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More Madden NFL 20 Details Revealed For Face of the Franchise: QB1 & Franchise Mode

Madden NFL 20

More Madden NFL 20 Details Revealed For Face of the Franchise: QB1 & Franchise Mode

EA has just posted a new Madden NFL 20 blog with quite a few more details on Face of the Franchise: QB1 and Franchise Mode.

Below are some of the Madden NFL 20 franchise mode improvements, read the full blog here.

Pro Bowl Returns to Madden NFL 20

The first thing you’ll see while Madden NFL 20 sets up is the Pro Bowl. You can play the pro bowl while the game installs, and you will also have the opportunity to qualify for the Pro Bowl during your Franchise seasons. It’s another opportunity to gain valuable experience and add to your Legacy.

Ratings Spread

We’ve adjusted the range of ratings that you’ll see on players. What does this mean? As examples:

  • The ratings difference between a 90 OVR player and an 89 OVR player is now larger
  • Each skill point you spend will be more impactful, and you can earn more skill points over the course of a career
  • In some cases, you will now see a starter with an OVR in the mid-50s.

New Scenarios

We’ve added an all-new in-game system that generates personalized playable scenarios featuring interactions with characters via a variety of ways including branching dialogue, dynamic events that reflect your performance and choices, challenges that build the story of your unique NFL career (from the moment you sign your rookie contract to you Hall of Fame induction), and more.

Development Traits

We’ve made large updates to our Development Trait system to support Superstar and Zone abilities. The Development Traits in Madden 20 are: Normal, Star, Superstar, and Superstar X-Factor. Both Superstar and X-Factors players can earn Superstar Abilities, but only X-Factors can earn Zone Abilities. We’ve also addressed one of the communities’ biggest complaints: players dropping down in Development Trait. In Madden 20, players can no longer go down in Development Trait at the end of a season.

Coach Mode

Coach mode is also getting scenarios. And the changes to Development Traits have a big impact on Coach mode. Coaches will want to build up their teams with Superstars and X-Factor Superstars via Trades, free agency, and the draft. We’ve also added an overhauled lineup UI to make Franchise mode even smoother.

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.

Progression Updates

We’ve overhauled our progression tuning, including making changes to XP gains from weekly training, actions on the field, and goal completion. These changes should ultimately lead to users being able to increase the OVR of more players on their team meaning they have more option in how to develop their roster.

Draft Updates

We’ve taken a full pass on our Rookie Generators. People familiar with draft classes from the past few years are in for some new surprises, from names, to bodies, to ratings, and more.

One more draft surprise is that rookies with a Superstar Development or higher trait will have their development trait hidden until they’ve played through at least half of a season. These players have their abilities hidden until you reveal their Development Trait. This means that if you draft either a Superstar or an X-Factor Superstar you won’t know exactly what you’ve drafted until later in a season – use your preseason wisely.

Gameplay Effects Updated

We’ve implemented a ton of changes, like Throw Power overhauls to change QB trajectories. But that’s just one example! Tune in to our gameplay stream on 5/23 for more of the inside scoop on additions and changes you’ll find in Madden NFL 20.

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  1. This made me excited for the gameplay stream. I like that ratings will be more spread out and also like having the dev trait hidden. Would have been a bit better if they hid all the dev traits instead of superstar or higher. A bit bummed that coaching staffs weren’t in the blog. Contract updates are nice but does this mean players will ask for more money in game or is this just for current players?
    Why would they only hide the superstar and x superstar trait? Why not all of them. I do not understand why they wrote "Use your preseason wisely." How does hiding the trait add more to the preseason intrigue? You still know the overall and that the trait will be really good. Does it matter in preseason if the player is superstar or x superstar?
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    Honestly more excited to see if they changed franchise UI. But I like the ratings and contracts changes. Those will help refresh the experience. Bummed coordinators aren’t in there and presentation elements weren’t mentioned
    Eh....im concerned actually.
    All these progression changes make it seem like teams are going to become OP very quickly. Dev traits can no longer drop, you can progress more players even faster, each skill point gives you more progression.....meh.
    Some positives. I like the cleaned up UI and rating spread. I'm waiting to hear the live stream before I pass any judgement.
    I want to see how difficult it is too gain the starting job in FoF. Even though they said you can choose a non-QB, I think they were referring to Player CFM
    scitychamps87
    Not to be rude, but other than the career mode, the scenario engine, and some tuning, it sounds like they did almost nothing to Franchise mode.
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    Yep I agree. Last week during the Madden reveal they made it sound like a major overhaul. The description of each section here makes it sound like any updates are for the new career mode and franchise was fortunate to receive them as well.
    I'm now far more skeptical about this "refocus" on Franchise mode
    So does the scenario engine only create stories for your character/team? With the branching dialogue & stuff about "personalized to your unique career", it sounds like cpu teams don't get it?
    Maybe I read it wrong.
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    I’ll admit, the changes they made are intriguing, but this can’t be it. I wonder what T4Verts was referring to. Looking forward to the stream. Again, I like the scenario engine and spread out ratings ( they mention mid 50s strayers. I hope it is really spread out. Too much concern with what players think. Tom Brady should be a 10 in speed and Kizer should have 4 awareness. Let’s do it)
    callmetaternuts
    I’ll admit, the changes they made are intriguing, but this can’t be it. I wonder what T4Verts was referring to. Looking forward to the stream. Again, I like the scenario engine and spread out ratings ( they mention mid 50s strayers. I hope it is really spread out. Too much concern with what players think. Tom Brady should be a 10 in speed and Kizer should have 4 awareness. Let’s do it)

