Madden 19 Will Continue To Be MUT Focused

For those of you that joined in my cheers about the initial announcements regarding Madden 19’s Franchise Mode – please don’t get too hyped.  If you look at the pre-order bonuses and such, this game is still obviously focused on the cash cow that is Ultimate Team.  In being focused on MUT, there are things that quite simply will NEVER change in terms of gameplay. madden 19 cover

If you watch any of the YouTubers or Twitch guys that post pack opening reactions and footage of them playing online MUT matchups you will see that there is good reason for EA Tiburon to keep the game as loose and arcade-like as possible.  I will admit, I have watched a few of the pack opening videos from various YouTube personalities and I feel like I am basically watching a hyped up commercial on EA’s Home Shopping Network.  I’m not hating on what makes these people happy or gives them YouTube success – keep doing you and get that YouTube money before they decide to find a reason to kick you off the pay platform.

What I find disconcerting is when Madden continues to push a mode that doesn’t encourage gameplay to become more realistic by default.  MUT is not and will never be a mode that encourages Tiburon to make Man to Man coverage a true representation of what we see on Sundays (Thursdays, and Monday’s) in the fall.  I can appreciate this aspect as sometimes it gets frustrating in any game to feel like you aren’t controlling the actions of the primary character at any given time.  MUT has to remain focused on player control and the arcade style that brings the money well after the game has released.

However, why is it that spin moves and jukes from players result in locked animations from tacklers three yards away?  Why do we continue to see AI make gameplay decisions that would baffle a 5 year old?  It’s a continuing sign of what EA Tiburon has a true problem replicating – 11 on 11 football.  Every time you play against a human opponent it becomes a 1 on 1 matchup, not a true football game.  Consider this the next time you switch to the DB in coverage during a long pass down the field.  Sure, it’s supposed to be a game that you play, but it doesn’t bode well for those of us that want some semblance of real football.

The spin, juke and other break tackle functions in Madden 18 were so overpowered and glitched simply from the interaction and animation system that I stopped playing the game in early December.  I played a few MUT games and even won a championship, etc.  At the end of the day, I wanted to play simulation football in CFM (OFFLINE) and I was greeted by such an artificially weak CPU opponent that I couldn’t justify booting up the game.

What do you think?  Are you a MUT player or a Sim Football purist?  Will the history dictate your purchase of Madden 19?

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Madden 19 – They Finally Get It Right On Franchise Mode

After years of begging through my own little piece of the internet EA Tiburon has finally granted some of my wishes.  The release of a new trailer and information about CFM has me anxiously waiting for the game to release in August.  This is primarily due to the inclusion of editable draft classes as well as a slowly overhauled draft experience.  Add the refinements to player progression and regression and you have a mode that might keep CFM gamers interested for more than a few months.  Madden-19-Gameplay-1024x576

Here is a quick rundown of the released information on CFM.

Schemes – 

While this isn’t actually ‘new’ here are some of the factoids coming out.

  • Offense has Spread, West Coast Zone Run, West Coast Power Run, Vertical Zone Run, Vertical Power Run, Multiple Power Run, Multiple Zone Run, Run and Shoot.
  • Defense has Base 4-3, Multiple 4-3, Base 3-4, Multiple 3-4, Tampa 2, 46.
  • Players will have indicators to show scheme fit (this goes for the draft as well) which is an improvement in terms of simplification.
  • New Player Ratings will also take effect for some positions – QB has Throw Under Pressure, Break Sack, Break Tackle, WR has Short, Medium and Deep Route Running, and O Line has Run & Pass Block Power/Finesse, and Lead Block.

