Here is what I want to see and it is all Online Franchise additions: Sliders (especially clock runoff!) Financials- Salary Cap, Player Salaries, Free Agency, etc. Either practice mode or the ability to scrimmage with your current roster Player traits, hot and cold streaks, etc. Completely Randomized rookies. Better stats and history Vacation settings! Personality system- Player demands a trade, salary hold outs, etc, etc. Think that's it
Meaning not pregenerated, with random appearances. Each year of each save has randomly CREATED rookies.
Definitely an Autopilot feature like NCAA. I would like to see Editable Draft Classes (we have a ton of fun in TCBL editing guys) I know Pagamer07 knows this too about OOTP, but the storylines are a great read and make for a great discussion in the league. For instance, Nolan Ryan died in TCBL, LOL a little extreme, but it makes for good fodder. And of course I would love to hear some incredible news about Online Franchise. I wanna start planning and building for HK 13. 2 More days fellas.
Really hoping to see a lot done with the OF draft and progression. Given that the rookie ratings released seem to be lower than normal, I think we're in store for progression. I have always hoped for a system like I've detailed below. It's pretty intricate and I doubt they go this far, but any improvements would be welcomed.
After going back over what the "monumental" change to gameplay could be here’s what I came up with: upgraded collision system: An example would be a defensive player diving at the ball carrier’s feet triggering new animations we haven’t seen before. new physics system: A system where momentum, ratings, and size matters I also think there will be a change in the way the players interact with each other when contact is made. For example we might see new animations when a running back runs into one of his blockers instead of running in place. Rocket catching DBs are gonna be gone in 13, no more jumping into the cheap seats for picks which is why they added new animations for swatting passes. upgraded AI that will allow more realistic zone coverage. Players on the defensive side of the ball putting themselves in better position, using better logic in coverage which will change how we read defenses after the snap factoring in the new icon passing. those are a few of the things that I consider to be a “monumental” change to gameplay, “blurring the lines between virtual and reality” imo and it makes sense given the reason they’ve chopped up the gameplay footage they’ve been showing so far. anything less would leave me disappointed but I got that feeling after the seeing gameplay pt. 2 on monday, its gonna make hard to continue playing madden12
I believe that Hot / Cold streaks are already built into the currently online franchise mode. However, its not really displayed anywhere. Its the only thing I can think of that would cause your players to play one way in one game, then go into a funk the next game (ie - QB can't hit an open WR to save his life) Totally agree with RANDOM ROOKIES for Every Single Online Franchise. It really shouldn't be that damn hard... They do it for Offline Franchises, why is it so difficult to make it work Online? I've said it before, regarding the Salary Cap. I don't think EA Can or will put forth the effort to make something better than what XFN Currently Offers. All of the things you've listed are IN the Offline Franchise Mode... Again, I'm not sure why its so complicated to make Online EXACTLY like Offline... Editing Draft classes would be amazing. We could have the "real" rookies for the first 4 years of a franchise and then bring over players from NCAA after that. Knowing a players history throughout his NCAA Career would really add depth and immersion to the online franchise experience.
Frisk, what's gonna be the best way to follow the news today? Twitter, Facebook, the site? Keep in mind I'm referring to doing this with a mobile phone.
Offline franchise does not have completely random rookies, it's the same as online, just name changes. Also, XFN sucks. Lastly, offline and online are different because of synchronicity. There is a level of synchronization you guys aren't seeing. You can't just port over the same technology and "make" it online.
There are some very good ideas in here. I Peench I like your ideas. I've got a place to Get your ideas heard.
1. Properly implemented Physics and player size / weight meaning something -- 200 LB DT vs 300+ LB Olineman = Olineman wins EVERY SINGLE TIME... You see that video of NSuh vs that guy from Sports Science? The way the game is now, this DOES NOT happen. Sometimes the much smaller player actually "rips" and beats the much larger / stronger player. See video below. 2. Foot planting -- the way players can change direction in this game, without planting their feet or even changing their running motion is completely unrealistic. You've all seen the Tecmo Weave I'm sure, and this game isn't much better... There is little to no footplanting whatsoever when players change direction, and its terrible to watch and mind boggling when you see the moves these players make. 3. Pass trajectories -- I am assuming they will be fixed, like Ncaa13. Why they were ever taken away is beyond me. and Why its taken them nearly 6 years on a "next gen" system to "bring it back" is beyond me as well. I have so much more I could list... But I don't feel like going through it all haha... I feel like these are the most important things though.
NCAA 11 and 12 have Online Dynasties that are Identical to Offline Dynasties. Is it an issue with 32 owners vs 12 for NCaa?
No, it's the way the teams went about implementing. The NCAA team set out to build the mode so that it basically takes offline dynasty and adds file transfer (which is the main source of issues, right?). Madden started OVER with franchise, using a actual client-server architecture. So, they had to rebuild every feature, which is why it has lagged behind for years.
I am 100% sure. Commissioners can even alter creation modifiers of players. In addition, players can be generated on the fly.
Shaun, I've been playing the game since 2004 and actually spent just as much time on those forums as here at one point. I know what I am talking about