    What did T4Verts say?
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    jsteele14
    Why would they only hide the superstar and x superstar trait? Why not all of them. I do not understand why they wrote "Use your preseason wisely." How does hiding the trait add more to the preseason intrigue? You still know the overall and that the trait will be really good. Does it matter in preseason if the player is superstar or x superstar?
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    This exactly, who cares that you won't see the trait until later in the season when by it being hidden you know it's a good dev trait? Either hide them all or hide none, the way they describe it is pointless.
    XtremeDunkz
    Eh....im concerned actually.
    All these progression changes make it seem like teams are going to become OP very quickly. Dev traits can no longer drop, you can progress more players even faster, each skill point gives you more progression.....meh.
    Typical EA only half listening to our concerns. It wasn't that people didn't like dev traits dropping, it's that they were dropping after players had great years due to the requirements to improve/keep dev traits being based in dumb things per position.
    "We normally wouldn't want to update things this fast"
    That was in regards to them changing up development traits, but it really is a quote that pretty much sums up their additions to franchise mode over the last 10+ years.
    jpdavis82
    The Pro Bowl will be playable in Online Franchise
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    Exactly what everyone was looking for in their online franchise.
    Underwhelming. The menus are uglier than ever. The scenarios seem unrealistic. "Play well or we will cut you in 3 weeks". No meat and potatoes.
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    Okay, maybe I sound weird here, but I actually think the Pro Bowl is a big add (back) to Madden. Since video game Pro Bowls play like real games instead of like, well, real-life Pro Bowls, they can be really fun. In fact, back in the PS2 games, the highlight for me of every Madden season in Franchise was the Pro Bowl, since it'd have the best players possible. I'm glad they brought it back.
    TheDominator273
    This exactly, who cares that you won't see the trait until later in the season when by it being hidden you know it's a good dev trait? Either hide them all or hide none, the way they describe it is pointless.
    Typical EA only half listening to our concerns. It wasn't that people didn't like dev traits dropping, it's that they were dropping after players had great years due to the requirements to improve/keep dev traits being based in dumb things per position.

    Yeah they took something and did the complete opposite of what they should have done. Dev traits SHOULD drop but after 3 years or so. They say it takes three years to grade a draft class, well after three years their trait should go up, down or stay the same.
    Also it seems the scenario engine is just for you, meaning the AI will be left out and once again it will be just a bunch of play now games. Scenario engine needs to use all 32 teams to build a story throughout the season. I also worry about it being too scripted where a player will demand a trade because he didn't have enough catches yet had 10 catches, over 100 yards, 2 TDs, etc.
    Still have questions after the stream is the scenario engine for user and cpu or just the user, was sim stats improved at all, and was the AI logic improved when it comes to roster management?
    jpdavis82
    Fwiw this was the highlight of the article for me, I’m interested in hearing what they have done for gameplay.
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    My main concern with that is how OP will that become compared to the way Odell's one handed catches became when he was on the cover.
    I was reading the actual blog and when I got to “OTHER MADDEN FRANCHISE IMPROVEMENTS” I thought to myself did I miss something?? I did not watch the stream, but based on their blog it sounds like they’re recommitting to Superstar Mode, not Franchise. More BS.
    Why weren’t we given more specific examples like this during the stream? This is what we want to hear more about.
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    jpdavis82
    Why weren’t we given more specific examples like this during the stream? This is what we want to hear more about.
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    That's really good stuff in the article. I think ppl just generally overreact negative towards Madden with more info coming. Im looking forward to Madden 20 no doubt. The stream was what I thought it was going to be.
    I don't think the rating spread will last long. Waiting for a NFL player to get pissed when he finds out he is in the 50-60s range and someone else is in the low 90s.
    I think it could make a big difference in gameplay though. For so long, a lot of players played too similarly just because they were so closely rated.
    Its early, I don't see a difference in Player CFM and FoF when you get to NFL. If they both use scenario engine, I don't see much difference unless they add presentation/commentary specific to FoF. I usually don't play like playing QB in CFM so I see my self doing a lot of player CFMs so I can play as other positions.
    My hope they don't have the camera issue for Player CFM like early last year.
    illwill10
    I don't think the rating spread will last long. Waiting for a NFL player to get pissed when he finds out he is in the 50-60s range and someone else is in the low 90s.
    I think it could make a big difference in gameplay though. For so long, a lot of players played too similarly just because they were so closely rated.
    Its early, I don't see a difference in Player CFM and FoF when you get to NFL. If they both use scenario engine, I don't see much difference unless they add presentation/commentary specific to FoF. I usually don't play like playing QB in CFM so I see my self doing a lot of player CFMs so I can play as other positions.
    My hope they don't have the camera issue for Player CFM like early last year.

