Madden 16

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Brando70
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Re: Madden 16

Post by Brando70 »

Danimal wrote:
Brando70 wrote: This is a goofy way to fix the problem,
I agree but apparently they can't go back and fix draft classes according to a dev on twitter. That statement tells you one of two things.

1. The are full of s*** and liars and just went the quick route (did you notice how fast this patch came out)
2. They are the worst programmers in history.

Leaving yourself no way to update draft class ratings seems being comprehensible so I am going with option 1.
"Can't" can also mean that management isn't letting them, or that they can't devote the resources to doing a full overhaul.

What's obvious is that they didn't devote much time to CFM. I don't have a huge problem with that, because they clearly focused on the gameplay and have done good work. And let's face it, CFM is an increasingly niche mode for old farts like me who have Costanza-like fantasies of running an NFL team. The cool kids are playing their Madden: The Gathering card game and either making money from or contributing money to the pyramid scheme that is professional Madden playing. But I need a good single-player mode to hold my interest in sports games, whether it's franchise or create-a-player modes. If CFM is still a mess, I can't see myself holding onto this game for very long, even if I like the gameplay.
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Re: Madden 16

Post by vader29 »

What the heck a few weeks ago this was the super best Madden ever and now that I finally ordered it, it is complete crap? :?
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Re: Madden 16

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vader29 wrote:What the heck a few weeks ago this was the super best Madden ever and now that I finally ordered it, it is complete crap? :?
It's not crap, on the field before the confidence BS kicks in, this is the best playing football game of all time IMO. So Play Now mode, online head to head, MUT and Draft Champions which is incredible fun. If you want to play a franchise then you're going to need to be doing a lot of work to keep it challenging.

I read that a 32 user controlled league turns off drive goals. I don't know if that is true and have no real desire to test it out yet.
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Re: Madden 16

Post by pk500 »

I LOVE Draft Champions. Ton 'o fun.

EA has implemented a similar mode this year in FIFA 16. Can't wait to play it, as I know almost more about the intricacies of world football than I do the NFL.

Yeah, I'm weird like that. :)
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Re: Madden 16

Post by Danimal »

Ok Reading up this morning it seems that if you create a CFM with 32 Team control it turns off the Drive Goals. In the reports i am reading with Drive goals turned off the confidence adjust normally and even goes down. You need to turn each teams settings to auto for everything like signings etc and also turn off coach firing. I'm not sure if trades work if you do this or not. If nothing else it will allow you to simulate a season mode.

I may try this over the weekend once the rosters are out.
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Re: Madden 16

Post by Brando70 »

The gameplay is really good. I have been a Madden pessimist for years, but I really like this year's in terms of on-field gameplay. It's just that the franchise mode has a lot of issues that may impact my long-term enjoyment. I'm going to download the roster update tonight and start a franchise this weekend.

I agree with PK that Ultimate Draft is a blast, I just wish there was a bit more too it. Plus I don't think you can change the 3-minute quarter setting. I started goofing around a bit in MUT but the microtransactional aspect of it really turns me off, even if you can earn free coins.

I am definitely not sorry I bought it. Even if CFM is a tire fire, I'll probably still play around with it for a while. But franchise determines whether I keep this game for a long time or just a few weeks.
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Re: Madden 16

Post by Aristo »

Draft Champions is designed to lure you into MUT. There are rewards for playing well in DC, and it is in the form of MUT rewards, for better or worse. It would be nice if the DC mode was available to to use to play fiends online. I think it would be a blast taking turns drafting players as you taunt each other, to congratulate each other on nice picks, and then take the field with teams that are fairly evenly matched, but crafted to your own style and way to play. And then rinse and repeat.

This really is the year to play MUT, though. The mode has reached a critical mass, and EA has figured out that making it easy to play for free will draw more people in, and the whales will continue to support it. And as they draw more people in, a % of them will be more whales adding more cash to EA's coffers. But these are the guys that you buy players from in the auction house, They are opening packs and selling players, and they are at the mercy of the market. And as there are more and more people playing for free, those prices have been lower this year.

