Re: Madden 21 Franchise too easy & extremely unrealistic

by EA_Blueberry
Reply

Original Post

Re: Madden 21 Franchise too easy & extremely unrealistic

★ Guide
@glendaog Matt 10 slides defintley do help
Message 11 of 15 (1,287 Views)

Re: Madden 21 Franchise too easy & extremely unrealistic

Community Manager

We heard you. Not only is your feedback extremely important to us, but also helps Madden NFL get better each year. Our development team worked tirelessly to incorporate highly-requested updates to Franchise in Madden NFL 22 that make you feel more connected and in control. 

 

There will be more detailed staff management and skill tree progression systems, with comprehensive weekly game strategy that integrates into your gameplan. Through the regular season and off-season, new scenarios will keep things fresh as you weigh various risks and rewards to make the right decisions for your team. Plus, Franchise will see improvements throughout the year via three Live Service updates. Our first live service update targeting September to release is one of your top requested features, Player Scouting. Keep an eye out for more Gridiron Notes as each Live Service update rolls in.

- Welcome to Madden NFL 22: https://answers.ea.com/t5/General-Discussion/Gridiron-Notes-Welcome-to-Madden-NFL-22/m-p/10441653#M5


Blueberry.png
Message 12 of 15 (1,209 Views)

Re: Madden 21 Franchise too easy & extremely unrealistic

Community Manager

Hey, @glendaog 

Here are some changes coming to the draft and player progression/regression in Madden NFL 22:

Franchise Tuning and Quality of Life Improvements 

 

Draft Logic

After expanding on Madden NFL 21’s QB Draft rules post-launch, Madden NFL 22 has enhanced the logic teams use in the first round across all player positions to improve team decision-making when on the clock. Teams will now consider what pick they have in the first round when determining what player positions they would consider at the pick to create positional value and tendencies that mimic the NFL Draft’s trends in real life. Teams will use this awareness of where they are in the Draft order alongside other factors like their depth chart at the position, the players available at the time of the pick, and the team’s current needs relative to the available players on the board.

 

Draft Class Generators

New types of players have been added to Rookie Draft Generators to add even more variety and create memorable prospects to get excited about drafting, especially inside the top 10. These players represent the same kind of “can’t-miss” prospects that make the Draft season so thrilling to follow, and they can be found at multiple positions. In addition to higher ratings to represent their pro-ready appeal, they also have improved chances of a high development trait. 

 

In addition, we’ve made updates to the balancing of Development Traits in generated Draft Classes overall, increasing the chance of a high development player over the first three rounds at a rate similar to real-life rookie ratings, and improved the quality of first-round generated players per community feedback.

 

Progression and Regression

We’ve added variable amounts of regression randomness to the end of season Player Regression to address issues where a player’s exact amount of regression could be accurately predicted in advance, negatively impacting teambuilding strategies. 

 

Players will still have a base amount of regression according to their age to ensure players ultimately do phase out over time, but with new random chance modifiers based on a player’s Dev Trait, the exact amount of regression a player will encounter is no longer linear, meaning players can regress at different rates in different Franchises. 

 

This means there could be two X-Factors in a league that are eligible to regress - one goes down 4 OVR, and the other may only lose 1 OVR. Some players may appear to regress sooner than others entirely.

 

End of season Development Trait Regression has also received tuning updates to address examples of high-rated players occasionally losing Dev Trait where they should not have been considered for regression. 

 

The logic to regress will still generally favor the top-rated players at each Dev Trait to keep your Superstar X-Factors challenging to overcome, but with more consideration for younger players when the logic runs to help players who may not have the high OVR have a better chance to keep their trait.

 

Also, XP rewards for Player Goals of all types have been revamped for Fantasy Goals, which are stat-based XP amounts earned by players on the field. We’ve also turned off “Drive Goals'' from the in-game experience, so now all goals will come from Scenarios, Gameplan or Staff when playing as a Coach/Owner.

 

Trade Logic and Value

We are continuing to target improvements to player value and authenticity in Madden NFL 22, starting with the quarterback position and ensuring that top signal-callers are heavily valued and difficult to trade for. Teams will now be much more aware that their top QB is extremely valuable and seek more in exchange -- acquiring a top QB from a team will take significant investment and in some cases may not be possible to agree to terms at all. 

 

Elite non-quarterbacks also received a value increase to address feedback and community response to some players being too easy to acquire. Remember though, OVR is only part of the story for a player’s value.

 

Age is still a major factor, and we’ve continued to tune the amount that a player’s age impacts their total value at all positions, like slightly increasing the value of players so that skill position players may still drop off faster than the offensive or defensive lines where players can typically perform at a high level at a later age, but slightly less in general value. Age is still a major factor in how teams will view a player they have or want to acquire, though.

 

Full details: https://answers.ea.com/t5/General-Discussion/Gridiron-Notes-New-Features-Coming-to-Franchise-for-Mad...

Hope you enjoy the changes and we see you on the field this season! 

Blueberry.png
Message 13 of 15 (1,180 Views)

Re: Madden 21 Franchise too easy & extremely unrealistic

★★ Novice

I completely agree.  The game for me is way too easy and unrealistic.  No fun winning all the time.  I want to be challenged.  

Message 14 of 15 (901 Views)

Re: Madden 21 Franchise too easy & extremely unrealistic

★★★ Newbie

How do I make madden 22 the hardest possible, The sliders can be confusing, If I put Player blocking at 0 and the computer blocking at 100 is that an example on how to make it harder. If doesn't really define what 0 means or 100. For example injuries 0 means less injuries and 100 means more. I just want to make sure I am on the correct page,

Message 15 of 15 (422 Views)