way and exciting way to eat coconuts for 2000th consecutive meal.
    Honestly if they couldn’t put in a lot of new features because they spent a lot of time cleaning up the game play I’ll be fine with that. EA can have their way with me in August, they always do. It’s a sometimes frustrating and maddening game but I’ve usually gotten my 65$ worth.
    XtremeDunkz
    This is absolutely brutal. These guys on the stream have no energy like they have no desire to be here. zzzzzzzzzzzzz.

    Can't say I care about the people and their presentation even as much as I care about what I sent into the sewers last week. Much more concerned about the game tbh.
    Bartolo Colon
    Didn’t watch the stream yet and don’t know if this has been answered but can you choose your team in QB1 Face of the Franchise?

    No, you're going to be drafted based off of your College Playoff success, your Draft Combine results, and the QB needs of the teams in the league.
    jfsolo
    No, you're going to be drafted based off of your College Playoff success, your Draft Combine results, and the QB needs of the teams in the league.

    What about if you play as a RB, WR, etc? Can you pick your team if you play as positions other than QB?
    jpdavis82
    I’m assuming this is in the preseason, if not that’s pretty harsh
    Sent from my iPhone using Tapatalk
    I cannot imagine that conversation actually taking place. The player has done enough to earn a starting role from the owner's perspective. That means the owner thinks he is better than the next guy. But if he does not perform than he is cut! You keep the other guy that you think is worse and cut this guy? What sense is that? Also, way to encourage the guy with one line and destroy his confidence with the next line.
    Sent from my SM-G960U using Tapatalk
    jsteele14
    I cannot imagine that conversation actually taking place. The player has done enough to earn a starting role from the owner's perspective. That means the owner thinks he is better than the next guy. But if he does not perform than he is cut! You keep the other guy that you think is worse and cut this guy? What sense is that? Also, way to encourage the guy with one line and destroy his confidence with the next line.
    Sent from my SM-G960U using Tapatalk

    I believe this is in preseason, which makes sense, a lot of times a guy will start in preseason or at least get a playing time increase only to get cut at the final 53.
    Sent from my iPhone using Tapatalk
    Bartolo Colon
    What about if you play as a RB, WR, etc? Can you pick your team if you play as positions other than QB?

    I'd imagine it'll be like it has been for Player CFM for last several years. Where you choose the team, create player, Archetype, what round range your player was drafted in. I would have to imagine they adjusted the ratings scales for how your player has been rated depending on how you chose to be drafted. Where I don't think they can have you rated in low 80s/high 70s for 1st round pick, if everyone else's ratings got spread. I still think they'll allow you to play as a current player/rookie or allow you to player as a created player in CFM.
    I really don't think they're will be much difference in FoTF and Player CFM once your QB gets the league. If they both use the same scenario engine, I don't see us missing out from choosing Player CFM. You can always create tons of QBs to play college games over and over. But you will essentially get same experience
    illwill10
    I'd imagine it'll be like it has been for Player CFM for last several years. Where you choose the team, create player, Archetype, what round range your player was drafted in. I would have to imagine they adjusted the ratings scales for how your player has been rated depending on how you chose to be drafted. Where I don't think they can have you rated in low 80s/high 70s for 1st round pick, if everyone else's ratings got spread. I still think they'll allow you to play as a current player/rookie or allow you to player as a created player in CFM.
    I really don't think they're will be much difference in FoTF and Player CFM once your QB gets the league. If they both use the same scenario engine, I don't see us missing out from choosing Player CFM. You can always create tons of QBs to play college games over and over. But you will essentially get same experience

    Both modes have the scenario engine.
    Sent from my iPhone using Tapatalk
    Bartolo Colon
    What about if you play as a RB, WR, etc? Can you pick your team if you play as positions other than QB?

    It mentions in the GameInformer article that if you don't like the team you're drafted by, there will be a way to strong-arm your way to the team of your choosing.
    jpdavis82
    I believe this is in preseason, which makes sense, a lot of times a guy will start in preseason or at least get a playing time increase only to get cut at the final 53.
    Sent from my iPhone using Tapatalk

    It makes no sense whatsoever when you consider this must be a highly drafted ( almost certainly 1st round with 73 ovr ) rookie your talking about
    they shouild do the spread out ratings this way
    99-92 elite
    92-85 can do most everything well but for 1 reason or other is at that rating
    84-79 solid starter
    78-72 starter u can win with
    71-67 great backup ok starter
    66-62 raw
    under 60 practice squad filler type
    jerwoods
    they shouild do the spread out ratings this way
    99-92 elite
    92-85 can do most everything well but for 1 reason or other is at that rating
    84-79 solid starter
    78-72 starter u can win with
    71-67 great backup ok starter
    66-62 raw
    under 60 practice squad filler type