Understand that spending money to build your team faster only makes the online season mode less fun. When your team gets better, you win and get promoted to a higher league. There are eight in all. If you spend money to make your team better, you just get promoted to a level with better teams. If you take your time, you will find just as many competitive and fun games in the lower levels, playing teams that are equal to yours, or with better players but awful gamers.

You want to progress out of the first level. That is the worst, by far. But the 2nd and 3rd levels were fun for me. If you are really good, the you might find playing in higher levels to be better. Regardless, all spending money does is change what division you end up in. And as you get higher, it doesn't get substantially better. I made it into the 4th level and just got destroyed. Going back to the third level was no problem for me.

The short quarters, which are 4 minutes for online play, are more fun than you think. First, don't use the accelerated clock. Second, realize that with each team having six time outs, plus the 2 two-minute-warning stoppages, all over 16 minutes of play, you will find that there is plenty of time to run a normal offense. What is really reduced are the number of potions. I like to think of it as a really long fourth quarter with a lot of time outs and stoppages, 17 in all if you count the quarters and half time in addition to the time outs and two-minute-warning. This is not sim, but it is absolutely strategic.

Basically, with the reduced possessions, you will get into the critical times of managing possessions quicker. Yes, that means you will see more going for it on 4th down, just as you would in the 4th quarter of any game you are down 2 or more scores.

And yes, a run game is important. Managing the clock is important. I never run chew clock until the 4th quarter and I have at least a two score league, out of principle. And really, I don't find anyone milking the clock when I play online. But if you have a lead, you need to run the ball to force your opponent to waste his time outs.

Personally, I ran a Ground and Pound style team. I got bonuses that made it easier to run. One the of the benefits of this is that the vast majority of teams want to air it out. So most teams gear bot their offenses and defense for the passing game. The other thing I did was run a Run stuff style defense, but really invest in my secondary guys. The goal was to keep up with the passing game, but eliminate any chance they can run. Once they give up, I play the pass all day. Even if they run when I am cheating for the pass, my Run Stuff style still gives my team the bonuses to shut down running games pretty well.

This year, based on my initial packs to start with, I have been building a Speed Run offense built round Reggie Bush. Last year it was about pounding Demarco Murry. This year it is about spreading out that defense and slashing with Bush, or even lining him up outside to throw to. For a 77 OVR QB, Derek Carr is a blast to use. I may not upgrade him for a long while. He's just mobile enough and has a good deep ball to go with his shorter passing game. I do find that when I have to run, I struggle a bit more this year.

Basically, I'm getting the same rush from playing MUT in Madden as I get playing fantasy football. I'm learning about lots of players, comparing styles of play and different strategies. And there I can choose to roll with what I got or use the points I build up to buy a player or two in the auction house. And really, never buy packs with your points. Win packs in the solo and online games, but don't buy them unless you want to spend real money.
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Re: Madden 16

Post by Danimal »

Well I wouldn't look for EA to remove the Drive Goals, they seldom admit mistakes. Whoever thought of this idea should really not be in the business of designing feature for Madden.

First they seldom make sense, I can get a goal on defense that says limit them to 25 rush yards and the CPU scores on a 1 play drive that was a long pass and my defense gets rewarded. You never lose confidence because the drive goals are "optional" so they don't want to penalize you for not doing them. It's a flawed system just from a design concept, never mind implementation.

I'm going to try this all user controlled off line CFM and see if it works like people are reporting. I'll lose CPU trades which will suck during the draft the most but I'd rather deal with that then this infinite boost system they have implemented.
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Re: Madden 16

Post by 10spro »

I've been playing only Draft mode and MUT. As Aristo mentioned I only must have spent $5 in packs and the rest with my hard earned coins playing Solo and online. Got Flacco in one of my packages and have been running the ball with Gore. My team is ZD at 32 and reaching the mid 70's overall. I just wish that the auctioning is improved as you can spent a long time trying to bid for a specific player and they increment the bids by only 100. Do it as in FUT, increment it as high as you want, if I don't have the coins I just move on to the next player.
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Re: Madden 16

Post by Aristo »

I tend to sort by Buy Now price. It's rare that doing a bidding war is going to save you much. I will sort by time remaining, too, to see if I can snag a deal on a player that falls through the cracks.

