Dev increases and balance in franchise mode - Operation Sports Forums

Dev increases and balance in franchise mode

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  • Shosum13
    MVP
    • Jul 2011
    • 1177

    #1

    Dev increases and balance in franchise mode

    This is just getting ridiculous especially for online leagues, between the crazy amount of breakout scenarios we see and the fact that we get a crazy amount of post season dev bumps it is getting way out of hand. We just finished season 2 and we already have some teams with 12-13 players with superstar & x factor abilities. This is only after 2 seasons, by time we get 3 or 4 seasons in people are going to end up having to face some opponents with a line up made of entirely of players with superstar and x factor abilities on one side of the ball. With how powerful a lot of these abilities are this is going to destroy the balance of leagues.

    One of the biggest problems is the process which is supposed randomly generate breakout scenarios based on stats each week seems to favor certain teams more than others. I’ve seen some teams get more breakout scenarios in ONE WEEK than other teams have had through both seasons combined, and it always seems to favor the top teams for the most part. The whole way the scenario engine and these new abilities were incorporated in to the game was so short sighted and it’s become an annual EA tradition to take ideas that could actually add a lot of fun factor to a game and implement them poorly.

    Don’t get me wrong this game doesn’t play that bad and the issue with the crazy dev inflation isn’t nearly as prevalent for people that only play solo franchises against the CPU. But being a big online franchise player this game is quickly surpassing 19 for one of my least favorite Maddens of all time. I hated 19 for the on field gameplay in user vs user play because it was one of the worst experiences I’ve ever had, but with 20 while the on field gameplay is improved the whole scenario system and new abilities are so poorly implemented for online leagues that it is quickly ruining the fun.

    I have a huge problem with the direction madden has went with devs and progression. In the real NFL it is a league built on parody, it’s made for teams to make turnarounds in a matter of a couple of seasons. In Madden everything has become so stat based that it just continues to reward the top users and creates a rich get richer scenario. It really makes it next to impossible for users that are on the bubble of being competitive and trying to improve their user skills to really compete.
  • JoshC1977
    All Star
    • Dec 2010
    • 11564

    #2
    Re: Dev increases and balance in franchise mode

    The only thing I can think of is to make 'breakout scenarios' give dev boosts for only the rest of the season (mimicking more of a 'hot year'). The commish would have to manually revert the breakouts after the season by editing the dev traits back. An alternate approach is to allow each team to 'designate' one breakout player's dev trait increase as permanent (i.e. isn't edited back after the season).

    This would add work for the commish, but it might help stabilize things.
    Play the games you love, not the games you want to love.

    Comment

    • Shosum13
      MVP
      • Jul 2011
      • 1177

      #3
      Re: Dev increases and balance in franchise mode

      Originally posted by JoshC1977
      The only thing I can think of is to make 'breakout scenarios' give dev boosts for only the rest of the season (mimicking more of a 'hot year'). The commish would have to manually revert the breakouts after the season by editing the dev traits back. An alternate approach is to allow each team to 'designate' one breakout player's dev trait increase as permanent (i.e. isn't edited back after the season).

      This would add work for the commish, but it might help stabilize things.
      These are actually some good ideas to combat the issue, the only problem is at this point already 2 seasons in to institute a rule like that would only handicap owners that haven’t gotten many breakouts if they start getting a few. Unfortunately with already going in to the 3rd season I don’t think there’s anything we can do other than let it play out and hope things are much more balanced in madden 21, and if they aren’t we could look at incorporating ideas like this. I’m just glad that our league starts a little later to wait for the week 1 rosters to come out so I have time to find a used copy to make sure not to give EA any of my money.

      Comment

      • reyes the roof
        Hall Of Fame
        • Mar 2009
        • 11511

        #4
        Re: Dev increases and balance in franchise mode

        I wish they’d give the option to hide breakout scenarios. At least then padding someone’s stats to get an upgrade won’t be on your mind. I know some will say you can just police yourself to not pad stats, but if my WR has 95 yards and only needs 5 more to trigger an upgrade most of us are going to try and get that 5 yards

        Comment

        • Shosum13
          MVP
          • Jul 2011
          • 1177

          #5
          Re: Dev increases and balance in franchise mode

          Originally posted by reyes the roof
          I wish they’d give the option to hide breakout scenarios. At least then padding someone’s stats to get an upgrade won’t be on your mind. I know some will say you can just police yourself to not pad stats, but if my WR has 95 yards and only needs 5 more to trigger an upgrade most of us are going to try and get that 5 yards
          With what a difference maker abilities can be we’ve literally got people trading wins to hit breakouts. I wish they were something that happened in the background, like after a string of good games a scenario would just pop up like “X player has had quite a few big games, we have a real star on her hands!” and then award you with a dev boost.

