THE JFF ONLINE (PS4) MADDEN NFL LEAGUE

 

Gameplay Rules, Settings, and Sliders for the Spring 2015 Season

 

 

Note:  If you have a criticism, complaint, or suggestion for improvement about one or more of the gameplay rules, slider settings, and/or Free Agency and Player Trading guidelines, you can submit them to The JFF League Commissioner as early as Saturday, December 20, 2014, but no later than Friday, January 30, 2015 by clicking here.  99% chance, no rules, guidelines, settings, or slider adjustments will be changed, deleted, or modified once the Regular Season begins on Monday morning, February 2, 2015.

 

I. OWNERSHIP RIGHTS TO YOUR TEAM

 

You cannot participate in Fall 2014 / Spring 2015 off-season activities until you have submitted the full payment for the ownership rights to your desired team.  Current team owners (those league members who participated in the Fall 2014 league season) have until Friday, December 19, 2014 to purchase the rights to their current team for participation in the Spring 2015 season. If you are a brand new member of The JFF Madden NFL (PS4) Online League, a former member who is returning to the league, or a current member who is relinquishing the Ownership Rights to your Fall 2014 team with the desire to purchase the Ownership Rights to a new and different team for the Spring 2015 season, then you have until Monday, January 12, 2015 to submit your Team Ownership Rights entry fee.

 

The rate for each team in the league varies.  The minimum rate for ownership rights of a team for a full season of league play is $16.00 and the maximum entry fee is $40.00 (not including teams that are sold between two parties or teams that are involved in a bidding contest).  A small, designated percentage of the entry fee revenue collected by the league will act as a stipend for the JFF League Commissioner and JFF Website Manager & Season Story Editor (no less than 10%, and no more than 25%). The remaining 75-90% of the entry fee revenue will be paid out in cash rewards for Spring 2015 playoff victories.

 

As of today’s date, here are the teams that currently are available for new league members and former league members to purchase the Ownership Rights to:

 

JFF Atlanta Falcons (NFC South) - $16.00

 

JFF Baltimore Ravens (AFC North) - $32.00

 

JFF Buffalo Bills (AFC East) - $16.00

 

JFF Denver Broncos (AFC West) - $40.00

 

JFF Detroit Lions (NFC North) - $32.00

 

JFF Washington Redskins (NFC East) - $16.00 

 

CLICK HERE to purchase the Ownership Rights to your desired team

 

Refunds

 

Full refunds are available until Friday, January 16, 2015.  Starting with Saturday, January 17, 2015, no league member will be eligible to receive a refund for any monies submitted.  League members are allowed to “sell” the Ownership Rights to their team to a friend, acquaintance, or relative if they choose to drop out of the league starting with Saturday, January 17, 2015.

 

II. CONTACTING OPPONENTS and SCHEDULING GAMES

 

No later than Friday, January 23, 2015, the JFF League Commissioner will post a League “Contact List” that will have the name, Email address, PSN ID / User Name, and mobile phone number for each of the active league members.

 

Once you have identified the Owner / Coach of your upcoming opponent, you must make at least two attempts to schedule a day, date, and time to play your next scheduled contest within 48 hours after the League Commissioner advances to a new week of competition and contestsThe JFF takes scheduling violations very serious.

 

If your opponent has made at least two attempts to schedule a day, date and time with you, and you have not responded, then this will result in your team being placed on “Auto Pilot” status, and then your opponent will be able to play against the CPU version of your team.  Only very “extenuating circumstances” will be considered by the JFF League Commissioner for being unresponsive.

 

If you know ahead of time that you are going to be out-of-town and/or not have access to your PS4 for a period of three days or longer, please contact the League Commissioner to discuss possible alternatives.

 

You can contact your opponent one of three ways:  1) Email; 2) Mobile Phone Text; 3) PSN messaging system.

 

If you have not been able to reach your opponent, leave a message for the League Commissioner HERE.