    That's meant probably for the mid to lower tiers. I don't think they'll budge on the ratings without a ratings review. Rooks are going to be in for an awakening I think.
    They also mentioned during the live stream that they've been doing a lot of tuning on the trade engine logic and draft classes (also adding more variety to the schemes - plus making progression boosts less heavily dependent on scheme/archetype fit). Those items, plus the ratings spreads, are the kinds of things I want to hear about.
    The scenario engine/X-factor stuff...I'll just need to see how it all melds together.
    So with the draft feature will we still have draft class creator or did they take that out.. maybe I need to get my hands on the game first to see, but overall I'm kinda excited for all the features but I guess we will have to see in August whats this game like.
    RIP Madden.  Quit with the gimmicks and just make a damn football game that makes sense.  With a DEEP Franchise Mode...DEEP.  This is all we ask....in 2019 you combine the best elements of 2K Football, Head Coach, and Madden...that's it, that is ALL you have to do.  And, still year in and year out....it is ignored. You just don't get it.  Period.
    scitychamps87
    Madden is like a pancake on a wide open griddle. Each year the game gets broader and broader and broader, but almost never deeper. Thus, it ends up falling flat, just like a pancake.
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    ^^^^^^ this
    They seemed so unenthused in the stream, it's a little worrisome that they are parading around a feature like the scenario engine but gave no detail on it in that stream. They didn't even need to actually show us in game videos of it just talk in further detail about how they intend it to work and how it may affect a franchise.
    Sent from my SM-G950U using Tapatalk
    I'm loving what I'm hearing so far, especially the spread of the ratings.
    Maybe now a Kenny Clark can over power a lower rated OL.
    This is a user vs cpu dream with ratings spread and fleshed out.
    Shosum13
    ^^^^^^ this
    They seemed so unenthused in the stream, it's a little worrisome that they are parading around a feature like the scenario engine but gave no detail on it in that stream. They didn't even need to actually show us in game videos of it just talk in further detail about how they intend it to work and how it may affect a franchise.
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    I'm only guessing, but I'm guessing they are cranking out long hour days, probably 12 to 14 hour days? I know ZFarls sounded exciting, but when I put in a 12 hour day, my butt is dragging.
    Just a guess on the enthusiasm part.
    Another big part of the issue was the audio problems, that was a major downer.
    roadman
    I'm loving what I'm hearing so far, especially the spread of the ratings.
    Maybe know a Kenny Clark can over power a lower rated OL.
    This is a user vs cpu dream with ratings spread and fleshed out.
    That was one of my favorite parts of the stream. Hopefully it will affect gameplay like they intend it to. It's going to be even more entertaining to see some of the actual NFL players react when their ratings are revealed lolololol
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    I like the idea of hiding the development trait, but wouldn’t you know you have a superstar as soon as you choose him as one of your three focus training players and you see he earns XP at a higher rate? Good to hear they’re revamping the XP system so that more guys can receive XP
    Gameplay is first and foremost in anything I want to read about Madden. Seeing passing trajectory possibly changing is music to my ears, or eyes I guess lol. Al this other stuff about franchise and XP and scenarios make not one bit of difference to me if the gameplay remains the turd that it is right now. 
    Make it play like football and u got my money.  The other frivolities can be worked on second.  This is football not Destiny.  I'm with JP on this one .....
    Having watched the stream and read the blog I have to say I'm disappointed, if this is what , in their eyes , constitutes a re-comittment to franchise
    I see a nice start to revamping "superstar mode" , some tuning of details like trades and contracts , and references to what are essentially gameplay improvements ( abilities, ratings stetching and improved playbooks ) and .......
    Whilst all of these are nice in themselves , hopefully at least , none of this in my mind actually counts as an "addition" to franchise mode but more true to say are things that benefit all modes including franchise
    As far as Face of Franchise, I'm a little disappointed. Outside the Pre-NFL experience, I don't see any difference in player CFM. With the player customization, college games, interviews, combine, and draft, I can see that being 4-6 hours give or take. After that, you're pretty much in player CFM. Its nice you have 3 voice options, but if that is only for the pre-NFL it doesn't matter.
    But it would be interesting if your choices actually does matter. Like if your archetype can dictate which team drafts you if they are looking for a scheme fit. That would be cool. Do you actually get cut by a team in NFL if you struggle? That would a cool if you have to sign on as a back up for another team.
    illwill10
    As far as Face of Franchise, I'm a little disappointed. Outside the Pre-NFL experience, I don't see any difference in player CFM. With the player customization, college games, interviews, combine, and draft, I can see that being 4-6 hours give or take. After that, you're pretty much in player CFM. Its nice you have 3 voice options, but if that is only for the pre-NFL it doesn't matter.
    But it would be interesting if your choices actually does matter. Like if your archetype can dictate which team drafts you if they are looking for a scheme fit. That would be cool. Do you actually get cut by a team in NFL if you struggle? That would a cool if you have to sign on as a back up for another team.

    It looks like you definitely can get cut
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    SonicBoom2040
    Gameplay is first and foremost in anything I want to read about Madden. Seeing passing trajectory possibly changing is music to my ears, or eyes I guess lol. Al this other stuff about franchise and XP and scenarios make not one bit of difference to me if the gameplay remains the turd that it is right now.*
    Make it play like football and u got my money.* The other frivolities can be worked on second.* This is football not Destiny.* I'm with JP on this one .....

    Probably best to not read a blog titled and devoted to franchise only then tbh... or posting in the thread relating to it specifically
    SonicBoom2040
    Gameplay is first and foremost in anything I want to read about Madden. Seeing passing trajectory possibly changing is music to my ears, or eyes I guess lol. Al this other stuff about franchise and XP and scenarios make not one bit of difference to me if the gameplay remains the turd that it is right now.*
    Make it play like football and u got my money.* The other frivolities can be worked on second.* This is football not Destiny.* I'm with JP on this one .....

    They're talking about gameplay in 2 weeks. Not sure the point in ranting about game play in a non game play thread....
    Well they've done it to me again. I'm in, boys. I will say I enjoyed Madden 19's gameplay quite a bit, but it's franchise mode has been lacking for years. With all these new franchise updates, ratings spreads, etc. I couldn't be more excited for Madden this year.
    TheDominator273
    This exactly, who cares that you won't see the trait until later in the season when by it being hidden you know it's a good dev trait? Either hide them all or hide none, the way they describe it is pointless.Typical EA only half listening to our concerns. It wasn't that people didn't like dev traits dropping, it's that they were dropping after players had great years due to the requirements to improve/keep dev traits being based in dumb things per position.

    I wish Madden would take a page from NHL with “fog of war” like idea around dev trait. The team the player is on has full knowledge of the player after about a year but all other teams that do not see work habits, practice, etc. should have limited data and not know the dev trait.
    That would certainly make free agency and trades more interesting and speculative.
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    What sense does it make to hide top 2 dev traits? If its hidden you KNOW you have a SS or XFactor. How is that good? Gotta hide them all.
    What am I missing?
    These are nice additions that should at the very least spice things up some. How much remains to be seen. I'm interested in seeing just how much of a difference the ratings spread make things. The first thing I'll probably do is have the worst O line in the league go up against the best. If the differences in performance are pronounced, then this could be big for franchise. Having a terrible line could actually matter. I'm still lukewarm but I like what has been revealed so far. I'm still on the preorder wagon.
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    wodi
    What sense does it make to hide top 2 dev traits? If its hidden you KNOW you have a SS or XFactor. How is that good? Gotta hide them all.
    What am I missing?