Archetypes – 

  • Each position has four archetypes (this is much like MLB The Show 18 in Road To The Show, for those that need a reference point)…
  • An Example = QB can be Scrambler, Strong Arm, West Coast or Field General (you will notice that these were part of scheme fits over the last couple years of Madden).
  • An archetype that matches a scheme gets an XP bonus.
  • Each Archetype has its own build under the hood to dictate ratings growth and bonuses (this will be solved on day one).
  • Some players will have multiple archetypes (unknown if this will be something a player can progress in or be customized into in draft classes, or otherwise).
  • Skill points can build any archetype, this includes building a player into the archetype you need in your scheme if he doesn’t fit at first (this seems unnecessary).
  • You can choose Team Captains, which probably means nothing in terms of actual gameplay – the players will have the patch on their jersey.  (This is another place for the implementation of my ideas come into play… see below).

Progression –

  • Players that match schemes progress faster than players that don’t match (this is a bad sign for fans of progression based on production).
  • Skill Points will give random bumps to player ratings.  This is a good thing for online leagues and for those that enjoy some semblance of balance in offline CFM.
  • You can no longer dictate player traits through XP use!!!  This is huge in terms of stopping the abuse of creating a team of under-the-hood All Stars!
  • Development no longer has ‘Slow’, but it still has Normal, Quick, Star, and Superstar.  A small amount of players are supposed to have Superstar development and it can still change from season to season.
  • Gameplanning and Training is still a thing… Why?  Who knows.  I have yet to see anyone actually use this as if it were necessary or enjoyable. (Hint to EA Tiburon – Make every game during a CFM season an event unto itself… give us a reason to gameplan or train our team to face someone like Antonio Brown, OBJ, JJ Watt, etc… then maybe we will focus on this!)
  • Regression has been changed to continue the fix from Madden 18 that saw Speed Ratings for players take a nosedive after hitting 30 years old, etc.

CUSTOM DRAFT CLASSES!!!!!!!!

  • Can you tell this is my favorite Madden news in over a decade?!
  • You can choose which draft class you want in Week 3.
  • You can use a pre-made, created, or imported draft class.
  • Determine hidden gems, etc. (This kind of thing is a possible game breaker and it makes me wish they would overhaul scouting to make it a bit more realistic and/or difficult to find a gem in late rounds.
  • The Draft presentation has been changed a bit, there will be a stage with players being introduced, which is a cool add-on.

The custom draft class feature is a huge move that truly opens the mode for more realism.  Some might say that it opens up the game for people to scope out Superstar potential or create some sort of all star class laced with a bunch of top talent.  Sure, if that is what you really want – go for it.  For those of us that want to create a better spread of talent with more realistic depth – it seems that our wishes have been granted by the CFM genie.

Some questions persist and once they can be answered they will be featured here on NoobTubeTV.

  1. Has scouting been overhauled in any way?  CFM needs to add a Scouting Department to every team just like coaches and coordinators.  I would like to see more depth in this regard and make it more like MLB The Show – whether it be a letter range, number range or a simple +/- rating for players.
  2. Player Morale and Personality needs to play a larger role.  There should be badges or sub-categories for players of all types.  Someone like Tom Brady should have ‘Leader’ and/or ‘Competitor’ qualities, Dez Bryant and Odell Beckham Jr. should have ‘Diva’ traits or the like.  It is an integral part of the game to have these types of players.  While I believe a lot of this kind of labeling would be denied by the NFLPA in terms of labeling players as anything other than a position player – it would add much needed depth.
  3. Team Schemes still need work.  The idea that a team is going to have the same desired setup for certain players at certain positions is questionable at best.  For instance, the assigning of a Left Tackle with Pass Blocking to a Vertical Zone Run scheme leaving the rest of the line as Agile is oversimplifying a scheme at best.  This also doesn’t seem to take into account whether or not a QB is left handed – the entire scheme would have to flip in this regard – have they done that?  I think not.M19_CFM_Scheme_Fit_01
  4. User Persona is something they could add to this game and almost make the suggestion for Morale and Personality a thought of the past.  Give the user a chance to choose or create a persona within the game.  Owner Mode should have labels such as Tyrant (Jerry Jones), Clueless (Jimmy Haslam), etc.  The same goes for coaches if that is the route you want to take.

As more information is released expect to find it on NTTV!