    With Finite OVR scales like this, comes arguments/debates about their Finite outcomes (see MUT on Twitter)
    I prefer the Badges/Abilities hide all these numbers because they cause gamers to have “Tunnel” vision and become more fixated about the number, rather than how the players are operating during gameplay.
    I know some argue for letter grades, but grades produces the same arguments/debates.
    I’d prefer they go to a Strength/Weaknesses Snapshot about the player in his position...
    Example:
    CB - Mike Jones
    Strength:
    - good against the run
    - great tackler
    - very aggressive
    Weakness:
    - bites often on Play Action/Pump Fakes
    - loses leverage in Coverages
    - gives up Deep Ball often
    All the numbers etc... can work behind the scenes, but this gives gamers actual football information about the player, whether if on their roster or playing against him.
    These can be dynamic in nature and update based on the players performance.
    This type of snapshot is exactly how scouts/coaches grade you at the NFL level.
    BTW, this is actually my Snapshot from a Free Agent Tryout as a Corner with the Chargers 21 yrs ago at
    Height: 5’10”
    Weight: 218 lbs
    40 yard: 4.44
    225 Bench: 24 reps
    khaliib
    With Finite OVR scales like this, comes arguments/debates about their Finite outcomes (see MUT on Twitter)
    I prefer the Badges/Abilities hide all these numbers because they cause gamers to have “Tunnel” vision and become more fixated about the number, rather than how the players are operating during gameplay.
    I know some argue for letter grades, but grades produces the same arguments/debates.
    I’d prefer they go to a Strength/Weaknesses Snapshot about the player in his position...
    Example:
    CB - Mike Jones
    Strength:
    - good against the run
    - great tackler
    - very aggressive
    Weakness:
    - bites often on Play Action/Pump Fakes
    - loses leverage in Coverages
    - gives up Deep Ball often
    All the numbers etc... can work behind the scenes, but this gives gamers actual football information about the player, whether if on their roster or playing against him.
    These can be dynamic in nature and update based on the players performance.
    This type of snapshot is exactly how scouts/coaches grade you at the NFL level.
    BTW, this is actually my Snapshot from a Free Agent Tryout as a Corner with the Chargers 21 yrs ago at
    Height: 5’10”
    Weight: 218 lbs
    40 yard: 4.44
    225 Bench: 24 reps

