Check out the latest Madden NFL 24 blog and video as the team details the evolution of Franchise Mode. There’s plenty of info on training camp, mini-games and enhancements to the coach talent trees. The team also goes over the latest team-building enhancements involving trades, free agency contracts and expanded draft class generators.
Customize your experience with new Franchise relocation possibilities and commissioner tools, allowing you to play according to your preferences. The new Franchise Mode features will be seen on PC, PlayStation 5 and Xbox Series X|S.
Make sure to read the blog here and be sure to check the comments on this post or the thread in our Madden Forum, as our man DeuceDouglas (on the Madden dev team) is answering questions from the community. We’ve highlighted some of his comments below.
RubberSoul: Just curious if there are draft generators based on legends of the past? I truly love the idea of beefing up draft generators as this is the primary heart of any franchise mode.
DD: Yes, there definitely is. Just to name a few, there are draft generators based around Harold Carmichael, Dante Hall, and Mike Alstott.
Momoney168: How does the trade difficulty slider effect CPU/CPU trading?
DD: The trade difficulty slider won’t affect CPU/CPU trades. The way it works is that the harder the setting, the more your trade package is devalued and on the easier settings, the value of your trade package is increased making trades easier.
cMont28: What are your thoughts around the quantity of CPU generated trades involving player for player swaps vs player for pick(s)?
Asking since the majority of real-world trades seem to involve the latter, but this doesn’t seem to be the case in Madden.
Also, is there any logic that devalues certain position groups over others on trades? I.e. offers for middle aged HBs (even if highly rated) yielding far lower capital than say other position groups that regress later.
DD: Yeah, so the player for player swaps is something that I tried to find a balance for. Definitely understand that most trades involve a player for picks and player for player swaps aren’t as common but I also think they aren’t as enjoyable or satisfying. We do have logic and tunables available to determine how many players the CPU will offer depending on the amount of players in the package. We really wanted to limit the amount of offers that included multiple players for a single player and have picks more involved than they were last year.
We do have importance logic that factors in a players position into their overall trade value. It’s just one of many pieces but for example, running backs have the least importance of all starters and QB’s have by far the highest. We also have age modifiers that will devalue players as they get older based on their position as well.
Btj98: 1. When it comes to the new trade system can the CPU teams trade up for higher draft picks during the draft or even before the draft? And if not what is the challenge behind trying to add this logic into the game?
2. Something i saw at the end of the blog was that morale was changed a little bit. What changes were made and how will it affect the players?
3. Lastly my most important question is that is there anyway we can get a commissioner tool or have the injury slider affect sim injuries again? This has been by far my biggest request for the madden series since madden 20 as this drastically affects team building and i want an option to have more injuries and some people want the option to have no sim injuries.
DD: 1. This is something I’ve been looking into more recently. Right now, there isn’t much changed in this area from previous years and the major challenge has just been around untangling the web of trade logic and trying to get the base logic to a good point before starting to expand out to things like CPU-CPU trades and things like this.
2. For morale, we tuned the amount of the boosts you could get from morale as well as the levels at which it could take place. Last year it didn’t take much to trigger the boosts and they were a bit more heavy handed. Now, the “neutral” area of morale is a bit wider so it’ll take more significant morale increases to see boosts and those boosts will be more gradual than previously.
3. This is definitely in the ongoing list of commissioner tools that we’d like to do.
mtmetcalfe: 1. Is there any deeper details you can give on the “miscellaneous updates”?
2. Injuries in the game seem to be more random then reliant on any rating. Particularly when it comes to certain positions. I fine the Injury Prone Prospects for draft classes interesting but curious about the implementation. How low will these ratings tend to be and on these players and will their injury rating go up or down over their career?
DD: 1. Yeah, we added more ability slots to match what was possible in the front end. So QB’s can have five abilities, Superstar QB’s can have three abilities. Non-QB X-Factors (and SS Offensive linemen) can have four abilities and superstar non-QB’s can have three abilities. For morale, we tuned the amount of the boosts you could get from morale as well as the levels at which it could take place. Last year it didn’t take much to trigger the boosts and they were a bit more heavy handed. Now, the “neutral” area of morale is a bit wider so it’ll take more significant morale increases to see boosts and those boosts will be more gradual than previously. And lastly, when you’re in a prospects scouting card, you can now toggle between players without having to back out and go into each individual player.
2. Yeah, so these only apply to a couple positions QB, RB, WR, MLB and CB and basically their injury rating can be anywhere from the 40’s to the upper 60’s. The injury rating can go up when using skill points but it’s not likely to go up very much over the course of their career.
Published: Jun 29, 2023 10:01 pm