    I have made this my mission to try and get changed into a league based toggle where you can either have them all on or off based on your commissioner's preference.
    TarHeelPhenom
    None of this means anything to me unless I hear that Usering Roquan Smith will no longer guarantee you having 26 int's in a season.
    That's not going to be fixed unless they get rid of the ballhawk feature. For both user catching and on defense they need to go back to where you have to time the button press to when the ball is arriving, or time it to high point it. This whole just hold the button down as the QB releases the ball is garbage and requires now skill. On numerous occasions I've had a user out of position covering a totally different receiver than who I'm throwing to and with their BACK TURNED to the QB only to have them make some unreal interception because they held down triangle.
    To hear anyone refer to a user pick using ballhawk "stick skills" is laughable at best. Unfortunately I don't think it's going anywhere because they wanted to make the game more "accessible" to the average player. This is one of my biggest beefs with gameplay is the way user catching and the ball hawk mechanic works.
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    LovejoyOTF
    ha yeah, so otherwise they're either great or REALLY great. you're not cutting anyone with a hidden dev trait :D
    Pretty much, should of hid them all, I do like how they are also hiding the superstar abilities so you have to actually play through some of the season to see what those are.
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    Is this it, or are then not revealing everything yet ?
    I've been passing for years on Madden until they made a real effort on Franchise mode since that is all I play. It needed a rebuild, not a paintjob.
    I was hoping for customization and stuff like NBA 2Ks MyLeague, but it just sounds like a few gimmics.
    I've gotta jump in here and say how much I love the delayed reveal of Superstar and X-Factor development traits for rookies until midway through their first season.
    While I wish they would go whole-hog on this concept, I think this is a meaningful step toward giving sim folks something we've really wanted. I can now (for the first time) see playing pre-season games as being essential to CFM.
    I think some of the story line stuff sounds like it's built to cater to a different demographic than mine, but I also think there could be some stuff in there of use to sim offline gamers, and I welcome the attempts at innovation and creating a deeper sense of immersion within CFM.
    I'll be interested to see how this all plays out at release!
    I take it when they say the development trait is hidden that it just shows they have normal or quick development until later on in the year. If it literally hides it and only those two then what is the point in even hiding it?
    sir psycho
    The ratings spread bit was an unexpected plus! I’ve been hoping for that for years...hopefully it works well for differentiating players.

    Problem is that we've been down this road before, I think it was in 2010. I remember there really was a difference in quarterbacks, and struggling on offence with weak ones, however, there was an outcry by the players themselves over what their ratings were. I think the players made a big enough stink about it that things reverted to the way they were again. That's my recollection anyway...including some forum where TJ Houshmanzadeh was arguing with Iam Cummings about his ratings.
    https://bleacherreport.com/articles/247249-i-aint-no-slowpoke-why-some-nfl-players-are-mad-at-madden
    If the Scenario Engine isn't for the entire league, that's going to absolutely destroy immersion for me - I'm sorry.
    Think about it - S.E. generates a scenario where a WR may be demanding a trade because he feels you didn't target him enough times in the past 4 games.....
    Then you go and look at WRs in similar spots on other teams around the league who have fewer receptions, and less TDs (And their respective Teams may have worse records) - and see that their morale is fine - since the S.E. doesn't apply to them.
    I sincerely hope I'm wrong.
    And why would they remove players dropping Development Traits??
    To continue your following years as a Superstar, wouldn't you have to at least maintain a certain level of production each season?
    I feel like too many various players are going to have a "breakout year", and get a shot at that advancement to the next level Trait, and your league will be crammed with guys that are at least Superstar and above.....maybe not "crammed" but with an amount that is considered abnormal for the league's standards.
    Maybe I need to wait until this is put into practice, but this news has me a little wary.
    T4VERTS
    I have made this my mission to try and get changed into a league based toggle where you can either have them all on or off based on your commissioner's preference.

    Can you also start the press to hide certain ratings or only have ranges for players visible. Fog of war as to be there. I shouldn’t know everything about everyone at any point in time.
    Scouting has to matter in draft AND in week to week games.
    callmetaternuts
    Can you also start the press to hide certain ratings or only have ranges for players visible. Fog of war as to be there. I shouldn’t know everything about everyone at any point in time.
    Scouting has to matter in draft AND in week to week games.

    I think this is the first step in that direction, but I think they will want to get a one year run on dev first before moving to ratings.
    wodi
    What sense does it make to hide top 2 dev traits? If its hidden you KNOW you have a SS or XFactor. How is that good? Gotta hide them all.
    What am I missing?

    The main goal behind it right now is to just hide the players abilities. I think they wanted to test the waters before going in too deep but I can assure you they're constantly hearing and will continue to hear about it being expanded upon.
    Sucram7777
    If the Scenario Engine isn't for the entire league, that's going to absolutely destroy immersion for me - I'm sorry.
    Think about it - S.E. generates a scenario where a WR may be demanding a trade because he feels you didn't target him enough times in the past 4 games.....
    Then you go and look at WRs in similar spots on other teams around the league who have fewer receptions, and less TDs (And their respective Teams may have worse records) - and see that their morale is fine - since the S.E. doesn't apply to them.
    I sincerely hope I'm wrong.

    The scenario isn't triggered universally for all WR's at once in your example. It is related back to their specific personality rating then, I am sure to make it more random, ran through a dice roll. Just because AB wants a trade because he doesn't get the ball thrown his way enough over four weeks doesn't mean AJ Green would do the same thing in the same situations.
    DeuceDouglas
    The main goal behind it right now is to just hide the players abilities. I think they wanted to test the waters before going in too deep but I can assure you they're constantly hearing and will continue to hear about it being expanded upon.

    Am I misunderstanding something or are you saying that actual ratings will be hidden? I understood it as the development trait was hidden but you can still see all ratings
    reyes the roof
    Am I misunderstanding something or are you saying that actual ratings will be hidden? I understood it as the development trait was hidden but you can still see all ratings

    Ratings won't be hidden but SS and SS-X can both have 'Superstar abilities' but only SS-X players can get the Zone abilities which is what this will also be hiding. So you can draft a player and his DEV will be hidden but until you reach the time played threshold you won't know what his 'Superstar Abilities' are, if he has any, can earn Zone abilities, etc.
    T4VERTS
    The scenario isn't triggered universally for all WR's at once in your example. It is related back to their specific personality rating then, I am sure to make it more random, ran through a dice roll. Just because AB wants a trade because he doesn't get the ball thrown his way enough over four weeks doesn't mean AJ Green would do the same thing in the same situations.