    This is an area I will reference Out of the Park Baseball again, like many have probably seen me do countless times the last year or so.
    The way Out of the Park does ratings is they first let you pick the scale you want to rate players on. You can have everyone rated simply 1-5, 1-8, 1-10, 1-20, 20-80, 20-80 in increments of 5 like real life scouting reports, 1-100 like traditional video game ratings, or you can have zero ratings at all. I always choose 20-80 in increments of 5 to reflect real MLB scouting reports.
    After choosing your ratings scale you get to choose the potential scale. It has the same options. After selecting that you can select whether or not a player can be shown to be past that finite limit or not. I choose not to to reflect a real scouting report, but the option is there for someone to be an 85 out of 80 in my game if I wanted it that way. The option is there for someone to have ratings over 100 on the 1-100 scale if someone wanted to have it like that.
    After messing with those options you are able to select how accurate scouting reports are: Very Low, Low, Normal, High, Very High, or 100% Accurate. This lets the players that want to know the exact values to know them. This lets the players like me who want to select a lower accuracy so that there are hits and misses have that luxury as well. The great thing is the AI is also playing by the same rules as you. If you play with Low or Very Low accuracy then the AI is also limited in the same manner as you and is at risk of misidentifying talent levels and projections and may make moves that will be looked back on years later as lucky, unlucky, etc.
    What is great with these scouting reports is that they give you the values like real MLB reports. You get their hitting traits rated and have the potential with it. Their fielding skills rated currently and with a potential, etc. You also get a description of what kind of player they are. Here is the current one for Ozzie Albies in my franchise,
    "Ozzie Albies has been with the Atlanta Braves for 3 years. He grades out as a plus defender. He knows how to use his speed on the field. He makes regular contact, with an aggressive approach. Albies has the speed and contact to make him a prototypical leadoff hitter."
    You get a rundown of what the ratings can show, but also a little bit about his traits like he is an aggressive hitter. Depending on how good my scout this report may be spot on, it may be off and undervaluing or overvaluing Ozzie. Only time will tell in my franchise.
    Here is another scouting report on Freddie Freeman,
    "Freddie Freeman is a first baseman and a 10-year MLB veteran. Players around the league marvel at his hitting ability. He'll watch bad pitches sail by, waiting for a pitch he can handle. He has some pop in his bat. Freeman has the tools to profile as a premier first baseman."
    One for Josh Donaldson,
    "6-foot-0 third baseman Josh Donaldson is from Pensacola, Florida. He is patient at the plate and will wait for a pitch he wants. His strength and quick wrists make for pure power. He is a quality defensive third baseman. Donaldson can put a hammerlock on the third baseman slot."
    As you can see it gives you decent overview both on things the ratings would tell you and on traits you otherwise wouldn't know. Like real life they aren't always accurate, unless you select the option to make them 100% accurate. These are the kind of options I think many here would love to have and they provide the ability for users of all ranges from casual to hardcore to find a mix that they enjoy.
    Also, for the heck of it, here is an email I just got from my scout in my franchise on a player in the upcoming draft pool.
    "McKay Barney:
    His current ability is rated as a 20 out of 80, which is relative to the MLB. His potential, again relative to the MLB, is 65 out of 80. Here is the complete scouting report:
    Lean and athletic, McKay Barney hails from Mesa, Arizona. He displays unique vision and discipline and projects to have a high batting average. He runs the bases with speed and smarts. Once he fully develops he should have enough to be an above average power hitter. Barney isa a center fielder with plenty of tools and a lot of upside. He has potential to be a first division starter."
    canes21
    Also, for the heck of it, here is an email I just got from my scout in my franchise on a player in the upcoming draft pool.
    "McKay Barney:
    His current ability is rated as a 20 out of 80, which is relative to the MLB. His potential, again relative to the MLB, is 65 out of 80. Here is the complete scouting report:
    Lean and athletic, McKay Barney hails from Mesa, Arizona. He displays unique vision and discipline and projects to have a high batting average. He runs the bases with speed and smarts. Once he fully develops he should have enough to be an above average power hitter. Barney isa a center fielder with plenty of tools and a lot of upside. He has potential to be a first division starter."

    From what I’ve read over the years, folks claim to want a replication of the NFL.
    To me, that should also be how how a player’s “data/profile” is presented in the league today.
    Metric grading is only used for fans for the Draft.
    They speak/measure in terms of a players abilities through his positional strengths/weaknesses.
    - what can/can’t he do well
    Present player information how they are presenting it in the NFL today.
    khaliib
    From what I’ve read over the years, folks claim to want a replication of the NFL.
    To me, that should also be how how a player’s “data/profile” is presented in the league today.
    Metric grading is only used for fans for the Draft.
    They speak/measure in terms of a players abilities through his positional strengths/weaknesses.
    - what can/can’t he do well
    Present player information how they are presenting it in the NFL today.

    At this point I'd take either, honestly.
    khaliib
    With Finite OVR scales like this, comes arguments/debates about their Finite outcomes (see MUT on Twitter)
    I prefer the Badges/Abilities hide all these numbers because they cause gamers to have “Tunnel” vision and become more fixated about the number, rather than how the players are operating during gameplay.
    I know some argue for letter grades, but grades produces the same arguments/debates.
    I’d prefer they go to a Strength/Weaknesses Snapshot about the player in his position...
    Example:
    CB - Mike Jones
    Strength:
    - good against the run
    - great tackler
    - very aggressive
    Weakness:
    - bites often on Play Action/Pump Fakes
    - loses leverage in Coverages
    - gives up Deep Ball often
    All the numbers etc... can work behind the scenes, but this gives gamers actual football information about the player, whether if on their roster or playing against him.
    These can be dynamic in nature and update based on the players performance.
    This type of snapshot is exactly how scouts/coaches grade you at the NFL level.
    BTW, this is actually my Snapshot from a Free Agent Tryout as a Corner with the Chargers 21 yrs ago at
    Height: 5’10”
    Weight: 218 lbs
    40 yard: 4.44
    225 Bench: 24 reps

