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WrathOfHades85's avatar
WrathOfHades85
Seasoned Ace
5 years ago

Issue with Hidden Development Traits

I've noticed that if I go and change anything about a rookie player (who has a hidden trait), whether it's contract, traits, attributes, etc. it will prevent the hidden trait from showing up, until after the rookie season. Meaning, the "500 downs" that they are supposed to play, in order to unlock the trait, will not count. Can that be passed up to the Devs, so they can fix it, please?

Also, another idea...

I'm not the biggest fan of this 500 down stuff or the hidden development stuff. I feel like it would be better if they set it up to where a player has to hit a certain benchmark, to unlock traits. So, every rookie should just start out with "normal," then let's say he's a RB and has three 100 yard games, in a row, with 1-2 touchdown per game. There should be a career story that pops up and says something along the lines of, "This rookie is showing promise and is on the verge of becoming a star...gain 100+ yards on the ground and 1+ TDs in the next game to unlock the star trait." It's simple and shows that the traits are based on performance, rather than just randomized hidden traits. It doesn't make much sense to go through an entire season, with a QB, RB, WR or whatever and break NFL records with them, but them still have a "normal" development trait throughout the entire season. EA needs to think about these things from a real world perspective. A player, fresh out of college, is not expected to be an X-factor player...unless they are a top 10 pick. Even then, they can be a bust. So, if the player doesn't play well, they should be able to lose development traits just as easily as they gain them. Multiple bad games or low stat games should lead to a career story as well. "This player has not been performing up to team standards. If he doesn't have --- yards or --- TDs, then he risks losing his --- trait." 

Their attributes should be the same way. Sure, have the practices and stuff, but I don't want to have to choose which area to spend a skill point. I want the game to develop the players, based on the coach's strengths and weaknesses. That's why they need to add offensive, defensive and special teams coordinators into the game. Player development, in real life is 100% based on the coach's ability to teach the players. This game should be no different. Like I said...EA needs to think from a real world perspective. Not just this cookie cutter "add 1 skill point to one of the 3 areas."  

That would make development so much more enjoyable than the boring way it is now. That's a great way to step up the realism of the game.

ALSO, please let us design our own relocation team uniforms. I don't care if I have to choose between already named teams or cities. I just want to be able to choose colors and uniform designs. There are maybe 4 or 5 relocation teams that actually look good. The rest look like a teletubby threw up on their uniform. Please give us more options, so we have a reason to spend money on this game. 

Thanks 🙂

2 Replies

  • EA_Joz's avatar
    EA_Joz
    Icon for EA Staff (Retired) rankEA Staff (Retired)
    5 years ago

    Hey @WrathOfHades85 This is a superb post! Thank you for your feedback. I will pass this on to the team😀

    EA_Joz

  • WrathOfHades85's avatar
    WrathOfHades85
    Seasoned Ace
    5 years ago
    @EA_Joz Thank you so much! I hope they like the idea or I hope it at least triggers an idea of their own, to make the realism of player development better than it is. I also hope they take my idea about the relocation teams. I truly miss the creative aspect of the past Maddens, when we could design logos and uniforms. Those were the days.

    *Sits back and reminisces about those good ol' days*

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