    Any idea if the scenario engine affects cpu controlled teams? To use the A.B. example, seeing that he's likely not going to be sticking around may influence how I handle my own resignings at the end of the season. Maybe I choose to not resign an expensive, aging guy (or more than one) who has been productive because I want to go after Brown...and then if I miss out on Brown, I have to live with my mistake or try to re-sign my guys from free agency. If it affects the cpu, and we can see that it affects the cpu, it gives us something to strategize about in our own franchise.
    If the scenario engine only applies to the user, then it's still kind of cool but also pretty hollow.
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    DeuceDouglas
    The main goal behind it right now is to just hide the players abilities. I think they wanted to test the waters before going in too deep but I can assure you they're constantly hearing and will continue to hear about it being expanded upon.

    That is what I was told, it's taking the temperature of the room type thing. I am still pounding away for a franchise level toggle to turn it completely on or off at a commish level.
    I just had a thought...if it only affects user controlled teams, then setting up 32 team (user) franchise might be the workaround for it. I could still just control my favorite team, but the other "users" should still have visible scenarios.
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    Why isn't the scenario engine more in depth than text messages? That seems like a really silly way of doing this.
    This isn't playing "street ball" like in The One in NBA Live. This is the NFL.
    We need GMFB talking about this or Guadin and Davis discussing this in game. Or tweets and images on the news feed. Not little text prompts like a teenager who is angry that I didn't make macaroni for dinner.
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    T4VERTS
    That is what I was told, it's taking the temperature of the room type thing. I am still pounding away for a franchise level toggle to turn it completely on or off at a commish level.

    I'm 100% there with you; having toggles for this sort of thing is (quite frankly) the way to make everyone happy. The more we have, the happier we'll be.
    I'm not expecting a full-scale Fog-of-War feature like NHL this year (because that also involved a very in-depth scouting function). But, just the ability to hide development traits for all draft picks (not just superstar guys) would be a fantastic beginning. It would certainly make preseason games more meaningful :)
    T4VERTS
    The scenario isn't triggered universally for all WR's at once in your example. It is related back to their specific personality rating then, I am sure to make it more random, ran through a dice roll. Just because AB wants a trade because he doesn't get the ball thrown his way enough over four weeks doesn't mean AJ Green would do the same thing in the same situations.

    That's true and that was a weak example to use.
    I just feel (and hope that) the engine should generate justifiable situations for the entire league, and have them branch out according to the Players/AIs decisions.
    It would also passively assist their choices when it comes to Trades and the Draft; The storylines might guide AI to draft players they actually need as opposed to the one's with the Highest OVR or highest slotted to go.
    I’m not happy with this reveal because the core issues that I ask for was not addressed and they have not do anything about adding offensive and defensive coordinators and not bring old features that would satisfy the madden loyalty’s that have supported this game when everyone else dogged this franchise for years and they aren’t even going to address them here was my top 5 features that was a must. 1. Dynamic weather and attendance in games. 2. Offensive and defensive cordnators . 3 players who are injured on the sidelines 4. Game highlights at half time 5.team Cheerleaders and mascots and fixing the Jumbotron scoreboard and betterplayer injury’s and more realistic penalty’s now that ps -5 is year away it’s no excuses after this year
    jpdavis82
    It looks like you definitely can get cut
    Sent from my iPhone using Tapatalk

    This screenshot worries me on two counts
    Firstly the character is ( from other screenshots ) a rookie , with 73 OVR and thus I'd assume a high draft pick ( even before the ratings stretch) in his first pre season , why on earth is he being threatened with being cut ???? ( let alone at the behest of the owner ?)
    Secondly it appears to be a set up screen for establishing some kind of weekly goal , something we all ready have in the game ( to its detriment) as a means of progression .
    I'm hoping theres a LOT more to this " scenario engine" than just a way of visualising already present features , in the style of a second- rate melodrama strip cartoon and that other scenarios have more grasp of reality
    JoshC1977
    I'm 100% there with you; having toggles for this sort of thing is (quite frankly) the way to make everyone happy. The more we have, the happier we'll be.
    I'm not expecting a full-scale Fog-of-War feature like NHL this year (because that also involved a very in-depth scouting function). But, just the ability to hide development traits for all draft picks (not just superstar guys) would be a fantastic beginning. It would certainly make preseason games more meaningful :)

    Yes, a toggle here would produce a large amount of good will from all but the most cynical of simheads.
    I just realized that in Maddens current state, hiding dev traits wont even matter. All you have to do is go and look how much XP a player earns for weekly training and you can figure it out for yourself. It will take a much bigger overhaul for this to be meaningful than just a toggle, and we know that will never happen.
    EDIT: A way around this would to be hide all xp numbers, meters etc.
    But then again, you still know who earns skill points faster and can deduct that way... It is a big rabbit hole. I have no expectations.
    the only thing that worries me is the '3 year plan effect ' it seems every 3 years they almost start over in a way
    what we need to hope is start with a plan now to help the suits and madden delp say what we want and madden dev know what we what so when ps5 gets here plob nov 20'
    when they put everything in we can build on it and lose no feautes
    1 we need to back clint
    2 we need to pick 1 or 2 things to focus on for them to work on
    i will start
    num 1 build off the serico editor by happening a opinal to pick your serico so if u want so u can mimic real life
    num 2 add postian batte in preseason r pick your preseason opp manully retrie players like have a extra screen that said 450 players must be retried /deleted and here is u shot to pick them
    add scorebugs from CBS FOX NFLN ESPN like this CBS eye FOX boom NFLN tolal access Espn berman
    Unclecurtis
    I’m not happy with this reveal because the core issues that I ask for was not addressed and they have not do anything about adding offensive and defensive coordinators and not bring old features that would satisfy the madden loyalty’s that have supported this game when everyone else dogged this franchise for years and they aren’t even going to address them here was my top 5 features that was a must. 1. Dynamic weather and attendance in games. 2. Offensive and defensive cordnators . 3 players who are injured on the sidelines 4. Game highlights at half time 5.team Cheerleaders and mascots and fixing the Jumbotron scoreboard and betterplayer injury’s and more realistic penalty’s now that ps -5 is year away it’s no excuses after this year

    To add to this, I believe the history of our franchise needs to be chronicled. Past SB winners, MVPs, trophy’s, maybe even banners, etc...Also players previous teams should show up on their player cards. The NFL values it’s history, Madden 19 has amnesia from one year to the next.
    XtremeDunkz
    I just realized that in Maddens current state, hiding dev traits wont even matter. All you have to do is go and look how much XP a player earns for weekly training and you can figure it out for yourself. It will take a much bigger overhaul for this to be meaningful than just a toggle, and we know that will never happen.
    EDIT: A way around this would to be hide all xp numbers, meters etc.
    But then again, you still know who earns skill points faster and can deduct that way... It is a big rabbit hole. I have no expectations.

