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glendaog's avatar
5 years ago

Madden 21 Franchise too easy & extremely unrealistic

I score over 40 points every single game and unless I’m trying not to reach an unrealistic score (lowest I can do is 42) , I will reach somewhere between 60-80 points. I break every rushing and passing record accidentally. The CPU stats are all incredibly similar. Nobody ever has a great season (4800-5000+ Yards) and most QBs throw over 12 interceptions which isn’t like super unrealistic , but it’s often QBs who don’t throw many picks or extremely talented QBs throwing 17-22 picks. They also ALWAYS throw over 20 passing TDs , and no matter the play the QB is never benched. For example , last year Cam Newton threw 8 TDs to 10 picks. That’ll never happen on the video game. The most annoying part relating to that section of this complaint is that it is SUPER difficult to get interceptions IN GAME. No matter how bad the QB or receivers are or how good of a catching rating my corner has. Also , the play of the players doesn’t affect their price much if at all in resigning or free agency , super annoying. Trades involving players almost never happen , I’m on my 58th franchise , I’ve played at least 2 to completion (you also don’t let us play enough season , 30 is short) , I have seen less than 10 trades involving players. Trades in general are extremely rare unless it’s the user. The draft is extremely unrealistic , I’ve never seen a CPU generated rookie over an 80 enter the league. Players develop and regress at an infuriating rate. By the 5th season , EVERY TIME (not an exaggeration) there will be no new linemen over a 90 unless I edited them , linebackers will have 4 elite 2 really good 3 average and the rest are just decent to garbage & same with RBs TEs Safeties and punters and kickers MIGHT have 1 over an 80. I have tried to play with the XP sliders , they don’t do much and I don’t feel like I should be responsible for that in the first place , having to determine the rate they progress. Meaning , it’s not offensive that I CAN edit it , but I feel that you have not made any effort to correct this problem. Also , WAY too many players regress every year. Sometimes at only 29 , 30 year old. Take a game like NBA 2k for example. Each player has a prime beginning age , before this age the player will progress relatively rapidly , a maximum rating , a cap on each players rating during their progression (you guys have the problem that I can’t adjust the sliders too much because I don’t want EVERY player to be great I just want them to do something other than come in at a 65 , max out at 72 & regress at age 29 , but not necessarily have them all at 90+) , and a prime ending age , after this age players will regress relatively rapidly , more rapidly than if they had a bad season. The commentary is SUPER repetitive , which I understand it’s a video game , but it seems they only have about 5-10 phrases for big runs or passes , which is annoying when the hardest difficulty has me breaking big plays every couple drives , a compound issue. Also , you have a HoF that doesn’t show MOST hall of famers , which I guess isn’t a big deal at all , I just notice it all the time. Also your catching is extremely unrealistic and unreliable. Players can only catch in animations. For example , instead of having catching ACTUALLY BASED ON THE RATINGS (like if your a good catcher , on a defended catch you might grab it and bring it to your chest or a GREAT catcher might turn their entire body away from a defender that is sensed in the area) you only have them based on animations. I may be explaining this wrong but let me try to clarify by bringing up your poor defense mechanics , defenders NEVER actually interact with the player their defending when user controlled unless you press the Chuck button or something. Like they don’t put a hand on the receiver when running with them , they don’t look back at the QB to see if the ball , also press coverage is only animation based , so a highly skilled route runner may get clamped up by a poor defender just because the animation was triggered. It isn’t skill based. It’s only animation based. I didn’t pay $60 just to watch animations play out. SOMETIMES (a Pat on the back) a player may trip over another one if they’re too close while running. But other than that , the players don’t seem to realize anyone else is in their vicinity unless an animation has triggered. Zone coverage is horrible , man coverage is useless. Zone doesn’t work 80% of the time because defenders don’t react to the players entering and exiting their zones and man doesn’t work because the animations say so. 

These issues , ALL OF THEM , have been prevalent since AT LEAST Madden 17. I feel incredibly disrespected now due to the fact that I’m beginning to feel that you just 

14 Replies

  • EA_Blueberry's avatar
    EA_Blueberry
    Icon for Community Manager rankCommunity Manager
    5 years ago

    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


  • EA_Blueberry's avatar
    EA_Blueberry
    Icon for Community Manager rankCommunity Manager
    5 years ago

    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-Madden-NFL/m-p/10462461#M230

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

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

  • blazinace33's avatar
    blazinace33
    4 years ago

    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,

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