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Madden 16 - Player Development (unrealistically hard this year?)

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  • kwpit79
    Pro
    • Aug 2008
    • 608

    #1

    Madden 16 - Player Development (unrealistically hard this year?)

    Maybe the Madden devs wanted it this way, but the way XP is handed out through stat rewards and gameplanning, it seems like it would take forever to develop players compared to Madden 25 or 15.

    Now I didn't like that you could take any ole' scrub in Madden 15 and turn them into a stud by year three - that always felt unrealistic. But the XP pendulum seems to have swung to the other extreme end this year. Just one example, I spend all of my gameplanning sessions focused on my first round WR (76 OVR); by his second season, with a decent statistical season, he was a 79 OVR. In the real NFL, most players who end up being good make a giant leap in year 2.

    Anyone else noticing this? If there is a similar thread about this already, I apologize.
  • Sphinx
    Emerald Archer
    • Aug 2010
    • 873

    #2
    Re: Madden 16 - Player Development (unrealistically hard this year?)

    I saw this same thing during my couple test sims. I actually kind of like it, the previous years it was WAY to easy to build an all pro team by year three. Now at least you have to build up players more.

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    • DerkontheOS
      MVP
      • Jul 2009
      • 3136

      #3
      Re: Madden 16 - Player Development (unrealistically hard this year?)

      This could be a good thing...

      Comment

      • niles08
        Rookie
        • Mar 2012
        • 352

        #4
        Re: Madden 16 - Player Development (unrealistically hard this year?)

        I to hated the way we could turn anybody last season into a stud. However, I am curious as to what your WR's development rating is? That may play a bit of a role into this. If he's a slow learner, he honestly shouldn't be a star right away. With the rating you mentioned he would be a 79 at age 23, 82 at age 24, and 85 at age 25 which is realistic in my book. I don't however like the fact that you said you had to spend all of your game planning sessions based on him so I am not just siding with EA on this. Also, did you hit his season goals? How did those look for XP? I would be against somebody being a 76 overall and a 94 after 2 seasons.

        I believe we have found some middle ground. At this rate after 3 seasons he would be an 85 which is improved, but not a stud which is what you said you wanted.

        Comment

        • Sphinx
          Emerald Archer
          • Aug 2010
          • 873

          #5
          Re: Madden 16 - Player Development (unrealistically hard this year?)

          Game prep this year did seemed nerfed quite a bit. You weren't going to get nearly as much XP as you would get in previous years. So it takes quite some time to get players better without hitting weekly and yearly goals.

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          • kwpit79
            Pro
            • Aug 2008
            • 608

            #6
            Re: Madden 16 - Player Development (unrealistically hard this year?)

            Originally posted by niles08
            I to hated the way we could turn anybody last season into a stud. However, I am curious as to what your WR's development rating is? That may play a bit of a role into this. If he's a slow learner, he honestly shouldn't be a star right away. With the rating you mentioned he would be a 79 at age 23, 82 at age 24, and 85 at age 25 which is realistic in my book. I don't however like the fact that you said you had to spend all of your game planning sessions based on him so I am not just siding with EA on this. Also, did you hit his season goals? How did those look for XP? I would be against somebody being a 76 overall and a 94 after 2 seasons.

            I believe we have found some middle ground. At this rate after 3 seasons he would be an 85 which is improved, but not a stud which is what you said you wanted.
            His development was average, so that may be it. To be honest, I was simming one game, doing the gameplanning, simming the next game, etc, so I don't know if he hit his top goal, statistics-wise. I believe he caught 74 passes.

            And I agree with you all about having realistic long-term development. But there are hundreds of examples of players being mediocre their first year (say a 76 OVR) and superstars their second year (say 88-92 OVR). So in those cases, I would expect a 76 OVR to be a high 80s-type of player by their second year if you want Madden to capture those instances. Maybe the guys with superstar development do that? More testing needs to be done by all of us once the game actually comes out (I ran out of EA Access time).

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            • n7leadfarmer
              Rookie
              • Oct 2014
              • 33

              #7
              Re: Madden 16 - Player Development (unrealistically hard this year?)

              My worry with this is defensive player development. It was incredibly difficult (in comparison) to improve defenders that weren't defensive ends, so I would hope that they slowed the offensive progression but left the defensive alone, or have more realistic goals for user players to hit. Last year but 79ovr starting free safety had only 1 weekly goal, all year. Pick six. The fs just isn't going to get many pick six's and then you're basically saying that your fs has no chance to improve based on his performance. I found that very frustrating

              Sent from my HTC One_M8 using Tapatalk

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              • jhigginsluckow
                Rookie
                • Oct 2014
                • 174

                #8
                Re: Madden 16 - Player Development (unrealistically hard this year?)