    I may be completely off here, but I'm imagining when they say they are hiding these development traits that all rookies show they have normal or quick development ratings and progress as such. Then later in the year those who have one of the superstar traits flip over to it and start progressing at the higher rates. That would make the most sense to me. View it as the flip being switched for those guys and they adjust to the league faster than the other rookies who stay normal or quick development.
    I cant see the devs being so shortsighted that they overlook the XP increase giving away the real trait or they simply hide it making it clear who has one of the superstar traits. I would think they would have though it throught and had something similar to what I just stated.
    Unclecurtis
    I’m not happy with this reveal because the core issues that I ask for was not addressed and they have not do anything about adding offensive and defensive coordinators and not bring old features that would satisfy the madden loyalty’s that have supported this game when everyone else dogged this franchise for years and they aren’t even going to address them here was my top 5 features that was a must. 1. Dynamic weather and attendance in games. 2. Offensive and defensive cordnators . 3 players who are injured on the sidelines 4. Game highlights at half time 5.team Cheerleaders and mascots and fixing the Jumbotron scoreboard and betterplayer injury’s and more realistic penalty’s now that ps -5 is year away it’s no excuses after this year

    This was the first reveal. Three more to come. And like you id like to se things brought back like OC and DC i the game but nobody will ever agree on everything. Like i dont see why we need to have cheerleaders and macots. For what? To see a 5-10 second segment that does nothing for the game?
    There are so many things that need to be added or improved and still fixed in this game.If they hadn't ignored them for so long, there wouldnt be such a long list of things to add, re-add and fix.
    canes21
    I may be completely off here, but I'm imagining when they say they are hiding these development traits that all rookies show they have normal or quick development ratings and progress as such. Then later in the year those who have one of the superstar traits flip over to it and start progressing at the higher rates. That would make the most sense to me. View it as the flip being switched for those guys and they adjust to the league faster than the other rookies who stay normal or quick development.
    I cant see the devs being so shortsighted that they overlook the XP increase giving away the real trait or they simply hide it making it clear who has one of the superstar traits. I would think they would have though it throught and had something similar to what I just stated.

    According to the article in the franchise update thread we’ll know right away that they have an advanced development trait
    8. The draft is always going to be something that needs work in Madden in some way, but I’m wondering how annoying it’s going to be to have to wait to find out a player’s development trait?
    You get a payoff knowing that you have someone special. You will know they have an X-Factor or Superstar ability because you will see a hidden dev ability on their player card and on the lineup screen you will see the golden background to signify that this player has an abilities dev trait. You will know immediately this will be someone that can be a game-changing player for you. This player won’t have access to his X-Factor/Superstar abilities until they reach the downs threshold.
    reyes the roof
    According to the article in the franchise update thread we’ll know right away that they have an advanced development trait
    8. The draft is always going to be something that needs work in Madden in some way, but I’m wondering how annoying it’s going to be to have to wait to find out a player’s development trait?
    You get a payoff knowing that you have someone special. You will know they have an X-Factor or Superstar ability because you will see a hidden dev ability on their player card and on the lineup screen you will see the golden background to signify that this player has an abilities dev trait. You will know immediately this will be someone that can be a game-changing player for you. This player won’t have access to his X-Factor/Superstar abilities until they reach the downs threshold.

    I love how the question is worded. The whole "this sounds annoying to hide a dev trait". The question and all the releases are very clearly aimed at a difference crowd to sim
    secondsolution
    I love how the question is worded. The whole "this sounds annoying to hide a dev trait". The question and all the releases are very clearly aimed at a difference crowd to sim

    The way they did it literally makes NO sense. So you already know you have a star dev player..so why hide it? Its not like you are gonna cut them at that point...... this company man.
    I don't like the sound of Boss Battles in Franchise. Even if it was just for FoTF, I wouldn't like the idea of it. But I understand what they are trying to do. Along with the Scenario Engine, they want to highlight star matchups and make it feel like a game within a game. The name " Boss Battles" just turns a lot off, it sounds like something that should be in MUT.
    I hope the scenarios with these "Boss Battles" make sense. Like I don't want to see Pass Yardage goals attached to matchups against star DL. I don't want to see "This week you are facing Aaron Donald...Pass for over 300 yards". I want to see "Get sacked less than 3 times". I hope they include team matchups. It would ve nice to see "You're facing the #1 Pass Defense, Pass for over 400 yards to prove your a elite QB". That would provide something else to play for and make it feel like things are being tracked
    illwill10

    I hope the scenarios with these "Boss Battles" make sense. Like I don't want to see Pass Yardage goals attached to matchups against star DL. I don't want to see "This week you are facing Aaron Donald...Pass for over 300 yards". I want to see "Get sacked less than 3 times". I hope they include team matchups. It would ve nice to see "You're facing the #1 Pass Defense, Pass for over 400 yards to prove your a elite QB". That would provide something else to play for and make it feel like things are being tracked

    I really hope that the scenarios and goals tied to these "boss battles" make sense. Like you said "get sacked less than 3x" instead of throw for 300 yards. Because if you were to go up against Aaron Donald you would only care about ways to neutralize his pass rush. I don't care how many yards I throw for or rush for because that is determined by the flow of the game with the way I play.
    Sent from my SM-G950U using Tapatalk
    XtremeDunkz
    The way they did it literally makes NO sense. So you already know you have a star dev player..so why hide it? Its not like you are gonna cut them at that point...... this company man.

