CANNOT EDIT PHYSIQUES IN FRANCHISE
For some reason Franchise Mode won’t allow me to edit and save my physique on players. All of my offensive linemen are skinny and that is NOT supposed to be that way. The arms stay the same size and when I edit the chest, it doesn’t save. I spent nearly $100 to play a few days early and it won’t allow me to do the basics. I never received my promised discount either for my franchise last year.2.7KViews21likes51CommentsUpdated: NHL Needs a Year Pass With PC Release – The Model That Out-Earns HUT
NHL should drop the outdated annual release with trickled out features and move to a Year Pass model that updates all season across PlayStation, Xbox, and PC. One yearly payment, not monthly. Crossplay. Weekly updates and three big drops tied to the hockey calendar. Franchise and Be A Pro finally grow because there’s no yearly reset. Money Talk: Why Year Pass Beats HUT Assumptions Year Pass price 99 dollars Base case assumes 1.2 to 1.3 million Year Pass buyers Conservative case assumes 600 thousand Year Pass buyers Seasonal Pass is three drops at 20 dollars each per buyer These figures are illustrative and separate from HUT, which continues Base case, conservative math Year Pass subs 118 to 130 million Seasonal Passes three by twenty 21 to 24 million Creator Marketplace cosmetic mods broadcast packages goalie masks 15 million Team Partner Packs licensed intros songs jerseys 4 to 6 million Esports and sponsors 5 to 8 million Total 163 to 183 million before any HUT spend Conservative case Year Pass subs 59 to 60 million Seasonal Passes three by twenty 12 million Creator Marketplace 7 million Team Partner Packs 2 to 3 million Esports and sponsors 3 to 4 million Total 83 to 86 million before any HUT spend HUT continues as a primary driver. If current HUT brings in roughly 100 to 150 million on its own, the Year Pass model adds a new guaranteed revenue stream on top. In the base case it likely exceeds the annual model before counting HUT, and in the conservative case it meaningfully supplements HUT. Safe PC Release and Customization Freedom Fans want mods and editing. EA wants guaranteed revenue. Both can win. Unlocked editing attributes body size hair equipment all editable. No more grey silhouettes. Mods allowed for offline and presentation while the game requires an active Year Pass license to run. Server validated license. On boot the title checks EA servers. No sub equals locked title screen. Offline token grace period. Thirty days for legit offline play then a reconnect is required. Physical copies if sold are just installers. Subscription required to play. HUT remains server authoritative and protected with weekly ban waves. EA still gets paid every year even from offline only players who mod. Fans finally get the customization freedom they have asked for. HUT stays protected. What Fans Get This is not just about revenue. It is about finally delivering the hockey game fans have been asking for across forums Reddit and Discord for years. With a Year Pass model features stop disappearing and start stacking. The result is the most complete NHL game ever made. GM Connected returns. A true online franchise where up to 32 human GMs run teams make trades draft and play through multiple seasons without crashing or server issues. Because the Year Pass updates year round you experience the real NHL calendar. The Entry Draft in June. Free Agency in July. Training camps in September. Draft boards prospect interviews and live trade chatter between human GMs make it authentic. Roster share and full player editor. No more grey silhouettes. Every attribute equipment piece body size hairstyle facial hair and goalie mask editable. Unlimited created players. Community roster sharing allows NCAA KHL World Juniors Legends or Historic seasons to be uploaded and downloaded instantly. All Star international and specialty events. The hockey calendar finally feels alive. World Juniors in December. Olympic hockey every four years. PWHL integration for women’s hockey. Outdoor games like the Winter Classic and Stadium Series with unique crowd behavior and ice conditions. A fully playable All Star Skills Competition with hardest shot fastest skater accuracy shooting and breakaway challenge. Franchise mode depth and off ice culture. Practices that actually matter. Coaches with unique personalities and systems that affect morale and chemistry. Players with rivalries friendships and leadership qualities that impact performance. Realistic contracts including no trade clauses taxes and player mood. Off the ice NHL Network and TSN style studio panels debate your trades highlight rivalries and call out playoff collapses. Cutscenes show your GM at the draft table in pressers or in tense contract meetings. Player charity events award shows and trade deadline specials bring league culture to life. Be A Pro that feels alive. Draft day presentations locker room interactions and press conferences matter. Post game interviews affect reputation and endorsements. A social media feed filled with fan chatter highlight clips and TSN rumors responds to your play. Get traded and analysts debate it while fans boo or cheer. Award shows and off ice storylines give real progression. Smarter AI. No more lifeless teammates. AI runs real systems hockey. Penalty kill units collapse into diamonds versus a 1 3 1. Neutral zone traps finally look real. Puck battles net scrums and board play feel organic. Authentic skating and player identity. AI driven animations built from NHL EDGE and broadcast footage. McDavid’s hunched acceleration Eichel’s glide Matthews’ quick release Sorokin’s explosive pushes. Every player looks and plays like themselves