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.2.5KViews20likes50CommentsMadden 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)6.9KViews17likes27CommentsThe 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!Solved560Views17likes24CommentsNHL 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.5.5KViews17likes48CommentsTeam 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.5KViews15likes9CommentsMadden 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.1.1KViews11likes7CommentsFranchise - backups playing instead of starters
Product: Madden NFL 24 Platform:PlayStation 5 Which console generation do you have? Sony PlayStation 5 What is your gamertag/PSN ID? zkurtmusic Date/time issue occurred ~2:30pm est What type of issue do you have? Gameplay Which mode has this happened in? Franchise Mode Is your Franchise league a Cloud save or Offline save? Offline What is your Franchise League Name? Zkurt Gabos - Vikings Summarize your bug When playing a postseason game, starting wide receiver, and tight end players are swapped for backup players How often does the bug occur? Every time (100%) Steps: How can we find the bug ourselves? Play a post season game, divisional or championship Injuries turned off on league What happens when the bug occurs? You may get one play with your starting wide receiver, and tight ends and running back, and then back ups are in after that What do you expect to see? Your starters play the game PS4 Crash Reporting: Please copy the text you put in the crash report here. N/a What is the AMD or Nvidia Model Number of your graphics card? N/a Enter RAM memory size in GB 500 17KViews10likes62CommentsFranchise Wish List/Changes Needed
Pains me yet again that some of these things haven't been included in franchise this year. I get it... gameplay and HUT make you more money,.. but really? It's just bad.... Anyway... here's how to make the game 10x better. Contracts - Ability to negotiate with said player - Players having destination preferences: low tax states/contenders/small markets... or player wants a NMC/NTC..... rather than whoever pays more - Players signing THE FIRST TWO DAYS OF FREE AGENCY (maybe give players the option to play a free agency minigame, just like the trade deadline one) - rather than simming a full week then losing a 92 ovr because another team payed 50k more. - Trade clauses (still don't know why these aren't in... it's NHL 24...) NTC/NMC/ M-Clauses - IR and LTIR (LTIR frees cap) - RFA's who aren't signed can request a trade (even with morale mode on or off) - Don't know if it's a bug or intended, but your med elite snipers coming off ELC's tend to ask for way too much money. I'll have Michkov score 25 per season then ask for 10m+. It's mostly only with snipers. AI - AI reworks - AI shouldn't be signing 83 overall free agents to 7-8m deals when they have two RFA's they can't sign - AI Coaching ACTUALLY utilizing positions (this change still hasn't been fixed) - AI trading and "find trade" button need a big overhaul. AI deciding to offer me two middle 6 forwards and a 3rd for my Med Elite prospect is an actual joke (try it for yourself, they never offer anything valuable) - "Find Trade" contd...: Franchise players with any trade value higher than a Med Elite show "no trades found". EA, I'm sure if Toronto put Matthews on the trade block, all 32 teams would put in an offer. This feature needs reworking. - AI need to sign their expiring UFA rookies. An example being a team having a med top 6 young UFA but lets them walk for some unknown reason. Trading - 3 way trading (still waiting) - players with low overalls and high salaries should be cap dumps. (taking said players contract for a 3rd, or a 3rd team retains for a pick) - ability to actually negotiate with the AI with given prompts (we'll take this player, you can have this pick, etc etc). - option to actually select the direction of your team prior to the deadline, example: setting your status as contenders vs sellers - contd... notifications when teams change their status, example: "Dallas Stars are now listed as sellers, and have put Jason Robertson on the block!"... this way, teams jump at the opportunity to grab him and it makes for a more interesting deadline Coaching - Option to turn coaching on/off (just like you can with morale, salary cap, owner mode.. etc) - Ability to change coaches instruction style over time - Give players some say in the coaches strategies (why am I the general manager and I can't communicate with my coach?) Misc/Customization - Ability to full edit players in franchise mode and outside (positions, age, weight, etc), no idea why you guys lock it? - Ability to have a hand in players development (I want my grinder to grow his defensive game, etc) - This is a BIG NEED..When the Franchise comes to It's final year, give a summary page of the last 25 seasons. This could show your overall record, cups won, most/biggest trades, biggest contracts, best season, worst season, achievements... etc. When you finish a franchise... it just ends. Nothing else.1.2KViews9likes9Comments