          Comment

          • Chris_
            Rookie
            • Dec 2019
            • 18

            #6
            Re: Dev increases and balance in franchise mode

            It must be quite a problem in online leagues where certain users can exploit the system to build a superstar team.

            Does anyone happen to know if CPU controlled teams get dev upgrades via mid-season breakouts or do they only get the traditional automatic performance based upgrades at the end of the year?

            In my offline franchise the number of breakouts is getting silly. In under 2 years I’ve gone from 2 Superstars to 5 and it would be 6-7 if a couple of players hadn’t been injured en route to their goals. That’s without cheesing the plays to focus an entire game through 1 player.

            I’d the CPU teams don’t benefit I’m tempted to only let breakouts go to Star, and keep Superstar or X-Factor upgrades for end of year events - I’d edit any of my players back down if they happened to achieve the goals for Superstar if so. Maybe even edit down all breakouts completely, including Normal -> Star.

            I can only imagine the havoc this creates after a few years online with other users.

            Comment

            • Shosum13
              MVP
              • Jul 2011
              • 1177

              #7
              Re: Dev increases and balance in franchise mode

              Originally posted by Chris_
              It must be quite a problem in online leagues where certain users can exploit the system to build a superstar team.



              Does anyone happen to know if CPU controlled teams get dev upgrades via mid-season breakouts or do they only get the traditional automatic performance based upgrades at the end of the year?



              In my offline franchise the number of breakouts is getting silly. In under 2 years I’ve gone from 2 Superstars to 5 and it would be 6-7 if a couple of players hadn’t been injured en route to their goals. That’s without cheesing the plays to focus an entire game through 1 player.



              I’d the CPU teams don’t benefit I’m tempted to only let breakouts go to Star, and keep Superstar or X-Factor upgrades for end of year events - I’d edit any of my players back down if they happened to achieve the goals for Superstar if so. Maybe even edit down all breakouts completely, including Normal -> Star.



              I can only imagine the havoc this creates after a few years online with other users.
              CPU teams do not get breakout scenarios, the engine doesn't affect CPU teams at all. Thet will get stat based post season bumps though but thet are still at a disadvantage.

              Now imagine how many breakout scenarios you're seeing in a solo franchise but in a 32 user league where most teams are seeing around as many breakouts as you have with some teams seeing less and some seeing even more than you have. I have seen a couple of teams get 3 superstar breakout scenarios in one week. After only two seasons we already have a few teams with 10 or more superstar and x factor players.

              The way the scenario engine and these breakout scenarios were handled is so short sighted and poorly done it's a joke. I've been at lucky enough to get 3 superstar and 1 star breakout scenario in 2 seasons but there's some teams that haven't had any and another few teams that have only had one then you have a good number of teams that have already had 6,7,8,9+ breakout scenarios after only two seasons. It should feel rewarding to have a breakout player but instead the way it was handled cheapens it not to mention is going to destroy balance in leagues.

              Sent from my SM-G975U using Tapatalk

              Comment

              • Sphinx
                Emerald Archer
                • Aug 2010
                • 873

                #8
                Re: Dev increases and balance in franchise mode

                Originally posted by Shosum13
                CPU teams do not get breakout scenarios, the engine doesn't affect CPU teams at all. Thet will get stat based post season bumps though but thet are still at a disadvantage.

                Now imagine how many breakout scenarios you're seeing in a solo franchise but in a 32 user league where most teams are seeing around as many breakouts as you have with some teams seeing less and some seeing even more than you have. I have seen a couple of teams get 3 superstar breakout scenarios in one week. After only two seasons we already have a few teams with 10 or more superstar and x factor players.

                The way the scenario engine and these breakout scenarios were handled is so short sighted and poorly done it's a joke. I've been at lucky enough to get 3 superstar and 1 star breakout scenario in 2 seasons but there's some teams that haven't had any and another few teams that have only had one then you have a good number of teams that have already had 6,7,8,9+ breakout scenarios after only two seasons. It should feel rewarding to have a breakout player but instead the way it was handled cheapens it not to mention is going to destroy balance in leagues.