updated throughout the season. Dynamic broadcast and presentation. Multiple commentary crews ESPN TNT Sportsnet regionals. Pre game panels preview matchups intermissions show highlights from around the league and post game wrap ups react to storylines. If Ovechkin is chasing Gretzky the studio debates it before puck drop crowds buzz when he hits the ice and broadcasters celebrate the record when he breaks it. Legends and Era modes. Relive Gretzky’s Oilers the 90s Red Wings the 2000s Devils with retro overlays and authentic commentary references. Entire historic seasons or drop Legends into Franchise. Fighting emotion and atmosphere. A fighting engine with context. A fight after a dirty hit boosts energy. Players smash sticks after bad calls chirp in scrums and pull off signature celebrations. Crowds chant boo rivals and erupt during milestones. Why Fans Stay Engaged Year Round With a Year Pass model NHL does not go dark after the Cup Final. Instead the game stays alive through the entire off season. NHL Draft. A full authentic draft experience in June with cutscenes draft boards prospect interviews and trade chatter. Most first round prospects are face scanned and in the game at release with updates for the new class added immediately after. Free agency and off season moves. In July live updates roll out for big signings and trades. Studio panels and commentary debate roster moves like TSN or NHL Network. Training camps and rookie showcases. September brings prospect tournaments pre season camp battles and cutscenes around players making or missing the team. Season kickoff buzz. The NHL and NHLPA marketing push in October ties into the game. New intros presentation updates and live content drops make it feel like a fresh new season starting not just a stale roster update. This way fans stay hooked all summer. Franchise players immerse themselves in the league calendar. Be A Pro players live through the draft and free agency drama. Online GMs in Connected Leagues negotiate and trade through the off season. When the puck drops in October the game already feels hot with buzz from real world hockey. For the first time NHL does not just feel like a video game. It feels like being inside hockey twelve months a year. Why This Works for EA Guaranteed revenue. Every player must renew each year. PC adds new markets. Even 300 thousand PC subs equals about 27 to 30 million extra at 99 dollars. Offline depth improves retention. Franchise and Be A Pro players stick around longer and are more likely to try HUT. No cracks or free play. License validation with offline tokens controls piracy while respecting legit offline users. HUT strengthened. Bundled cosmetics and event rewards increase engagement without breaking the economy. Bottom Line This model makes more money than the annual release alone brings in new fans through PC and finally delivers the complete hockey game. EA wins with guaranteed revenue a bigger player base and a stronger HUT. Fans win with full customization mods offline depth and no more resets. This is how NHL stops feeling like a side project and starts leading sports gaming again.1.7KViews21likes55CommentsNHL 26 early wishlist (let’s make NHL great again)
First off I will say nhl 25 is actual a huge step up im liking it so far , but it’s missing some details to feel complete.. full presentation needs to return and add more to what we had in the past games In edit player menu have the ability to change the color of sticks and gloves (nhl 2k had this) and now players have been customizing their own as well. Customizable tape job (adjust length on shaft and blade and not have it preset) And add the ability to edit goalie masks. hitting and collisions need to be tweaked to more realism. Franchise: be able to control more than one team able to scout and sign players from other leagues(I.E europe) Real coaches or at least customizable coaches A customizable GM character, have conversations be shown like it is in fifa where your Gm Meets the player. office similarly to dynasty mode in nhl 2004 On the hub where we get details of what went on in other games we can see highlights (either by clip or a screen shot) with description such as ‘stamkos nets a hat trick in last nights win’ and a small clip or screen shot showing stamkos scoring his 3rd goal. Be a pro: change up the whole be a pro game mode make it more like life the life. ability to use NhL players to continue their career or an nhl legend Street clothes for off days and make it interactive. If I buy a condo or a house i want to actualy see my self living in it. Same with the car we get, be able to drive around (a small map) and not just be a attribute boost. Pond hockey pick up games you can walk to or drive to when you leave your ‘house’ Call it a ‘hall of fame room’ similar to skybox 2k had in nhl2k5 where you had the Stanley cup and other interactive stuff and unlockables. Be able to decide to start from being drafted at 18 or create a 30 year old forward who just signed with an nhl team etc.. more interactive with teammates and coaches and GM list of teams you want to be traded to etc.. extras add winter classic and all star game (skills + game) both as a play now mode and also in franchise and be a pro. player retiring playing their last game get a ovation from crowd. Announce the player will retire 1 game before their last skate with the cup (playoff mode, season mode , franchise and be a pro) Tweak the fighting engine and allow more than one fight happening at once. this is a lot of an ask, but if we can get half of these implemented we are definitely heading Into greatness with NhL games.5.8KViews18likes49CommentsMadden NFL 24 Franchise Deep Dive.