Madden 19 Franchise Mode – Only One Direction To Go

As we near the NFL Draft in a matter of days it is starting to leak out of the rumor mill that Madden will be focusing on ramping up the quality of Franchise Mode.  Hopefully this means we can expect a bit more depth in terms of how the mode is represented in a few different ways.

madden-nfl-15-screen-19png-e0e9e8
Because EA is the Johnny Manziel of sports game developers.

They have tried to change how free agency works from the Auction system a few years ago to making offers before advancing and hoping the guy you wanted chose your low-ball offer.  Between bad financial logic and worse player and team logic – Madden hasn’t exactly been a beacon of realism for wanna-be GMs.

They must find a way to push gamers in this mode to eventually spend their money on veterans without looking at every 28 and 29 year old player like they are going to become Stephen Hawking at the age of 30.  Yes, there is certainly a youth movement in the thinking of NFL General Managers.  Yes, this means that drafting top talent over keeping ‘aging’ players is a common strategy.  It doesn’t mean that Madden should get a pass in making players in their late-20s and early 30s relevant in Franchise Mode.

On top of the age nosedive in terms of player ratings, the other aspect that needs the most help in Madden is the Draft and Scouting.

Scouting has quite simply been a lazy effort by the developers.  It isn’t difficult to find the superstar players later in the draft.  It isn’t hard to find the busts in the first round.  By the time you figured out the scouting dynamics in Madden 17 you were more than okay with the point reversal in Madden 18 that was supposed to make that aspect more challenging.  All you need to do is look for the first rating to be a B+ or higher and you are on your way.  It’s not rocket science… and that makes for an insanely boring experience that is arguably one of the most involved and talked about in all of sports.

They must address the lack of immersion in our experience week by week.  There is ZERO immersion in Franchise Mode from an overall league perspective.  There is no feeling for the salary cap when it comes to managing the team.  There is no excitement in Franchise Mode… NONE.  The Super Bowl has been the same stupid celebration and musical experience for years.

Madden 18 was the final straw for me as a Madden fan in a lot of ways.  It was the only Madden I have stopped playing before the Super Bowl was over.  It says more about the staying power of Franchise Mode than anything else.

Madden Ultimate Team has killed what made Madden a fun experience for those of us that don’t enjoy online sports gaming.  I am hoping that Madden 19 will make good on their chance to convince me to buy this game as a pre-order for the sake of giving my annual guides for all of you out there.

Madden 18 – Hiding Behind A Bad Movie

Everything is falling into place as we prepare to enter August.  The Dallas Cowboys have another problem with a star player just as the season is getting ready to start and they might have to place all of their hopes and dreams on the back of their one year wonder at quarterback.  NFL Camps will start very soon, and with that excitement blowing in the soon to come autumn wind – we have another year of Madden NFL only a few weeks away.

The crazy part about this is that up until this point there hasn’t been any gameplay footage released by EA.  With the fans clamoring for some proof of life in that regard it is hard to have a lot of pity for them.  They should know what the game looks like by now.  EA is trying their best to market their version of NBA 2K’s My Player Mode with The Longshot.  I wish I could say that this was going to be some sort of huge jump in sports gaming – but it quite simply won’t be anything close to that. According to some of the tweets and interviews, this mode has been in development for around three years. To think they have been working on this for three years and we still don’t have functional Challenges, sideline detection, real-time injuries, and many other simple football gameplay needs… Longshot had better be a masterpiece with zero bugs.

The problems that Madden NFL has faced for over a decade involves more than not measuring up to 2K’s basketball story mode experience.  It is everything that 2K would have done if EA didn’t have the monopoly on NFL Football.  It’s hard for me to think about how great an NFL 2K18 would be and by how much it would most likely outsell Madden 18. Madden has made some strides in recent years, no doubt… but, compared to where either game could be had there been competition?  We would have seen gameplay footage by E3, if not sooner.