    I think an option to hide the finite numbers and be presented with a grade or range would work fine for many users , but negate the marketing opportunities that the present system gives EA so I doubt it will ever be happening
    To be honest the arguments you refer to ( regarding outcomes anyway ) are in my opinion as much a product of peoples misconceptions that the "better" player wins ALL the time , as opposed to most of the time ( or more often than a lesser player would against the same competition) as they are of the ratings being visible
    Obviously that's not referring to debate over what ratings are actually assigned , but that's where EA gets a huge chunk of free advertising
    briz1046
    I think an option to hide the finite numbers and be presented with a grade or range would work fine for many users , but negate the marketing opportunities that the present system gives EA so I doubt it will ever be happening

    Yes as much as some of us would like them to be gone ratings are not going anywhere, because finite ratings give the more casual fans numbers to argue. "This guy should be rated this." "He shouldn't be rated this high!" That combined with the actual real life player making comments about their ratings gets people talking about Madden each year, and that is free promotion. For EA it's a smart business plan to have the finite ratings system most casual fans probably couldn't even give you a true strength and weakness assessment of some of their favorite players so going to a hidden ratings system that utilizes them wouldn't make sense for EA as a company.
    Sent from my SM-G950U using Tapatalk
    Wanted to get some opinions on something that I personally didn't like during the stream. How do you guys feel about the Scheme Fit XP bonus going from 50% down to 10%?
    DeuceDouglas
    Wanted to get some opinions on something that I personally didn't like during the stream. How do you guys feel about the Scheme Fit XP bonus going from 50% down to 10%?

    Seems like lowering it and not really doing anything the counterbalance that out is going to make schemes practically useless.
    DeuceDouglas
    Wanted to get some opinions on something that I personally didn't like during the stream. How do you guys feel about the Scheme Fit XP bonus going from 50% down to 10%?

    The change they decided here is really disappointing. They should of launched this feature as a ratings bump and stayed away from XP gain.
    Sometimes you see players play well and then go to another team as a big signing and can’t produce with their new team because they are overvalued outside certain schemes. Changing to a ratings bump would create a good representation of that.
    If anyone has EA’s ear, it would be a real improvement if they can talk them off the ledge on this and hidden ratings and getting them to go all in with fog of war for this years game.
    DeuceDouglas
    Wanted to get some opinions on something that I personally didn't like during the stream. How do you guys feel about the Scheme Fit XP bonus going from 50% down to 10%?

    I was disappointed by it. I was hoping they would expand on the schemes and maybe add more of a penalty for playing guys that aren't a scheme fit. Now it just feels like something that is just there for show.
    OhMrHanky
    Lol. I remember u fools!!!
    I remember the good old days in 2004 playing 2k5 and arguing with absolute maddenheads about how much better 2k5 was. They absolutely would NOT hear it!!! Lol.
    Nice to hear u can look back in history and admit your mistakes.
    Strangely enough, I defend the current madden more now that I would’ve thought. I still hate the legacy issues, but honestly, 13, and 16-19 have been really enjoyable to play. But, I think, mentally, u have to let go, some, of the ‘video game issues’ with the game and simply ‘play football’. I started doing that with 16, and I think that may be why I enjoy the game today. We can always complain about the AI and lack of features and legacy gameplay concerns. But, for me, 19 plays leaps and bounds above madden 05 or 06 (considered the golden age of madden by some).
    Sent from my iPhone using Tapatalk

    I was an absolute fool. I never even played it(still haven't),but dismissed it.
    Now when I watch videos of the 2k5, it is better (except graphics) than a game made 15 years later. Imagine that.. 15 years later and it still leaves Madden in the dust. Same with AP2k8 or whatever it was called
    DeuceDouglas
    Wanted to get some opinions on something that I personally didn't like during the stream. How do you guys feel about the Scheme Fit XP bonus going from 50% down to 10%?
    I'm fine with it, I dont think it should of been an XP boost to begin with. It should of been an on the field ratings boost or decrease. What scheme a guy plays in shouldn't have an affect on how he progresses but rather his on field performance. A guy that's a quick learner will pick up and learn a new scheme quickly. If it it would have been a ratings boost this would of been closer to replicating the system players that play well in certain schemes but struggle in others.
    Sent from my SM-G950U using Tapatalk
    jerwoods
    they shouild do the spread out ratings this way
    99-92 elite
    92-85 can do most everything well but for 1 reason or other is at that rating
    84-79 solid starter
    78-72 starter u can win with
    71-67 great backup ok starter
    66-62 raw
    under 60 practice squad filler type

    I'd prefer lower tbh. The greater gap the better.
    90-99 elite
    80-89 can do most everything well but for 1 reason or other is at that rating
    70-79 solid starter
    61-70 starter u can win with
    51-60 great backup ok starter
    40-50 raw
    under 40 practice squad filler type

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