Hey Franchise Fans! Welcome back to Gridiron Notes for Madden NFL 24! Today, we are excited to take you on a Deep Dive of all of the new features and updates coming to Franchise Mode for Xbox Series X|S, PlayStation®5, and PC. Our developers can’t wait to tell you about some of the new features including Mini Games, Commissioner tools, and more! But first, let's take a look at our Franchise Deep Dive video that has just been released! Training Camp One of the most requested franchise features is back and coming to Madden NFL 24 with the return of Training Camp to Franchise mode. The integration of mini-games will feel familiar and fresh to franchise veterans and newcomers alike. At the beginning of each season, Training Camp will give you the opportunity to improve your roster by running some of your players through a series of mini-games. In the Madden NFL 24 beta, we included every mini-game in Training Camp knowing we would optimize the list based on player feedback and sentiment we received. The reasoning behind this was to ensure that Training Camp remained a fun and worthwhile experience but also was something that didn’t take an extensive amount of time before being able to start your season. At launch, Training Camp will consist of the following mini-games: Target Passing (Quarterbacks) Pass Skeleton - Outmanned (Quarterbacks) Rushing Attack (Halfbacks and Fullbacks) WR Battle (Wide Receivers and Tight Ends) WR Battle - Red Zone Attack (Wide Receivers and Tight Ends) Trench Battle - The Long Hall (Defensive Line and Linebackers) Chase and Tackle (Linebackers) DB Battle (Defensive Backs) DB Battle - Red Zone Defense (Defensive Backs) Field Goal Accuracy (Kickers) Coffin Corner (Punters) Inside Training Camp, the process is simple - first choose your mini-game. Mini-games are available for every position on your roster (with the exception of the offensive line) and the mini-game selected will determine which players on your roster are eligible to play. From there, you can choose any eligible player, but choose wisely as each mini-game can only be completed once AND a player is only allowed to complete one mini-game in Training Camp. Once inside the mini-game, your success dictates your gains as you vie for a bronze, silver or gold medal with varying awards based on which medal you achieve. The rewards can come in all different forms including Skill Points which will allow you to upgrade your player. You’re not obligated to participate in Training Camp, if you only play a few or none of the mini-games the unplayed will be simulated with a random, weighted chance of either gold, silver or bronze in the same fashion that is done for the CPU. Weekly Strategy In addition to Training Camp, mini-games have also been implemented into the Weekly Strategy loop. Each week after selecting your offensive and defensive gameplans, each of your focus players (except OL) will have the opportunity to play through one mini-game. All 26 mini-games will be available but each focus player will be limited to playing the mini-games they are eligible for. Also, because this is a weekly task the rewards will be much lower than in Training Camp and it is essentially used as a modifier for that player's bonus focus XP. Dev Note: Mini-Games in Franchise will play a bit different than the mini-games in the front end. This is because in Franchise, players will use their true ratings (with a few exceptions). We’ve adjusted the medal thresholds to account for this. Trades Following the barrage of blockbuster trades over the last couple seasons, we knew that our trade system required a much needed overhaul. Quite simply, our previous system just flat out couldn’t replicate the trades NFL teams were making and in Madden NFL 24, we’ve made a number of improvements to allow for more fun, more flexibility and more realism with trades. Additional Trade Slots: The amount of trade slots in Madden NFL 24 has doubled from three to six. In expanding these slots, we wanted to maintain a balance between realism and the fun of stepping into a GM’s shoes and the unfortunate reality is that the vast majority of NFL trades include one and sometimes two players but very rarely more. However, the fortunate reality is that Madden is a video game and sometimes being ultra realistic isn’t necessarily as fun so the amount of players you can add to a trade package will remain at three while the maximum number of picks you will be able to offer will be all six slots. Extra Draft Picks: Being able to include up to six draft picks in a trade meant that we also needed to provide you with some additional capital to be able to pull off these blockbuster trades. We’ve added an additional year of draft picks so you’ll now be able to trade or trade for draft picks from the current year, the following year and two years out. Trade Tuning: There are an endless number of factors that go into how trades are offered and/or accepted. With the additional trade slots, it was vital that we made a complete pass over our trade tuning heading into Madden NFL 24. Throughout the cycle we uncovered a number of issues that were causing problems and inconsistencies with how players were being valued and have made many improvements that should result in players of all types being valued more consistently. In addition, with the extra year of draft picks, an additional pass on the value of draft picks needed to be done. While in the draft, we tried to replicate the infamous draft pick charts that you see and hear about coaches and GM’s using so often. Get Offers: In Madden NFL 23, we