Madden continues to push the line that they are leading with their new Longshot Mode for marketing.  I find it interesting that this is their strategy.  This is mostly because I can see through their thin veil of BS.  They aren’t showing gameplay footage because, frankly… they don’t have to show anything and the game will still sell.  Madden hasn’t changed in any major way since Madden 10.  Now that we have come to the point where they don’t even have to market the game itself with any actual gameplay footage it does beg one to ask yourself as part of the Madden horde… why are any of you pre-ordering this game?

Madden 18 CFM -The Annual Dumpster Fire Keeps Burning

With almost two months to go before Madden 18 graces us with another year of incremental updates we are starting to get a similar message about Franchise Mode (CFM).  Sports games have moved more and more towards the micro-transaction over the last few years.  It makes sense from a business perspective, but in terms of actual improvement and innovation of the game itself – no so much.


It turns out that Franchise Mode is once again more or less on the back burner.  At this point, it is safe to say that it’s actually in the microwave and waiting to be heated up again as a left-over from a few days ago. 

Sports games have all decided that they want to move in a direction of Story Mode rather than any sort of immersive Franchise Mode experience.  This is great for the YouTubers out there that seem to make their money from their over-the-top internet ‘personalities’ and gameplay videos.  I guess it is a matter of taste, but they don’t do much for me when I am trying to play my own game.  Maybe we live in a more vicarious gaming world than I thought.

No matter how you slice it, Madden has moved towards completely focusing on two modes in particular this year.  They are banking on the Longshot Mode to be their saving grace in offline experience.  As usual, they are going to bring all of their post-release cash grabbing from Ultimate Team.  I see this as the continuation of sports gaming’s innovation decline more than anything else.  I don’t post much about MUT or any online sports gaming experience because it’s tiresome and really takes away any sort of gaming immersion. 

Franchise Mode announcements have come and gone.  The primary aspects of change that have been announced are that they have introduced MVP chatter into the commentary as well as new quick entrances and fireworks in the stadiums that we will continue to hold the X or A button to skip through.  The developers in charge of this mode seem to believe that CFM needs more visual bells and whistles than actual immersion in the guts of running a team on the management level.

One of the things that really killed my experience in Madden 17 CFM was a combination of the XP System and terrible Defensive AI (especially with DBs and WRs).  One of the easiest things to do after leveling up during the first season or two is increasing your WR’s Separation ability along with a few other mechanics.  I did this with Corey Coleman and managed to not only turn him into an unstoppable force, but also made RG3 into one of the best QB’s of all time.  All that needed to happen was for the CB on Coleman to play him in a Man To Man Press (up close to the line of scrimmage).  Coleman has great speed and acceleration already.  By the time I finished building his separation and strength attributes in 2016 all I had to do was call a hot route in 2017 if he was being pressed.  Even with safety help, he would burn the opposing team for a huge TD on a fly route over 60% of the time. 

The results?

I built my team into an absolute juggernaut on both sides of the ball.  The fact that I could score 70 points a game on All Madden without blinking made the entire experience feel as disposable as the developers seem to believe it is. 

That said…

One of the aspects about Madden 17 that I really enjoyed was feeling like I could play defense most of the time.  This took a lot of slider adjustments and house rules (including a ‘no switch’ rule).  The no switch rule will actually improve how your defense plays through the game.  Why?  Because your AI players will stick to their assignments for the most part if you stay with one player during each play.  The AI will start to break down as soon as you switch players at the wrong moment.  This includes run plays especially as your entire defensive squad will essentially be rendered useless and the CPU will break off a big run most of the time if you have to switch to the other side of the field to defend against a run.  (You are actually better off trying to run with the original player than to switch to the closest defender on CPU run plays to the opposite side.  It doesn’t make sense, but then again… neither does Madden.)

Madden 18 won’t have editing for Draft Classes.  It will have the same relocation mode, but no expansion options.  CFM also won’t have any real changes to the injury system other than supposedly including off-ball injuries.  It seems like Franchise Mode effectively died after Madden 2005.  With the PS3/360 consoles bringing high speed online gaming to the forefront of almost every gaming experience it’s really no wonder that this mode has lost so much momentum if not gone backwards a few steps over the last decade-plus.