                In my opinion, the problem has never been that you can make a rookie or low rated player into a 90+ overall in one year. Chris Johnson made a huge leap after running for 2000 yards his second year. Sheldon Richardson and JJ Watt were both 90+ by the end of their second years. If Johnny Manziel came out this year in real life and threw for 5000 yards, 40 touchdowns, 10 picks, and ran for another 800 yards and 4 touchdowns (which were attainable numbers last year on Madden, easily), he would get a massive bump in Madden. Probably 94+ overall. So that aspect I think is fine.

                The problems - again, my opinion only - are two things:

                1 - Players who have below average seasons don't regress while they're young. This allowed Madden players to focus on one player for a year, build him up, and then move on to the next guy. This is how super teams are created. Using Madden 15 as an example, I could take Donte Moncrief in year one, spend all season forcing balls to him, get him 150 catches, 2500 yards, 25 Touchdowns (breaking all the records), and he'd be a 90+ Overall by the end of it. Then, I could draft a new receiver, force HIM all the balls and stats, and turn him into a 90+ Overall. Moncrief may have only gotten 20 catches all year while I focused on the new rookie, but because he is so young, his traits don't get recalibrated much, if any. Single-season splurges in OVR aren't the problem. The problem is it needs to work both ways. Ray Rice was a 90+ OVR one year. Then he came out and ran for 3 yards a carry and boom - his OVR got depleted.

                2 - Kind of flows with #1, but the other problem is Madden somehow needs to recalibrate things at the end of each year. Aaron Rodgers has thrown for great statistical numbers every year, yet he's never had 99 Throw Power, Short Accuracy, Mid Accuracy, and Deep Accuracy all at once. However, if you were to put up Rodgers' numbers year after year in Madden, it allows you to build to those attribute numbers. This problem does fit hand in hand with #1 - ratings need to be more heavily tied to recent year's production.

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                • kwpit79
                  Pro
                  • Aug 2008
                  • 608

                  #9
                  Re: Madden 16 - Player Development (unrealistically hard this year?)

                  Originally posted by jhigginsluckow

                  1 - Players who have below average seasons don't regress while they're young. This allowed Madden players to focus on one player for a year, build him up, and then move on to the next guy. This is how super teams are created. Using Madden 15 as an example, I could take Donte Moncrief in year one, spend all season forcing balls to him, get him 150 catches, 2500 yards, 25 Touchdowns (breaking all the records), and he'd be a 90+ Overall by the end of it. Then, I could draft a new receiver, force HIM all the balls and stats, and turn him into a 90+ Overall. Moncrief may have only gotten 20 catches all year while I focused on the new rookie, but because he is so young, his traits don't get recalibrated much, if any. Single-season splurges in OVR aren't the problem. The problem is it needs to work both ways. Ray Rice was a 90+ OVR one year. Then he came out and ran for 3 yards a carry and boom - his OVR got depleted.
                  I should state that I don't play in online leagues, so I could see it being an issue with other owners stat-chasing and creating monster teams. I have my own house rules preventing that kind of thing from happening.

                  Which leads me to my biggest compliant with CFM as it's constructed - One's need to stat chase in order to maximize your progression. I hate that I feel compelled to force certain players throws/rushes/catches in order to get a decent amount of progression. I wish there was the option to go back to old days of player potential.

                  Comment

                  • ultralow36
                    MVP
                    • Mar 2011
                    • 1452

                    #10
                    Re: Madden 16 - Player Development (unrealistically hard this year?)

                    So did you jump the gun here you sim every other game you dont know if you hit you goals and on top of that your player was an avg learner

                    Sent from my SAMSUNG-SM-N900A using Tapatalk

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                    • Syncmastr
                      Rookie
                      • Dec 2012
                      • 0

                      #11
                      Re: Madden 16 - Player Development (unrealistically hard this year?)

                      I have to agree that they went from one extreme to the other. Season goals, awards, and game prep have all cut down the XP you earn by around 90%.

                      To be fair, I have not had time to test how much XP you get for playing games. Just not enough time/too small of a sample with EA access.