added the ability to get generated offers for your players and opposing players and we’ve made several improvements to its functionality in Madden NFL 24. All of the trade tuning mentioned above also applies to the Get Offers functionality and we also identified and fixed an issue from last year where occasionally there would be offers populated that would not be accepted when attempting via manual trades. When you get offers for a player, whether he’s on your team or another team, there will be a counter offer button when highlighting a potential package. Using this button will return you to manual trades with the trade slots already filled with the assets from the package you selected and allowing you to readjust the offer. Commissioner Tools and Settings Our players in Franchise mode love to play in lots of different ways. Some like to play solo and other players join a multi-user franchise. Many, like us on the dev team, do both! Each user and league can be wildly different when it comes to how they view and want to play a franchise. For this reason, we understand that it’s vital to continue to add tools to the franchise mode sandbox that allow users to customize and adjust their experience to their wants and needs as much as possible. In Madden NFL 24, we’ve added a number of new commissioner settings so whether you’re in a full 32-User league, a league with a few friends or you’re just riding solo, you’ll have more power to customize your league than ever before. Depth Chart Reordering: There is now an ON and OFF option for the reordering of the depth chart. With this setting ON, the depth chart will be reordered to accommodate new acquisitions and slot them in accordingly. With this setting OFF, it will be up to you to reorder your depth chart at all times and place any new acquisitions into the depth chart. Draft Class Strength: We’ve done a lot over the last couple cycles to make our generated draft classes more unique and more fun but outside of hand editing the class, there hasn’t been an easy way to customize and adjust classes…until now. Under the League Settings tab in franchise you’ll find Edit Draft Class Strength. From there, you’ll be able to edit the strength of each position in the draft with options that include Very Weak, Weak, Normal, Strong and Very Strong. Each setting will adjust the likelihood of certain types of prospects generating so on Very Strong there will be more top-tier prospects and the chance of seeing a generational is ten times higher than on Normal. On Very Weak, the opposite is true where generationals won’t even have a chance to appear and other top-tiers will have an extremely low chance. Another quick example of the difference these settings can make in the quality of draft classes is in testing these settings, we generated 30 classes on each setting and with every position set to very strong, draft classes saw an average of nearly ten 80+ OVR prospects per draft. With every position set to Very Weak there were a total of five 80+ OVR prospects over all 30 classes and an average OVR that was over five points lower than the Very Strong classes. Dev Note: For these settings to take effect, they will need to be set prior to the current season's draft class being generated which takes place in Regular Season Week 1. If changed after a class is generated, they will take effect in the following season. Offensive and Defensive Playcall Settings: Previously, cooldowns and play call limits were a universal setting that applied to both the offensive and defensive sides of the ball. This year, commissioners will have the ability to apply these limits to offense and defense independently. Fantasy Draft Order: Previously, the Fantasy Draft could only be played in a standard order, going from picks 1-32 each round. This year, commissioners can choose this or a Snake draft, which reverses the order each round. Free Agent Motivations Impact: The impact of motivations on player signing can now be adjusted or turned off. Raising the impact makes it easier to sign interested players, but more difficult to sign players with lower interest. Lowering the impact makes it easier to sign players with low interest, but reduces the effects of a player having high interest (making them more difficult to sign than they would’ve been). Trade Difficulty: Trade Difficulty can now be set, with Easy/Very Easy reducing the value needed for a trade to complete and Hard/Very Hard raising it. Home Field Advantage Toggle: There is now an ON and OFF option for Home Field Advantage while playing games, allowing Home Field Advantage effects to be turned off. Turning this toggle off will turn off Home Field Advantage as well as all M-Factors. Progression and Regression Sliders: There are now age-based progression sliders in addition to position-based ones. Players will progress at a rate based on the average of their age and position settings. Regression sliders have been added for both age and position, and a player’s rate of regression will also be based on the average of their age and position. Free Agency Negotiations Per Stage: Commissioners can now set the number of Free Agents a team can negotiate with during each stage of free agency. Each stage can be set to 1, 3, 5, 10, or Unlimited. Draft Timer: The draft timer will now have an option to be either ON or OFF. When on, it will function as normal and while off, picks will not advance until they’re made by the CPU or User. In addition, we’ve added the ability for Co-Commissioners to advance the draft allowing for more flexibility if your commissioner