This genuinely feels like a Madden CFM experience that most would be better to wait on for a purchase rather than buying on release day. 

Making Your CFM Last For Decades – Team Building House Rules In Madden 17

In the words of Aaron Lewis (from Staind), It’s Been Awhile.

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In the spirit of not only updating NoobTubeTV with new and fresh things for the secular Holiday Season of Capitalism and video games during the winter snow and vortex.  I am presenting a new way to play a part of your Madden 17 Connected Franchise Mode from the Owner/Coach perspective!

This will focus on house rules I have implemented over the course of playing multiple seasons with multiple teams in CFM.  Before we get into the details of how to make a great experience more challenging and entertaining I have to give you the ‘why’.

Madden has improved in many regards as far as CFM goes.  They really have made strides and complete jumps to another level in some cases.  That said, they also have a lot of work to do with figuring out how teams deal with the salary cap and such.  By the time you reach season 4 and 5 in your CFM (2019-2020) you will start to see that almost every team is in a dire situation with salary caps and such.

One easy fix is to turn off salary caps.  I suggest not doing this simply because it’s nice to have a limitation placed on yourself during the offseason.

The other issue is that it is still way too easy to accumulated tons of first round picks and later picks as well.  On top of that part being easy it is also relatively simple to scout for players that you can draft with assurance that they will be rated 75+ OVR.  In order to preserve an ongoing CFM that will not only keep your team competitive, but also honest – here is my Madden 17 method of Team Management House Rules.

During The Season

Re-Signing Players –  Because you get a chance to make three offers during the season before you have one final chance after the season and then into free agency this rule is easy.
NOTE – This doesn’t mean you are limited to having certain OVR players on your team.  This is strictly a limit on re-signing players during the season.  This is meant to make your team stay within the same general competitive level as others and give other teams a shot at signing great players as well.

  • Any player rated 90+ is permitted ONE offer at any point during the season and you can only re-sign ONE of these players during the season.  If you have multiple 90+ rated players you must choose who you place the most value in keeping.  If they decline you then have to wait until the final re-sign chance after your season is over.
  • Any player rated 80-89 is permitted TWO offers at any point during the season.  The difference here is that you get to re-sign up to SEVEN players rated 80-89 during the season.
  • Players rated 79 and lower don’t have limits on offers.  Do what you want to here.

Scouting and The Draft

Here’s the deal.  You get to scout any players you want.  Feel free to go bonkers and even get the Scouting Perk for your coach.  The catch is that you are limited once the draft arrives.

Using the ‘Watch’ function is key to this rule and it will make the draft a hell of a lot more fun for you.  Not to mention more challenging from the perspective of adding some realism.

First, your draft picks will have limitations (This will also help you avoid weird salary cap penalties if you want to cut a rookie with guaranteed money – this can and does happen).

Scouting and Watching –

Each draft pick you own will allow you to watch a certain number of players projected in that round (prior to drafting them)

1st Round – 6 Watchable Players (2 Picks = 12 Watchable Players)

2nd & 3rd Round – 7 Watchable Players (two picks = 14 watchable players per round)

4th – 7th Round – 8 Watchable Players (three picks = 24 watchable players per round)

HERE IS THE CATCH!

  • You must select your watched players before the draft begins.
  • You only get to manually draft a player that you have watched.
  • You may draft any player from any projected round at any time.
  • If none of your watched players are available you have two options
    • Simulate the pick (you get to keep any draft pick obtained if it is traded and you must keep the player drafted for at least one season, if only on the practice squad.)
    • Trade the pick
      • You may trade this for any pick or set of picks.  However, you need to even out your pick numbers prior to Week 9 of the regular season.

You get a maximum of 12 picks in any one draft each year.

1st Round – Maximum of two picks in one draft (Never two years in a row).  If you have two picks in one year you only get one the next year.  If you find that a team wants to trade up and give you a pick you can only do it for lower round picks OR must trade the new First Round Pick to a team with one of the ten WORST records without giving them more than two picks as well.

