Anyone have any items for Madden they would like addressed? Emmdotfrisk, RedZoneD25 and SimFBallCritic are going to be at EA SPORTS this week.
I'm assuming Markus has been keeping notes from the other thread as there have been many questions asked there that he said he would report back on.
Since we don't have the ability to play with or control more than one team in the new CC mode... I'm really curious to see how the CPU Teams will handle FA and Trades and their Depth Charts... So, my question is... What kind of changes in CPU logic (if any) have been put in to improve on the terrible logic that has been in the game for years? In my opinion, it was the terrible logic of the CPU Teams in the past that has been the Main reason people chose to play franchises controlling all 32 teams.
Can you give more concrete examples of what made the logic "terrible"? It is easier to answer that way.
One item I saw brought up in the other thread was whether there were plans to allow players to change positions in online franchise/CCM mode (whatever the 'official' term is now).
The logic wasn't terrible, it just didnt really exist at all... The only real cpu logic was during the draft, and it was lacking yes. Often times a cpu team would pick a QB with the #1 overall when they had a franchise QB already on the roster, and other similar situations. I am hoping the logic takes more after the offline franchise. However, as this is a completely new feature and gaming mode, I believe the old online franchise mode and CCM wont be very comparable.
Just the Trades / FA signings the CPU would make during the Season... The Draft picks they would make - IE - the Green Bay Packers drafted a QB in the 1st round of my Offline Franchise last year... The Minnesota Vikings drafting a HB in the 1st round... Depth Charts not being correct. - Jaguars not starting Maurice Jones Drew, but rather a 73ovr HB... Steelers benching Ben Roethlisberger for some 78ovr FA QB Just your typical "WTF" Madden issues lol.
Right but it won't matter. Players can be played out of position - the most common of which would be the OLB/DE switch. In that scenario, you play the player where you want and progress the attributes you want and let the chips fall where they may. Position changes are a non-issue now, as far as I can tell.
CPU logic has been revamped two fold. Coaches have a coaching style, playbook, and preference for their team. You will see as you go through the create a coach process that it is very in depth. Every coach has a different profile and this profile dictates how they act. Loom an stressed this in the dev cycle and constantly is using raiders as an example. Heyward-bey on their roster is a 90 and on mine a 65 because of how things were setup. This means logic is much different now. CPU teams value players for different reasons. You won't know how, why, or how good a player is on another system.
Also, the draft is much different too. Especially since you don't know what OVR is. My best advice for you CeeGee is to play head coach 09, a lot of the same processes and CPU logic are there.
Totally revamped to value players, and player types. Looman mentioned that they wanted to make sure that teams wouldn't draft a qb with their first pick if they already had a franchise QB or up and coming star.
I'm still worried about the ability for people to "cheat" on these draft classes. I know players develop differently, but it seems like it MAY be predictable barring an injury (which I hope doesn't occur TOO frequently)
Going to be extremely difficult to predict who will be a star. You may know who has a great chance to be a star, but I don't think you'll see any spoiler spreadsheets this year detailing specific attributes with perfect accuracy. Too many variables now, which is a nice breath of fresh air.
My goal it to get through as many seasons as I can and document everything. I'll try my best to find out.
I may have missed it, but have you tried starting up and simming the first few seasons of a few different CCMs to see what rookie variance there is?
With the new engine put into the game, what will/has happen(ed) with run blocking AI and the pass rush? These are two things that have plagued both football franchises. Though progress has been made, I worry that this new engine will bring the game(s) back to square 1 or put the game(s) a few steps back.
I've only seen 2 drafts but the class from community day 3 and the E3 build was completely different.
I think he is afraid that the new infinity engine will be similar what happened with the series when it switched over to the current gen from PS2/Xbox. Progress had been made on the current engine/system for line blocking as well as other gameplay issues. Will a new system have bugs and quirks of its own and basically lose what progress had been made on the old? Not my thoughts on it per se, I think they can still take what they have learned and built upon previously and apply it to the infinity engine, while also having the tools available to make it improved with the real physics...