                Sent from my SM-G975U using Tapatalk
                Ugh, every time I am thinking of maybe playing a cfm again, I am reminded of how much work I have to put in to just keep cpu teams at the same level. Back when the game came out i thought the breakout scenarios were a great thing and stupidly believed they would be balanced. I was wrong, they aren't. I honestly feel they are game breaking, along with the whole no regression of the dev traits. There is no reason for a 75 overall player to still be an x-factor when they're 35-36. I just don't know about the direction of this game anymore.

                It's going to take a lot of improvements for me to keep playing madden going forward.

                Comment

                • khaliib
                  MVP
                  • Jan 2005
                  • 2872

                  #9
                  Re: Dev increases and balance in franchise mode

                  Originally posted by Shosum13
                  CPU teams do not get breakout scenarios, the engine doesn't affect CPU teams at all. Thet will get stat based post season bumps though but thet are still at a disadvantage.

                  Now imagine how many breakout scenarios you're seeing in a solo franchise but in a 32 user league where most teams are seeing around as many breakouts as you have with some teams seeing less and some seeing even more than you have. I have seen a couple of teams get 3 superstar breakout scenarios in one week. After only two seasons we already have a few teams with 10 or more superstar and x factor players.

                  The way the scenario engine and these breakout scenarios were handled is so short sighted and poorly done it's a joke. I've been at lucky enough to get 3 superstar and 1 star breakout scenario in 2 seasons but there's some teams that haven't had any and another few teams that have only had one then you have a good number of teams that have already had 6,7,8,9+ breakout scenarios after only two seasons. It should feel rewarding to have a breakout player but instead the way it was handled cheapens it not to mention is going to destroy balance in leagues.

                  Sent from my SM-G975U using Tapatalk
                  Outside of QB’ which can have a SS Ability at 60 OVR, all other positions must have 80 OVR min to have one trigger.

                  For the life in me I don’t understand why someone would start their CFM with Front End roster levels, then expect all the aspects of CFM to function/mesh together, because they won’t.

                  I see a lot of folk complain about the impact of MUT/Comp, but will play with front end rosters that are built exactly for these type of play inside their CFM.

                  The Generated Player levels (ratings) are designed to bring all aspects of the Mode together, but is still instantly killed off.

                  99% of Generated players will be 79 OVR and below until XP is applied boosting their ratings/OVR back up to Front End levels.
                  - that’s why XP is default at 100

                  The Scenario’s work best with Generated levels and min XP gains being applied.
                  That’s where the reward of these mechanisms comes into play.

                  Everything plays a role towards getting a SS/X-Factor Ability and because the ease has been removed.

                  A player can have a SS Ability, but if he’s below 80 OVR it doesn’t matter because they won’t meet the (80) OVR Threshold for it to be active.
                  - so a team can have 10 SS Players, but none active, being nothing more than just an overlay showing.

                  If you have 32 guys in your Online league, “Scrub” Front End roster players out, settle upon XP gains desired and I can guarantee 1000%, aspects of the Mode will be more rewarding with the time invested.

                  Do a tester and see what those in your league think.
                  Don’t know until you try, that’s for sure.

                  Comment

                  • XtremeDunkz
                    CNFL Commissioner
                    • Aug 2007
                    • 3414

                    #10
                    Re: Dev increases and balance in franchise mode

                    Originally posted by Shosum13
                    CPU teams do not get breakout scenarios, the engine doesn't affect CPU teams at all. Thet will get stat based post season bumps though but thet are still at a disadvantage.

                    Now imagine how many breakout scenarios you're seeing in a solo franchise but in a 32 user league where most teams are seeing around as many breakouts as you have with some teams seeing less and some seeing even more than you have. I have seen a couple of teams get 3 superstar breakout scenarios in one week. After only two seasons we already have a few teams with 10 or more superstar and x factor players.

                    The way the scenario engine and these breakout scenarios were handled is so short sighted and poorly done it's a joke. I've been at lucky enough to get 3 superstar and 1 star breakout scenario in 2 seasons but there's some teams that haven't had any and another few teams that have only had one then you have a good number of teams that have already had 6,7,8,9+ breakout scenarios after only two seasons. It should feel rewarding to have a breakout player but instead the way it was handled cheapens it not to mention is going to destroy balance in leagues.