and whoever is on the clock happen to step away. Draft Generators: You might be asking yourself what is a draft generator? It’s a loaded term but the short answer is that they’re the heart of every draft within franchise mode. Each prospect you see while scouting and scouring the draft board is the result of a draft generator. Last year, we added over 30 new generators to “break the mold” and offer fresh and fun new opportunities when scouting and drafting. In Madden NFL 24, we’ve added over 50 new generators to the mix to continue last year’s initiative and provide more fun, dynamic and memorable draft experiences. Some of these prospects include: Generational Prospects: In Madden NFL 23 we introduced some of the best prospects to ever appear in Madden via our Generational prospect generators. Heading into Madden 24 we wanted to continue to provide users with the ability to find these gems and cover the gaps that we were unable to fill in Madden NFL 23. This year there will be generational prospects available at every single position with new generational prospects across the offensive line and at fullback, tight end, defensive end, safety and even punter. These prospects will come into the league ready to start immediately with the highest possible DEV trait for their position. “99 Club” Prospects: Again building off the foundation of what we introduced in Madden NFL 23, there will be more ‘99 Club’ prospects this year that will enter the league elite in a specific area of their game. Be on the lookout for new running back prospects with top end Break Tackle and Injury, Wide Receivers with 99 Juke Move, Guards with 99 Impact Block or even a perfectly hydrated hitting machine at linebacker with 99 Hit Power. Utility Prospects: In reading feedback regarding the types of prospects that you wanted to see, there was a common theme amongst wanting more out-of-position type generators as well as prospects that were more multi-dimensional than we currently offered. Based on that feedback, we added a number of generators this year that go well beyond their assigned position. We have a couple QB generators that will come in with receiver attributes and can be moved to wide receiver or tight end. Some other exciting generators we’ve added include a CB generator based around being a former WR as well as a massive defensive tackle that also possesses some ball carrier skills. Injury Prone Prospects: The age old saying is the best ability is availability and that’s something you’ll have to strongly consider this year as we’ve included some elite prospects with one catch – they have incredibly low injury ratings. Pay attention when scouting and drafting as you’ll have to seriously question whether to risk it all on an elite prospect who may spend most of their time watching from the sidelines. Other Draft Class Updates: Adjusted the weight and frequency at which each archetype can generate at each position to more closely match real-life rosters. Previously, each archetype at a position would have virtually the same chance of being generated when a class was created. In Madden NFL 24, we adjusted the weights of each archetype so the more rare builds like slot corners, scrambling quarterbacks and deep threat receivers will generate less frequently. Tuned the college selection for top-tier QB’s to weight bigger schools more heavily and reduce the amount of the top QB prospects that come from mid-major and lower level schools Normalized all prospects to a default Morale level to prevent any ratings changes when viewing players following the draft. Adjusted our generators to accommodate the new jersey number rule. Relocation This year, we wanted to revamp the way Relocation is handled within Franchise, making it more accessible and giving a visual refresh to the older style uniforms that have been in the game for years. Relocation is no longer limited to owners – you can also relocate while playing as a coach. The process of relocating has changed, now allowing you to select your new city, team branding, and stadium immediately after choosing to relocate. Once you select your stadium, your relocation will be completed and you will be in your new city with your new team. You’ll be able to relocate again once the next season starts. We’ve added 15 new cities that you can relocate to, for a total of 34 cities. The new cities are: Albuquerque, New Mexico Anchorage, Alaska Buenos Aires, Argentina Canton, Ohio Honolulu, Hawaii Louisville, Kentucky Melbourne, Australia Montreal, Canada Omaha, Nebraska Paris, France Rio de Janeiro, Brazil San Juan, Puerto Rico Tokyo, Japan Vancouver, Canada Virginia Beach, Virginia The way names/logos work has also been updated. Previously, each city had 3 name choices that were limited to that particular city. Name choices are no longer tied to the city, rather being available no matter where you move. The Oilers, however, remain exclusive to Houston. There are over 90+ uniforms that have been entirely refreshed. Previously, you would select a uniform set and only have access to that home and away uniform. Now, selecting a logo choice lets you access the unique home, away, and alternate uniform for that logo. This will allow 9 uniform combinations per team. Salary Cap Management Managing the Salary Cap has always been a critical component to building a championship roster. This year we bring two more pieces into the fold: Contract Restructuring and the 5th Year Option. Keep your young talent within the organization longer and open more opportunities for growth by leveraging these unique NFL contract