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InallyI's avatar
InallyI
Rising Novice
16 days ago

Do not buy madden 27 if you are franchise player! EA should be embarrassed!

Use this version for the EA Forums. It avoids numbered lists and list formatting entirely, so it should paste cleanly wi

Madden 27 Franchise players need to stop accepting this. If you primarily buy Madden for Franchise or Connected Franchise Mode, I would not recommend buying Madden 27 until EA fixes the core systems of the mode.

Before this gets dismissed as another “Madden sucks / EA sucks” post, that is not the point.

There are actually things I like about Madden 27. The new Franchise ideas have a lot of potential. Persona DNA, contract negotiations, holdouts, trade demands, coach abilities, free-agency changes, tiered abilities, the news system, formation subs and several of the gameplay changes could make this one of the better Franchise modes Madden has had in years.

The problem is that the systems underneath those features are broken badly enough that serious multi-year Franchise and CFM leagues cannot trust the game.

And many of these are not simply subjective complaints. EA has acknowledged several of them.

SALARY CAP AND CPU TEAM BUILDING

This may be the biggest problem because it can destroy an entire Franchise over multiple seasons.

CPU teams can accumulate massive salary-cap deficits and fail to recover. They can repeatedly restructure large contracts and push additional money into future seasons, making the problem worse.

After several seasons, this can leave CPU teams unable to function normally in trades, free agency and roster construction.

EA has already acknowledged that it is investigating CPU teams accumulating major cap deficits, failing to recover in future seasons, repeatedly restructuring large contracts, unrealistic roster management, free-agency logic, salary-cap progression and CPU decision making.

Those systems are the foundation of Franchise mode.

If the other 31 teams cannot intelligently manage an NFL salary cap, what exactly are we simulating?

CONTRACTS AND FREE AGENCY

One of Madden 27’s biggest advertised Franchise improvements was the contract system.

Yet there are already problems with unrealistic long-term contracts, signing bonuses, negotiation logic and free agency.

Players can submit what appears to be the best contract offer and still lose a player to another team for a substantially worse deal.

There are also issues with contract lengths and the way signing bonuses are calculated or inflated.

What is the point of having motivations, negotiations, Persona DNA and an expanded contract system if the final decision does not consistently make financial sense?

DRAFT CLASS STRENGTH

For long-term CFM leagues, this is an enormous problem.

The entire purpose of position-by-position Draft Class Strength settings is to control how much talent enters the league.

Commissioners should be able to make QB, WR, CB, EDGE or another position Weak or Very Weak and have that setting meaningfully affect generated draft classes.

There are currently reports that these settings are not functioning correctly or are producing results that do not properly correspond with the selected strength.

That matters because Madden already has long-term talent inflation issues.

Serious CFM leagues use Draft Class Strength together with XP sliders, regression settings and development-trait limits to prevent the league from eventually becoming overloaded with elite players.

If Draft Class Strength cannot be trusted, commissioners lose one of the few tools available to control long-term league balance.

CPU ROSTER CONSTRUCTION

CPU roster construction also needs major work.

Teams can carry unrealistic positional depth, stockpile players at positions they do not need and fail to address obvious roster holes.

There have been examples of teams carrying far too many running backs or offensive tackles while remaining extremely thin at other positions.

This affects much more than immersion.

Bad roster construction affects free agency, the draft, trades, salary-cap usage and competitive balance.

An NFL Franchise simulation needs CPU teams that understand basic roster construction.

CPU DRAFT AND TRADE LOGIC

EA has acknowledged issues where CPU draft behavior can differ depending on whether the user watches the draft or simulates through it.

That should not happen.

The CPU should make the same logical roster and trade decisions regardless of whether a commissioner is sitting on the draft screen or advancing through it.

In an online CFM, this creates another variable commissioners have to worry about when deciding how to run the league.

CPU DELEGATION OVERRIDING USER SETTINGS

There are also issues where the CPU can make decisions for user-controlled teams despite settings telling the CPU not to do so.

EA has acknowledged an issue where CPU delegation could automatically re-sign players even when the user had that setting disabled.

That is a fundamental problem.

If I tell the CPU not to manage my contracts, the CPU should not manage my contracts.

RETIREMENT LOGIC

Retirement logic also needs improvement.

Players have retired at unexpected or illogical points in their careers.

Retirement is not just a cosmetic Franchise event.

It affects contracts, cap space, free agency, roster construction, league talent, historical statistics and long-term balance.

When the retirement system behaves incorrectly, the effects carry into future seasons.

PROGRESSION, REGRESSION AND TALENT INFLATION

Long-term progression is another area that desperately needs attention.

Serious CFM commissioners should not need to run years of simulations, build spreadsheets, adjust every positional XP slider, change age-based progression and regression values and manually control development-trait populations simply to prevent the league from becoming overloaded with highly rated players.