    They do a really poor job of maximizing the games appeal to the largest group of people. Rather than doing a half assed attempt at hiding development, hide all the traits and give the option to turn it off and everyone is happy. They create too many situations where adding something that appeals to one group makes another group unhappy where it could be avoided if we had more customization options
    I am no fan of the current system of progression and ratings. I do not like having everything set concrete. However, if I were going to critique things knowing they were going to stay the way they are with XP being what dictates progression and regression rather than something more authentic then I'd rather the development traits for all rookies to start off as normal. Every single one of them. Then have them randomly changing as these guys see the field and rack up plays.
    Don't set it in stone that all players get their development trait revealed in the same week. Make it dynamic. If I have a 1st rounder that is starting day one then maybe by week 3 he shows a Quick development trait. Week 10 he progresses up another one. Week 8 of year 2 he progresses to his final development trait. If I have a QB I drafted and am grooming behind a veteran QB(wish we had the old system back where that was a thing, but even more in depth) then maybe I don't see his development speed change until the offseason.
    Have some guys burst onto the scene and after their first game starting have superstar development. Have some guys be late bloomers and be normal or quick until they turn 27 and then they are superstar for a few years.
    That would help make this arcade-ish system at least a little more dynamic and organic. It would make the draft and developing young players more exciting. I'd love to cut a guy after 4 years because he just never looked like he would pan out like I thought a 2nd rounder should. Then when he lands on a new it starts to "click" for him and he gets a top development trait. That would suck for me, but that happens in the real league annually.
    I'm a big advocate for a more fog of war type of system around all scouting and ratings. I know EA may never go for that. I'll be surprised if they ever do, really. I do think they are making a step towards that with hiding these development traits. The way they are doing it makes little sense, though. If I see it's hidden then all that is left is whether or not to see if he is going to have Zone trait or not. That isn't that suspenseful. That doesn't make the preseason matter anymore like they said it would. That just delays something for the sake of delaying something.
    canes21
    I am no fan of the current system of progression and ratings. I do not like having everything set concrete. However, if I were going to critique things knowing they were going to stay the way they are with XP being what dictates progression and regression rather than something more authentic then I'd rather the development traits for all rookies to start off as normal. Every single one of them. Then have them randomly changing as these guys see the field and rack up plays.
    Don't set it in stone that all players get their development trait revealed in the same week. Make it dynamic. If I have a 1st rounder that is starting day one then maybe by week 3 he shows a Quick development trait. Week 10 he progresses up another one. Week 8 of year 2 he progresses to his final development trait. If I have a QB I drafted and am grooming behind a veteran QB(wish we had the old system back where that was a thing, but even more in depth) then maybe I don't see his development speed change until the offseason.
    Have some guys burst onto the scene and after their first game starting have superstar development. Have some guys be late bloomers and be normal or quick until they turn 27 and then they are superstar for a few years.
    That would help make this arcade-ish system at least a little more dynamic and organic. It would make the draft and developing young players more exciting. I'd love to cut a guy after 4 years because he just never looked like he would pan out like I thought a 2nd rounder should. Then when he lands on a new it starts to "click" for him and he gets a top development trait. That would suck for me, but that happens in the real league annually.
    I'm a big advocate for a more fog of war type of system around all scouting and ratings. I know EA may never go for that. I'll be surprised if they ever do, really. I do think they are making a step towards that with hiding these development traits. The way they are doing it makes little sense, though. If I see it's hidden then all that is left is whether or not to see if he is going to have Zone trait or not. That isn't that suspenseful. That doesn't make the preseason matter anymore like they said it would. That just delays something for the sake of delaying something.
    PES does it that way. I think they call it break throughs where a player will improve significantly for a certain period of time and then go back to normal improvement. It was not dependent on scoring goals or anything like that. Seemed random.
    I do not like the idea that dev traits increase because of good play on the field. The good play on the field should be a result of player improvement.
    Sent from my SM-G960U using Tapatalk
    jsteele14
    PES does it that way. I think they call it break throughs where a player will improve significantly for a certain period of time and then go back to normal improvement. It was not dependent on scoring goals or anything like that. Seemed random.
    I do not like the idea that dev traits increase because of good play on the field. The good play on the field should be a result of player improvement.
    Sent from my SM-G960U using Tapatalk

    100% agreed. I've never understood the crowd that is for progression to be based off of performance. It makes no sense to me and only makes the rich get richer.
    I do not enjoy the current XP system, the current development trait system, but if they kept the same exact system and removed the game performance from influencing it at all and players simply progressed from practice and coaching only then I think the system would be 100x better than it currently is and having players sit on the bench to grow would actually be viable.
    canes21
    100% agreed. I've never understood the crowd that is for progression to be based off of performance. It makes no sense to me and only makes the rich get richer.
    I do not enjoy the current XP system, the current development trait system, but if they kept the same exact system and removed the game performance from influencing it at all and players simply progressed from practice and coaching only then I think the system would be 100x better than it currently is and having players sit on the bench to grow would actually be viable.

    This is exactly the what they need to do if they want to continue with progression the way it is. They need to take a look at and change the way that xp is given out. In online 32 man leagues especially it can create some big imbalance. I've had several star dev rookies only progress a couple of points even while focus training them the whole year and doing practice drills every week that include their positions. But then another guy has a statistically good year with quick dev and progress a ton.
    In my opinion there should only be small xp bonuses given out for performance if even at all. The current system rewards stat padding big time on offense. Like you said the rich get richer. In real life though guys start to consistently put up good stats because they progress, not progress because they put up stats.
    Personally I for giving out xp I would rather them get rid of the drills and go to a weekly practice schedule. One where you don't actually play any drills but just set the intensity and frequency to your weekly practice schedule. There would be a trade off though, if you run more intense practices your players will gain more xp yes but they will go in to games more fatigued and at higher risk for injury. This would create a nice risk/reward system that would greatly add to the depth of franchise mode.
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    Shosum13
    This is exactly the what they need to do if they want to continue with progression the way it is. They need to take a look at and change the way that xp is given out. In online 32 man leagues especially it can create some big imbalance. I've had several star dev rookies only progress a couple of points even while focus training them the whole year and doing practice drills every week that include their positions. But then another guy has a statistically good year with quick dev and progress a ton.
    In my opinion there should only be small xp bonuses given out for performance if even at all. The current system rewards stat padding big time on offense. Like you said the rich get richer. In real life though guys start to consistently put up good stats because they progress, not progress because they put up stats.
    Personally I for giving out xp I would rather them get rid of the drills and go to a weekly practice schedule. One where you don't actually play any drills but just set the intensity and frequency to your weekly practice schedule. There would be a trade off though, if you run more intense practices your players will gain more xp yes but they will go in to games more fatigued and at higher risk for injury. This would create a nice risk/reward system that would greatly add to the depth of franchise mode.
    Sent from my SM-G950U using Tapatalk