But even with but now, you have to look for deals. When I auction stuff, I use Buy Now, but set it a bit above the going price. At some point someone wil end the auction by taking my price. If you leave unlimited, you tend to get less.
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Re: Madden 16

Post by MizzouRah »

I believe about half what I read over at OS.

The rosters are accurate, Aldon Smith is on the Raiders and what not. I did notice some speed changes, so it seems fine to me.

Played our first game against the Seahawks, Russell Wilson threw 6 INTs.. although Foles threw 4 of his own (I'm not that good). We won 37-17 after being down 10-6 at halftime. Both Mason and Gurley each had about 80 yards rushing. I also had like 6 sacks and our defense was unreal.

Some of the game is great.. other parts are meh.. I let the CPU do the progression stuff.. all I want to do is play the games.

It's a game.. so I don't expect 100% accurate stats when playing games, seems a little goofy for Wilson to through 6 INTs though.. Lynch rushed for about 95 yards. There was like 12 total penalties.. which was nice.

Up next we head to Washington.
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Re: Madden 16

Post by Danimal »

According to these roster Jefferies is on IR and White isn't even on the team <sigh>

I did set up a 32 user controlled CFM, made sure to save a copy before playing any games. There are no Drive Goals present when you do this so that's good, still seeing robo-QB so I might have to delete the tuner.
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Re: Madden 16

Post by MizzouRah »

Wilson never scrambled once on me and confidence seems fine now.. with nobody over 60 in my first game. I started mine with the real life injuries off. Gives me EJ Gaines back. :)
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Re: Madden 16

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Danimal wrote:According to these roster Jefferies is on IR and White isn't even on the team <sigh>

I did set up a 32 user controlled CFM, made sure to save a copy before playing any games. There are no Drive Goals present when you do this so that's good, still seeing robo-QB so I might have to delete the tuner.
I didn't check around the league but Jeffrey and White were both active on the official EA roster update. The pre-existing injuries for season-long ones seemed accurate too (like Ryan Mundy out for the season), but those PUP/conditional IR injuries like Kevin White are not in there. Suspensions are also not marked. I needed to make a few position changes for the Bears (Ratcliff from DE to DT) and the depth charts were not real-life accurate, but I think that's probably because ratings were not redone for this update. There are a lot of IRL Bears starters who are rated significantly lower than their backups (Christian Jones and Jon Bostic were the most egregious).

The only issue I had is that it's not a 53-man roster, so if you start a franchise in regular season, the CPU will automatically cut players. For the Bears, Jaquizz and Langford kept getting cut. I worked around it by starting in the preseason, turning off injuries, and doing the week-to-week cuts myself.

I won my first CFM online game against the Packers 34-27. Can't say it was significantly different than my Play Now games. Rodgers threw for 300 and completed about 60 percent, but had back-to-back interceptions that allowed me to jump on a lead. I did 11-min quarters with the accelerated clock set to 15 seconds and was pleased with the play counts. I had a really easy time running against the Packers but passing was harder. Rodgers did a nice job spreading the ball around but the Packers abandoned the run pretty early. That's something I'll be curious to see when I play run-heavy Seattle and Arizona.

The in-game goals are as annoying as everyone said. The problem is really context -- I like the idea of something like forcing a punt on a key drive as generating more confidence, but the individual goals in particular seem very random.
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Re: Madden 16

Post by sportdan30 »

I played a game against the Giants last night. It was cool to see them take away the run against Jamal Charles. On almost every down, they were crowding the line looking for the run. I was able to take advantage of a couple big passing plays to Maclin and Kelce. Charles only ended up with around 52 yards on 8 minute quarters. In almost all the games I've played, the teams have played a fairly balanced defense, where I was able to run fairly well, but this was different.
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Re: Madden 16

Post by Inuyasha »

Played my first game after the patch and my framerate is all jacked up. Lot of slowdown. Anyone Exp this? Xbo.
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Re: Madden 16

Post by Inuyasha »

I think I fixed it. I did that clear cache thing w/ the Resetting Mac address. Not the one where you hold down XBO button. I hear that doesnt work. now it's silky smooth again.