The biggest issue is that all of these systems interact.

Progression affects player ratings.

Player ratings affect contract demands.

Contract demands affect salary-cap management.

Salary-cap management affects free agency.

Free agency affects CPU roster construction.

CPU roster construction affects competitive balance.

Draft classes determine the next generation of players entering that same ecosystem.

These are not isolated problems.

They compound each other.

If progression produces too much talent while contracts are inflated and CPU teams cannot properly manage the cap, the Franchise becomes increasingly broken with each passing season.

FIXES THAT MAY REQUIRE A NEW FRANCHISE

This is especially concerning for organized online leagues.

Some Franchise fixes do not fully apply retroactively.

EA has already had fixes where players needed to create a new Franchise or re-import a roster for the correction to work properly.

For an offline player, restarting a Franchise is frustrating.

For an organized 16-user, 24-user or 32-user CFM, restarting can be devastating.

People coordinate schedules, make trades, create rules, manage Discord servers, hold drafts, build rosters and commit weeks or months to these leagues.

Commissioners cannot simply assume that starting a league now is safe because EA will eventually patch the problems.

We need EA to clearly communicate which Franchise fixes apply to existing leagues and which require a new save.

THAT IS THE REAL PROBLEM

EA marketed Madden 27 Franchise as a major overhaul built around a more dynamic and interconnected NFL world.

That is exactly what Franchise players have been asking for.

But an interconnected system only works when the underlying systems function correctly.

Right now there are problems involving contracts.

There are problems involving the salary cap.

There are problems involving CPU roster construction.

There are problems involving free agency.

There are problems involving draft logic.

There are reported problems involving Draft Class Strength.

There are problems involving retirement logic.

There are problems involving CPU delegation.

There are long-term progression and league-balance concerns.

These are not missing presentation features.

These are the mechanics that make Franchise mode a Franchise mode.

“THEY WILL PATCH IT”

I hope they do.

I want Madden 27 Franchise to succeed.

The point is not that nobody should ever purchase Madden again.

The point is that consumers should stop rewarding publishers for releasing core game modes in an unfinished state and fixing them after customers have already paid full price.

Franchise players should not be the QA department every August and September.

Organized CFM leagues should not need to spend the first month after release running multi-season test simulations just to determine whether it is safe to start their real league.

IF YOU PRIMARILY PLAY FRANCHISE, WAIT

If you have not purchased Madden 27 and Franchise is your main reason for buying Madden, wait.

Wait for EA to fix the salary-cap logic.

Wait for the contract system to work correctly.

Wait for CPU roster construction to improve.

Wait for free-agency logic to be fixed.

Wait for Draft Class Strength to work reliably.

Wait for long-term progression and regression to produce a sustainable league.

Wait for retirement and CPU management issues to be resolved.

Most importantly, EA needs to communicate whether these fixes will work in existing Franchise files or require users to start over.

Once the mode works, buy the game.

That is not an unreasonable request.

A boycott does not have to mean “never buy Madden again.”

It can simply mean no more preorders and no more Day 1 purchases for Franchise players until Franchise actually works.

Madden 27 has some genuinely good ideas. The framework for an excellent Franchise mode is there.

That is what makes this so frustrating.

EA has the opportunity to make Madden 27 one of the best Franchise experiences the series has had in years.

But before asking Franchise players to invest hundreds of hours into multi-year leagues, the core NFL simulation needs to work.

 

sincerely a avid Madden player since 98’

6 Replies

  • kendabo's avatar
    kendabo
    Seasoned Newcomer
    11 days ago

    I think you pretty much hit the “nails” on the head with your observations. I would have to agree, as an avid franchise player that plays in multiplayer leagues yearly, this game was marketed to us and sold as an all-new franchise experience. At this point it is clear that we were sold a marketing scheme and not a fully finished game.

  • Ccbm21's avatar
    Ccbm21
    Rising Newcomer
    14 days ago

    Thay have sucked all the pleasure out of this game

  • jjdwyer30's avatar
    jjdwyer30
    Rising Veteran
    14 days ago

    Hang tight Pdence267​ I might be able to help. I am going to wait for InallyI​ to respond but I have some workarounds for some of these issues. 

  • jjdwyer30's avatar
    jjdwyer30
    Rising Veteran
    14 days ago

    Wow InallyI​ that was a well-crafted post. Ok, first question before I go any further, what type of franchise are you playing? Solo, mulit-player? Let me know, because if you are solo, I have some ideas. If it is multi-player, it may be a little tricky. 

  • Pdence267's avatar
    Pdence267
    New Adventurer
    15 days ago

    I'm solo offline. It looks like I won't be going more than three years on a franchise