dynamics. Contract Restructuring: Contract Restructuring allows a team to reduce a player’s current year salary, distributing that money as bonus to the remaining years, including current, of their contract. This act provides immediate salary cap relief with the downside of having increased the value of the remaining years of a player’s contract. During the season this may be used as a necessary step towards bringing in a free agent or making the money work when trying to acquire more talent through trades. In the offseason this can be used to extend players on expiring deals or make high profile signings in free agency that previously wouldn’t be possible due to a team’s cap situation. Not all players are eligible to have their contracts restructured. A player must have multiple years remaining on their contract and be making more than the league minimum salary. Players on rookie contracts cannot be restructured until they’ve completed their third season in the league per NFL rules. In Franchise, the process to restructure has been made simple. Eligible players will have an additional “Restructure” option on their player card. In addition to this flow we have also added a single button Restructure option to the Team Salaries screen. Prior to confirming you will be shown the effects of the restructure on current salary cap and future year increases so you can make sure you are getting the relief you need to make your next big move. 5th Year Option: The 5th Year Option is a mechanic available for all players selected in the first round of the NFL Draft. The option gives a team a choice to include a 5th year to a rookie's contract calculated based upon salaries of other players at their position and whether they have made a Pro Bowl in their career to date. The 5th Year Option must be either accepted or declined by the team after the player completes their 3rd season in the league and prior to the start of their 4th season. In previous Madden titles, you may have noticed the 5th Year Option Scenario that appeared in the offseason. This was an easy to miss surprise for most users and one that was unavailable to CPU controlled teams. To fix this, the 5th Year Option has been fully integrated into the Re-Sign system and screens for users and CPU alike. During the season you will see your eligible players appear at the end of the Re-Sign list with their current projected earnings for the 5th year. Once in the offseason these players will move back into the list and the final earnings will be updated on the card. This is when the final decision is made. Pick up the option if you have determined the player is critical to your roster and deserving of the increased compensation or move on and make the decision to extend the player normally the following season. Player Value & Logic Improvements: While we challenge every user to create and maintain the greatest dynasty the NFL has yet to see, the real competitor in almost all leagues are the CPU controlled teams. For these teams Player Value is the most important metric in their behavior. We have continued to refine these calculations this year with a focus on decision making in regards to re-signing players. CPU teams will better identify key players and take more care in offering the perfect contract. One challenge with improving CPU logic is the lack of interaction or impact to user controlled teams. We wanted to highlight this work by making some small but noticeable changes. When choosing whether to extend players during the season, you will now see the list ordered based upon how your team’s front office values the players. We have also made the decision to unlock all players early in the season to give the option to re-sign any and all players right away. This includes any player acquired through in-season free agency or trades. We hope this added information and freedom will help everyone make more informed and planned decisions throughout the entirety of the NFL season. Talent Tree Expansion Head Coaches, Coordinators and Player Personnel now feature 3 full Talent Trees. With new Trees came a new emphasis: Choice. Most Trees are now set up with A and B pathing, where once selected, you will no longer be able to purchase Talents on the other side of the Tree. These paths are geared towards a dynamic within a given playstyle or other themes to make every choice clear. Head Coach and Player Personnel: Head Coaches and Player Personnel can specialize between developing the offensive or defensive positions whether it be Training XP for Coaches or Signing likelihood with your Player Personnel department. Offensive & Defensive Coordinators: Offensive and Defensive Coordinators have seen a complete overhaul with 12 new trees available each. The combinations of these trees will create experts in different playstyles which present a whole new approach to developing your staff to get the best out of your roster. With 2 playstyle trees and one single positional “Guru” tree it is more important than ever that the coordinators you choose to lead your players align with the game plan of your team. Miscellaneous Updates Ability Slots Morale Tuning Scouting UI Improvement Thank you for checking out our Franchise Deep Dive Gridiron Notes. Our team will continue to read player feedback during the season and we can't wait to get on the Gridiron when Madden NFL 24 launches on August 18th! We will be back soon with more Gridiron Notes about your other favorite modes and ways to play. ___ Madden NFL 24 launches worldwide on August 18, 2023. Pre-order the Madden NFL 24 Deluxe Edition and play early. Conditions and restrictions apply. See disclaimers for details. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and Answers HQ. Sign up for the Newsletter today to receive updates on Madden, and other EA news, products, and events, all season long. MADDEN NFL 24 - FRANCHISE DEEP DIVE (ea.com)7.1KViews17likes27CommentsThe State of EANHL