I don't think it's the patch that did it. I remember playing a game post patch, pitt at ne at night.

I think NHL broke it. I was play NHL 15 then switched over to NHL 16. My xbox hung like for 5 seconds when 16 got to the main menu.

Then when i played madden the framerate was all jacked up. All same symptoms others mentioned who have the framerate problem. I also noticed that the upload function was not working properly. usually if you score a big TD, the game uploads right after you score the TD, right during the replay. But tonight I noticed it popped up really late, the CPU 's 2nd down after my kickoff off the td. And the icon for that upload took forever to come up and disappear.

I never had one issue with my XBO for any game, especially madden 16 until tonight. I'll just blame the messup on Rammer I guess. I just hope it doesn't happen again.
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Re: Madden 16

Post by MizzouRah »

2-0 with a 38-18 win over Washington! What a combination of Mason and Gurley! Only 1 INT by each team.

Haven't seen one injury so I guess I need to mess with that slider. The defensive holding slider always goes back to 50?

Pittsburgh comes to St. Louis next, should really see what our #2 defense is made of.

What I really like is I'm throwing to all my receivers and starting to pass much better.
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Re: Madden 16

Post by fletcher21 »

I want to do a season, but obviously season mode is not here. What's the best mode to use to avoid all the confidence boost stuff. It hadn't asked me to download any patches yet.
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Re: Madden 16

Post by Sudz »

WTF?

i started 2 CFMs and neither can get past game 3 without an issue. I get kicked to the main menu after the 3rd game and then the save file will never load again.
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Re: Madden 16

Post by Inuyasha »

My franchise just went to s***. Completed the game and it just hung. Logged back in and I have to replay the game and it froze.
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Re: Madden 16

Post by Inuyasha »

fletcher21 wrote:I want to do a season, but obviously season mode is not here. What's the best mode to use to avoid all the confidence boost stuff. It hadn't asked me to download any patches yet.
I think there is a way to turn off all the drive notifications.

I think if you control all 32 teams it disables confidence but not sure.
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Re: Madden 16

Post by Inuyasha »

Sudz wrote:WTF?

i started 2 CFMs and neither can get past game 3 without an issue. I get kicked to the main menu after the 3rd game and then the save file will never load again.
My friend is having same issue. 3rd game it crashes. So your not alone.
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Re: Madden 16

Post by MizzouRah »

Rams 3-0!

Beat the Steelers, 23-20 in OT. Antonio Brown is a BEAST.

Had a PI call in my favor late in the game and we scored a TD shortly afterwards.

Both QB's were injured for a series.. but that was it, raising injuries to 60 now and also lowering human tackling to 45 and raising CPU run blocking to 55 as Le'Veon Bell only had 44 yards on 22 carries.

Other than that.. game has been a lot of fun. I stopped Pittsburgh late in the 4th quarter but was called for roughing the passer and that kept their drive alive and they would get a FG to tie the game at 20-20. Really cool that penalties matter this year!
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Re: Madden 16

Post by Danimal »

Ok guys I have tested both of these and there are 2 ways to play a CFM (or season) without the drive goals. Both of these have to be offline CFM's if you use the online cloud stuff your SOL.

1. Is to create a offline CFM and then control all 32 teams. You do this by going to the users menu in the CFM, choose create new character which is essentially you and assigning yourself to each team. Make sure to:
a. turn auto on for all cpu setting such as singing etc.
b. turn off coach firing.
c. turn progression to weekly or every 4 weeks depending upon who you believe.

This take some time when done save the league as a 32 CFM template, then save it again for you CFM. I am using this method for a 32 team highlight franchise where I play a game of the week. Downside is their is no trading.

2. Method 2 is by far the easiest method. Set up an offline solo CFM. Before playing your weekly game add a character as above to the team you play. After the game retire the character for that team before advancing the week. You don't lose any of the trading etc.

Drive goals aren't enable in Sim games which is why this is all screwed up to begin with. User teams get better and better and you'll never lose and cpu teams stay the same or get worse just from the non-drive goal normal stuff. If you're playing a regular CFM or online and enjoying it then no worries. Just know by week 4 or 5 you'll be damn near unbeatable but that's probably what 95% of madden users want.
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