  • If you make an Washington/St. Louis for RG3 kind of deal with a team you must count your 1st Round Picks as two picks each.  This means you lose two picks extra picks that year.  You must trade two picks two another team.

2nd Round – Maximum of two picks

3rd Round – Maximum of two picks

4th Round – Maximum of three picks

5th Round – Maximum of three picks

6th Round – Maximum of three picks

7th Round – Maximum of three picks

These rules are meant to keep your CFM fair for the CPU and fun for your own benefit.

I have had to make tough decisions and even gamble on re-signing a few players because of weak draft classes.  Usually, I roll with my Browns in Madden CFM and this year I made it through five seasons before realizing that building such a dominant team with multiple draft picks made the actual experience less enjoyable.  I had to start a new one just to keep my interest in Madden (as I don’t particularly enjoy the lag fest and arcade feel of Madden Online).

Now that these new rules have fixed my CFM experience, it’s time to start fresh and this time I will be starting with the Bills.

Happy Holiday Gaming!

Madden 17 CFM Sliders and Settings (1st Edition)

It’s that time of year once again.  Time for everyone to bring their Madden clicks to NoobTubeTV for our sliders and settings.  This year is going to be a bit different in a few ways.  First, it is going to involve an initial shift to All Pro for our sliders.  This is due to numerous statements from the developers and EA Game Changers that All Pro is the best difficulty to use if you want the more balanced/realistic gameplay.  Personally, I’m starting to wonder if the statements of balanced gameplay and realism rely more on the player instituting house rules for sim play against the CPU.

I have noticed (like the rest of the Madden 17 players that there is a preponderance of fumbles and injuries (especially while simming). 

It seems that EA Tiburon has stepped up their game and will be supporting the Madden experience more than we have seen in years.  I will be doing the same with these sliders and settings for CFM. Expect updates and tuning over the next couple months.  I usually create sliders with the intent of realistic substitutions, stats, and challenge.  I find that gameplay/player animations have a tendency of dictating weird situations and morphing on the field.  It isn’t my prerogative to go through every game like Sim Football Critic does on YouTube.  I have recently started watching his videos with more regularity and highly recommend tuning into his channel if you enjoy watching gameplay and hearing coherent commentary.  Also, I tend to agree with his philosophy that messing with the sliders too much will severely alter the performance of the game and your experience playing it.

Here’s the first iteration of our CFM Sliders for Madden 17.

Player Skill:

QB Accuracy

40

Pass Blocking

50

WR Catching

52

Run Blocking

48

Fumbles

50

Pass Def. Reaction

70

Interceptions

50

Pass Coverage

80

Tackling

55

 

CPU Skill:

QB Accuracy

27

Pass Blocking

43

WR Catching

45

Run Blocking

47

Fumbles

50

Pass Def. Reaction

50

Interceptions

50

Pass Coverage

52

Tackling

53

 

Special Teams – Keep All At 50

Injuries – 50

Fatigue – 57

Speed Threshold – 49

Penalties –

Def. Pass Interference – 80

(Keep all others at default)

SETTINGS

Skill – All Pro

Quarter Length – 12 Minutes

Acc Clock – ON (15 Seconds)

User Team Help – OFF (All of them)

Game Speed – Normal

Trade Type – Enable All

League Type – All

Relocation – Users Only

INJURY NOTE – This setting is totally up to the individual. You need to decide how you want to begin your franchise mode.  Do you want to start with Week 1 Rosters?  You might want to wait until the official Week 1 roster drops.  Start your Franchise with injuries turned OFF and start your Franchise at Week 1 instead of Pre-Season.

My personal settings are going to feature the latest roster update (as of August 26)… this means I will need to trade Mingo to New England for a 5thRound Pick.  I will start with Pre-Existing Injuries Turned On with Pre-Season Injuries Turned Off.  I want to start realistically with players out for 2016 that are injuried now, but I also want a chance to build my own team and deal with my own alternate Madden universe.

Injury – On

Pre-Existing Injury – On (this is totally up to you)