As a staple elite rank player in WOC for about 5 years now & a big user of the offline modes I have a good understanding of how genuinely bad this game is. Offline modes are shoved to the side so EA can prioritize HUT. All gaming companies focus on what makes them additional money, understood, but there are bugs in these offline modes that are game breaking. There’s a bug in BAP for the past 3 games now where the entire game freezes during a coach interaction. And that’s it. Your be a pro is officially ended. I discovered this bug in both NHL 23 and 24. Reported it to the EA forums with video evidence. The reply I received was “this will continue to happen and hopefully we can fix it next game but for now, make sure to avoid quick closing/resuming your game” and when I told them that simply wasn’t good enough for the price point & people agreed, the community managers locked the post to stop further dialogue between the players. EANHL absolutely loves to take features out of games then add it back a few years later. Not only does this distract from other issues that need to be talked about, they commonly promote these things as being new, which is false advertisement, as is the promotion of the conversation system in be a pro, as when it first came out they marketed it as creating a way more diverse experience. Instead, my coach is telling me to go out there and swing momentum. After the game is done and I’m walking down the tunnel… There has been a cosmetic bug in the game for 4 (maybe 5) years now, where in WOC dressing room you will have on the teams uniform that you just played or are about to play. This is not a big deal but also shows the genuine carelessness and “doesn’t matter, they’ll give us their money anyways” attitude that is very readable. Repeated face off bug in WOC has also been in the game for 4-5 years now, where the game starts, resets to the faceoff seconds later, and does that 5 times before ending the game. Similar to the cosmetic bug (but obviously worse as it affects the playing of the game directly) this shows how EANHL really does not care about the product they’re putting in the store. Name a sports game that wouldn’t have this bug removed by the next game update, or AT LEAST the next game. I’ll wait… The menu is OVERWHELMINGLY slow for a game released in 2024. The loading times have improved. But navigating the menu itself, ESPECIALLY in franchise mode I’ve noticed is VERY slow and buggy. I click on a player to see their stats and have to wait 5 seconds before I can even start to move to the stats tab. They only change the menu & general game layout every 3 years when they release annually. Don’t need to elaborate there. The gameplay itself is below average. And it’s very easy to tell why as someone that’s played at a high level for a very long time - this game is aiming to be casual friendly, which is a HORRIBLE direction for almost any game to take as the dedicated players are usually the really good players. This argument is easily supported by the release of total control, as it makes moves that are supposed to take SKILL and IQ to set up & execute & makes it easy and accessible for anyone to do, even if you just loaded up an EANHL game for the first time. You dumb down the ceiling for skill, which means you allow luck to play more of a factor in the game. I have read a study that hockey is indeed the luckiest sport, but how many times in real life do you see teams out shoot their opponents by 15-20 shots and spend the entire game in the offensive zone and still lose by 2-3 goals? There are simple things that can be implemented to stop major issues. Picking up pucks requires skill IRL, especially when contested. You don’t have some magnet in your blade. Yet, in EANHL it seems like one game you do and the next game you wouldn’t be able to pick up a soccer ball with your blade if you tried. A dead by daylight styled skill check to all players within reach of the puck would be an amazing add. It doesn’t take a genius to know that just putting your player in position and HOPING that the game gets the puck for you isn’t sustainable and simply isn’t good enough. Again, price point. Franchise mode power play roles are still bugged after multiple years NEW BUGS: Player can’t line change in BAP and just skates into the boards & is penalized for a poor line change. Shot clock commonly reads the incorrect shots in all modes. The game commonly fully crashes in BAP mid game after simming to your next shift. I will add more new bugs to this post in the comments as I discover them, that’s if community managers don’t lock my post to stop meaningful dialogue between the players who have been ripped off. I’m sure there are a lot more problems in HUT as well even though they prioritize it so heavily, but I refuse to play that mode as it only encourages the company to not care about the rest of the game WHILE promoting gambling to children in a very cruel way (having them buy packs in hopes of drawing idols). In conclusion, if you genuinely support EANHL and their products, you’re either a HUT main with not much experience in other modes, or a mid/below mid player that benefits from EA’s constant pursuit of a casual friendly game. Thanks for the read!Solved610Views17likes24CommentsTeam Builder in NHL 25