                    Sent from my SM-G975U using Tapatalk
                    We are in season 5, the average SS players per team is 10 with some having as many as 14.
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                    • Chris_
                      Rookie
                      • Dec 2019
                      • 18

                      #11
                      Re: Dev increases and balance in franchise mode

                      So to maintain some balance with CPU teams, and avoid proliferation of abilities, editing back anyone who gains Superstar via breakouts is the only sensible option (and the big XP bonus they get along with it?). Sticking to dev upgrades from end of year rewards/performance.

                      This is in addition to not going too high on training medals. I played all mine to silver and sim at that every week but I’m now thinking even that could be too high and I should’ve kept them all at bronze.

                      What about countering X-Factor players? I keep getting 1000 xp for my whole Oline for winning games against X-Factor defensive players. I’m assuming that’s another chunk of xp that CPU teams don’t get.

                      I think I’ll have to sit down with some CPU rosters and see what they’re getting on a weekly basis from drive goals, weekly game goals etc. And see how many areas user players get extra boosts.

                      Comment

                      • Mattanite
                        MVP
                        • Sep 2015
                        • 1716

                        #12
                        Re: Dev increases and balance in franchise mode

                        We are seeing this begin in the SMLE.

                        I had zero breakouts in season 1 and have had 1 superstar in season 2 which cost me a win as I had to change my playstyle to suit the goal.

                        What we're seeing is an arms race amongst the playoff teams. The easiest way to make a superbowl is to have the most superstars as the abilities break the game, so the top players are doing everything they can to make Probowl style rosters (seriously, playing the Probowl is halilarious in an online league as its just pg13 Blitz the League). In the meantime the newer rookie coaches are not getting the abilities and blowout games are more frequent with a widening gap between the top teams and the bottom teams. It's not good for longevity when new players can't see improvement when their veteran opponents get better with each matchup.

                        We've also handed out more player and coach bans in a season than ever before because of guys cheesing and padding beyond the limit of the rules. We had such a back log of twitch game reviews it's gotten ridiculous for voluntary commissioners.

                        I will be pushing for abilities off in the SMLE for madden 21 if its implimented in such an arcade manner again.

                        Sent from my H3113 using Operation Sports mobile app
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                        Comment

                        • Steelers4190
                          Pro
                          • Jan 2013
                          • 843

                          #13
                          Re: Dev increases and balance in franchise mode

                          I personally don't even click on them to see what guys need. Just play the game

                          Comment

                          • tru11
                            MVP
                            • Aug 2010
                            • 1816

                            #14
                            Re: Dev increases and balance in franchise mode

                            turn that crap off.

                            Comment

                            • Shosum13
                              MVP
                              • Jul 2011
                              • 1177

                              #15
                              Re: Dev increases and balance in franchise mode

                              Originally posted by Chris_
                              So to maintain some balance with CPU teams, and avoid proliferation of abilities, editing back anyone who gains Superstar via breakouts is the only sensible option (and the big XP bonus they get along with it?). Sticking to dev upgrades from end of year rewards/performance.



                              This is in addition to not going too high on training medals. I played all mine to silver and sim at that every week but I’m now thinking even that could be too high and I should’ve kept them all at bronze.



                              What about countering X-Factor players? I keep getting 1000 xp for my whole Oline for winning games against X-Factor defensive players. I’m assuming that’s another chunk of xp that CPU teams don’t get.



                              I think I’ll have to sit down with some CPU rosters and see what they’re getting on a weekly basis from drive goals, weekly game goals etc. And see how many areas user players get extra boosts.
                              That's up to how you want to handle it to maintain balance but yes the only dev increases that the CPU can get is the end of season dev upgrade that is based on stats. Also yes the bonus xp for countering x factors can not be earned by the CPU because it ties in to the scenario engine. As far as for training medals they changed it a couple of maddens ago where the CPU gets a random mix of medals, they'll get a mix of bronze, silver, and gold instead of only getting bronze like they used to.

                              The nice thing is you're talking solo franchises vs the CPU so you can ultimately decide on how to handle the balance. In online leagues like the one I'm in it's gotten crazy out of hand but unfortunately there's not much we can do about it at this point.

                              Sent from my SM-G975U using Tapatalk

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