    They need to flesh out weekly practices, add OTAs and training camp , and provide a set of sliders so users can weight the XP which can be attained from game stats , in-season and from off season and TC practices , everybody's happy and you could even maybe put adding Training camp on the back of the box ?
    If EA feels so strongly about setting weekly goals to make it fun for the casual gamer, maybe a good compromise would be that it benefits coach improvements and raises job security but does not influence the individual players.
    Sent from my SM-G960U using Tapatalk
    Shosum13
    This is exactly the what they need to do if they want to continue with progression the way it is. They need to take a look at and change the way that xp is given out. In online 32 man leagues especially it can create some big imbalance. I've had several star dev rookies only progress a couple of points even while focus training them the whole year and doing practice drills every week that include their positions. But then another guy has a statistically good year with quick dev and progress a ton.
    In my opinion there should only be small xp bonuses given out for performance if even at all. The current system rewards stat padding big time on offense. Like you said the rich get richer. In real life though guys start to consistently put up good stats because they progress, not progress because they put up stats.
    Personally I for giving out xp I would rather them get rid of the drills and go to a weekly practice schedule. One where you don't actually play any drills but just set the intensity and frequency to your weekly practice schedule. There would be a trade off though, if you run more intense practices your players will gain more xp yes but they will go in to games more fatigued and at higher risk for injury. This would create a nice risk/reward system that would greatly add to the depth of franchise mode.
    Sent from my SM-G950U using Tapatalk

    It comes down to whether we view our Franchise as a video game, or a simulation of real life. Because if we view it as a video game, current ratings in Madden reflect past performances. The ratings for Madden 20 are going solely off of a player's performance in 2018-2019. If we view it as a simulation of real life, current ratings would reflect current progression/regression. This would lead to ratings that constantly change depending on certain situations. The former is a much easier process to create, and it treats each Franchise's season as a "new Madden" release. The latter requires tons of research and AI procedures, in an effort to make ratings replicate day to day skill levels.
    We all know which one is going to be in the game going forward...
    briz1046
    They need to flesh out weekly practices, add OTAs and training camp , and provide a set of sliders so users can weight the XP which can be attained from game stats , in-season and from off season and TC practices , everybody's happy and you could even maybe put adding Training camp on the back of the box ?
    For training camp they could handle it similar to how NBA 2K does where you can pick a few players to get a small bump in specific areas.
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    Shosum13
    For training camp they could handle it similar to how NBA 2K does where you can pick a few players to get a small bump in specific areas.
    Sent from my SM-G950U using Tapatalk

    I'd be happy if they just added it as a series of weekly practices or training drills ( with enough changes to cover all positions ) and stuck it in before preseason game 1 , same idea with a couple of OTAs in the off season , but the idea appears to be in FOTF so an expansion of that , encompassing all the roster would be fine
    I just want another means to progress players that isn't game stat related and the option to weight things to our personal taste
    briz1046
    I'd be happy if they just added it as a series of weekly practices or training drills ( with enough changes to cover all positions ) and stuck it in before preseason game 1 , same idea with a couple of OTAs in the off season , but the idea appears to be in FOTF so an expansion of that , encompassing all the roster would be fine
    I just want another means to progress players that isn't game stat related and the option to weight things to our personal taste

    Yes, putting up stats should only be a small bonus at the end of the season for reaching certain milestones. The way it is right now with stats being a big part of the equation when it comes to xp it promotes stat padding. It also only helps the better teams get even better, so in turn you don't get the parity that you see in the real NFL. This is most apparent in online user leagues making it tough to build a team if you start with one of the bottom teams to begin with.
    Honestly I wish they would get rid of XP entirely and go to a more natural progression system. My other problem is with regression and how most players seem to follow the same regression curve. I want to see regression be more varied with some guys falling off younger and a rare few guys keeping up their abilities well in to their 30's. Right now regression is far too predictable.
    Not related to your post but also with contracts, I know a lot of us want to see 5th year options, choices how to distribute money, and RFA. Hopefully a fully fleshed out contract system can make it in to the game in the near future. But for now even just the redone contracts that they've talked about can make a big difference. Hopefully teams can't just afford to bring back every one of their top players anymore and have to make tough choices, this could finally liven up the free agency pool in the off-season.
    The combination of the redone contracts and tuning of the xp alone have potential to finally bring franchise mode alive if everything was executed well. This with the introduction of the scenario engine can finally bring the unpredictability factor to franchise mode that will really increase the fun factor. Of course this is all dependant on everything being done well.
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    Shosum13
    Yes, putting up stats should only be a small bonus at the end of the season for reaching certain milestones. The way it is right now with stats being a big part of the equation when it comes to xp it promotes stat padding. It also only helps the better teams get even better, so in turn you don't get the parody that you see in the real NFL.
    Sent from my SM-G950U using Tapatalk

    I think you mean "parity" , but "parody" fits the present progression system nicely
    I wonder how the draft logic is going to be for our QBs. I know they want to prevent you you from going to a team with a young ascending QB(KC,IND, HOU for example). But how many teams have a dire need for a QB that didn't already addressed it during the draft. So, I can see them either gearing towards teams that had QBs needs before draft or teams with average starters(Cin, OAK, Tenn for example). Will they have draft logic similar to The One where your draft pick replaces your original pick and affects rest of draft or just keeps things as they are and just add you to the team?
    I hope competing for starting job makes sense. I played Player CFM in the past, but I always chose teams with dire need of position where I could start from jump. If I go to a team like Bengals and Raiders, I don't want to win the job by simply doing better in pre season if the starter is not having a bad pre-season/season.

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