The addition of team builder to NHL 25 would be incredible. For many years, I have spent countless hours in the creation zone, creating hundreds of teams and thousands of players. Team Builder is far superior to the NHL creation zone. The creation zone has barely been updated since 2017 (maybe even longer?) and Team Builder would be a fantastic solution and a welcomed feature. This is something that benefits both online and offline players. Thanks EA.5.5KViews16likes11CommentsMadden NFL 24 - Franchise Draft Class Update
Hey Madden Fans, We wanted to share some important updates regarding Draft Class issues currently affecting Franchise mode. You can read previous information here and in our Gridiron Notes from 9/1 for information about the Draft Class issue in Franchise Mode. Draft Class We have upcoming fixes for the following Draft Class issues in our next Title Update: Downloaded Draft Classes: Appearance of players being affected when importing a custom Draft Class. Auto-Generated Draft Class: Appearance of players being affected when selecting the auto-generated Draft Class option. (e.g. Chunky QBs) Along with that information, we wanted to provide a quick Q & A to help address additional questions from social and the forums: Q: My current Franchise has a downloaded draft class, will my downloaded Draft Class in my Franchise be retroactively fixed? A: Due to this issue being a client side fix, your downloaded Draft Class will not be retroactively fixed. Q: I selected an auto-generated Draft Class and currently see chunky QBs/thin linemen from that Draft Class, will those players be retroactively fixed? A: There is a chance these may affect previously generated players that had this issue, but likely this will still not be resolved. However, for newly generated draft classes after the update, this problem should be resolved. Make sure to follow Madden NFL Direct for more information on updates coming to Madden NFL 24. There will be a Gridiron Notes for the next Title Update containing the above fixes, along with updates across multiple modes. Thank you!13KViews12likes0CommentsInability to Edit Player Attributes
Now that the game is out, it is officially confirmed that we once again do not have the ability to edit generated players attributes, potential, bio, etc. This is extremely disappointing and I will once again not be buying the game because of it (along with the grey silhouettes). I understand that not everything can be updated from year to year but this is something that every other sports game does and something that EA's College Football 25 was able to implement via patch. The NHL series' franchise mode is the most restrictive out of any other major sports game and at this point, it seems like it is not oversight or inability, but rather a deliberate game design decision. If possible, is there any way to confirm that the developers have any plans on adding this feature to the game? Any sort of comment from EA on this would really help those of us who are expecting this feature to temper our expectations moving forward.1.3KViews11likes7CommentsEA NHL 26 CHEL WOC IS A JOKE
I'm a franchise player who now tried CHEL because franchise mode is completely forgotten... nothing worth it cuz no one BUYS anything there. Well tried CHEL and got run over by overpowered "enforcer" all the time, got mad and created the worst enforcer you've ever met… ran over EVERYTHING, hit someone and when I still had the puck I continued to run over him again and again when he was on his way up without penalty 😂😂😂 Reverse hit players on faceoff, reversehit everybody that come close to me, if they try to poke check me RUN OVER THEM 😂Late hits all the time no penalty, if you got penaltys you can almost run over everybody without extra penalty minutes (yeah sometimes but not often)😂 this game mode is soooooo BAD!!!!!! Reverse hit big players so they just fly away like kids… soooo realistic woooow EA New update hitting is nerfed…. BUT i pay so i win, ”taaaadaaaaa” Sudden death enforcer 92 speed 99 in all power just kill everybody, how dumb can a game be??? Pokecheck and sticklift helloooooo are you there?!?!?!??!? NOOO not at all but we have alot of glitch goal 😂😂😆😆🤮🤮 ICE-Q blaaa blaaa blaaa goalie can’t save anything i score bad backhands on them with 73 in shooting accuracy CHEL 3v3 Is that a floorball mode that is completely useless? full speed upp, full speed down… glitch goal, glitch goal, glitch goal 🤮🤮🤮 every game has to end like a Mighty Ducks movie…. two seconds left “he shoots, he scores” Welcome to NHL fortnite hahahaha EA has completely lost it, X-factor is everything ooooh yeah and money of course, They no longer care about what people want. Bought the expensive version of the game because I wanted to play Franchise mode... then the game mode was broken for three weeks, when I complained I was treated badly. No compensation not even an apology!?!?!? THANK YOU EA!!!! Last time I spend money on an EA game. For six years I have written realistic wish lists for franchisemode, things that I have also seen others ask for…. but nooooooooo it is more important to give us “state and federal tax” Well well hope you HUT and CHEL players "invest" your money well 😂😂😂😂😂 BAP was almost perfect five years ago but they change it too crap and now they try to save it but it gonna be this bad now for five years again. 3-4 games going to overtime 3-3 games can be a win or a lost you join they show as a 16 year old kid WOOOOOW EA GREAT JOB 💪🤘👍👍👍667Views11likes57Comments