                      Also, it doesn't look like they changed normal regression much, and you can't change one thing and not touch the other. I'm not talking about old players losing speed here, or the glitch topic I started. I'm talking about regression that hits any player who doesn't see the field or misses his season goals. It can take you years to get those stats back now, if it's even possible.
                      Red Zone League: Rams Owner

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                      • bspring3
                        Where is A-Aron
                        • Jul 2012
                        • 260

                        #12
                        Re: Madden 16 - Player Development (unrealistically hard this year?)

                        A few things on this topic that I have noticed in my time with the game.

                        The OP is correct in stating that it is much harder to get xp and raise players attributes. The highest xp amount for the highest season goal that I saw was 1,600…not very high. Also, you have 60 game prep hours and it costs 10 hours to raise one player roughly 50 xp…so you basically have 300 xp each week to dole out…again not very high.

                        One other thing however, is you get much more xp by playing games than simming it seems. I think this has to do with drive goals and getting xp for doing these. This is still not a very high number however.

                        One big XP source last year was pro bowl and awards, I am not sure if this has been toned down because when i simmed a whole season, none of my players got either.

                        My biggest complaint still is the fact that EA has it backwards when it comes to development in Madden. Right now they have it that good stats/performance leads to a ratings increase via xp…thats not how it should be IMO. Ratings going up by game prep/practice should lead to better performance/stats. Other games do this very well and I would like that to be instituted in Madden.

                        PS: in regards to being Unrealistically hard, i am not sure yet as we will see what my online league looks like after the first season. I do know it is harder than before tho.
                        Last edited by bspring3; 08-24-2015, 08:20 PM.
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                        • RogueHominid
                          Hall Of Fame
                          • Aug 2006
                          • 10886

                          #13
                          Re: Madden 16 - Player Development (unrealistically hard this year?)

                          This is encouraging news to me. I've felt since Madden went to XP that progressing players was so easy that it almost ruined the franchise mode experience.

                          I don't want to be able to make any player a star just by spamming XP. I want to have to be able to draft well and develop players a bit, but you could basically make any player with the physical tools to compete a completely dominant player through a grossly exaggerated XP system.

                          I also like that players regress in-season. They certainly degrade over time in real life as the season wears on. Nobody is as strong in week 12 as they are in week 1, or as fast. MLBTS has in-season regression coupled with a performance based progression system that is very mild, and I really like that system. I'd love it if Madden went further in this direction.

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                          • Syncmastr
                            Rookie
                            • Dec 2012
                            • 0

                            #14
                            Re: Madden 16 - Player Development (unrealistically hard this year?)

                            Originally posted by bspring3
                            One big XP source last year was pro bowl and awards, I am not sure if this has been toned down because when i simmed a whole season, none of my players got either.
                            You can check this anytime during the regular season, under season goals. It will tell you what you get for every award, making the probowl, etc.

                            It has been reduced just as extreme as everything else.
                            Red Zone League: Rams Owner

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                            • GameBreaker35
                              Rookie
                              • May 2012
                              • 382

                              #15
                              Re: Madden 16 - Player Development (unrealistically hard this year?)

                              Originally posted by bspring3
                              A few things on this topic that I have noticed in my time with the game.

                              The OP is correct in stating that it is much harder to get xp and raise players attributes. The highest xp amount for the highest season goal that I saw was 1,600…not very high. Also, you have 60 game prep hours and it costs 10 hours to raise one player roughly 50 xp…so you basically have 300 xp each week to dole out…again not very high.

                              One other thing however, is you get much more xp by playing games than simming it seems. I think this has to do with drive goals and getting xp for doing these. This is still not a very high number however.

                              One big XP source last year was pro bowl and awards, I am not sure if this has been toned down because when i simmed a whole season, none of my players got either.

                              My biggest complaint still is the fact that EA has it backwards when it comes to development in Madden. Right now they have it that good stats/performance leads to a ratings increase via xp…thats not how it should be IMO. Ratings going up by game prep/practice should lead to better performance/stats. Other games do this very well and I would like that to be instituted in Madden.

                              PS: in regards to being Unrealistically hard, i am not sure yet as we will see what my online league looks like after the first season. I do know it is harder than before tho.
                              Totally agree with you on performance and progression. Players don't become better players because they caught 90 balls the year before, or passed for 35 touchdowns; they became better players by studying and practicing until they became better players - which generally leads to better production.

                              It's backwards, and I know that Tiburon understands this. The reason that this idea persists is because they believe RPG elements lead to more personal investment in the mode. People love the idea of building players up by in game performance.
                              Alabama Crimson Tide | Jacksonville Jaguars

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