 

III. LEAGUE FRANCHISE MODE SETTINGS and SKILLS & PENALTY SLIDER ADJUSTMENTS

 

The Spring 2015 season of The JFF Madden NFL (PS4) Online League will commence on Monday, February 2, 2015.  The league season will end once JFF Super Bowl XI has been completed on either April 19, 20, or 21, 2015.

 

The full league schedule can be found by CLICKING HERE.

 

Once the JFF League Commissioner has sent you an invitation to join The JFF Online League via the Sony PlayStation Network (PSN) system, and you accept it, you can then choose to compete in the league as either an “Owner” or “Coach.”   The League Commissioner prefers that you create your own ‘Coach’ or ‘Owner’ character that is representative of you, but you can also use an active coach or owner.

 

Here are the Connected Franchise Mode (CFM) gameplay settings and slider adjustments for the Spring 2015 season**:

 

League Settings:

 

Instant Starter - <Off>

Salary Cap - <On>

Skill Level - <All-Madden>

Quarter Length - <8 Minutes>

Accelerated Clock - <On>

Minimum Play Clock - <25 seconds>

Game Speed - <Normal>

Player Progression Frequency (CPU teams only) - <Every Four Weeks>

Coach Firing - <Off>

Game-to-Game Injuries - <On>

Pre-Existing Injuries - <Off>

Week #9 Trade Deadline - <On>

Trade Type - <Teams with Human Users Only

Relocation Settings - <All Human Users Only>

League Type - <Owners and Coaches>

CPU automatically fills up team’s roster when a team drops below 53 men on the roster - <On>

CPU automatically re-signs players during the off-season - <Off>

Automatic Progression of Players by CPU - <Off>

CPU automatically signs offseason Free Agents - <Off>

CPU automatically simulates Game Prep Activities - <Off>

 

Slider Setting Adjustments

 

Slider settings is what determines if gameplay is going to be as close to ‘real life’ NFL football, or on the opposite end, more ‘arcade’ like and freestyle.    Madden NFL have sliders ranging from “0” to “100” with the default EA Sports setting being at “50/100”.  A league commissioner always wants to adjust the slider settings when he has too many contests that are producing “unrealistic” individual and teams stats (e.g., a team where one team’s QB is averaging 600 yards passing, his HB is averaging 350 yards rushing, and his WR is averaging 400 yards receiving per game).   Ideally, The JFF wants to have games that produce final scores and individual and team statistics that closely resemble the scores and individual & team stats that are found in contests that are played in the real NFL.

 

There are five categories of slider settings: 

 

1)    Sliders that affect how a team’s players perform when controlled by a Human User;

2)    Sliders that affect how a team’s players perform when controlled by the CPU;

3)    Sliders that affect how a team’s Kicker and Punter perform (both when controlled by a Human User or the CPU);

4)    Sliders that affect the likelihood and frequency of injuries and fatigue, as well as speed separation between very fast players and very slow players;

5)    Sliders that affect the likelihood and frequency of various penalties being called by the cyber referees during the game

 

Slider Adjustments - User Skills:

 

Slider adjustments in this category affect if a particular player performs in line with his natural attribute ratings, or if that player will receive a generous dose of “assistance” from the game’s artificial intelligence (A.I.). 

 

For example, if a team has a WR who has a catch (CTH) rating of 95 and another WR with a CTH rating of 75, the WR with the higher CTH rating is going to catch far more passes if the slider is adjusted toward “0”.  If the slider is adjusted more towards “100,” then the receiver with the lower CTH rating would potentially catch just as many passes as the receiver with the higher CTH rating.

 

Another example would be on the defensive side of the ball.  If the slider is set more toward “0”, then this means that a Defensive End or Defensive Tackle with a high Tackle (TKL) rating, a high Block Shedding rating (BSH), and high Power Moves (PMV) and Finesse Moves (FMV) will accumulate far more tackles and sacks than another defensive lineman who has much lower ratings in those respective categories.  If the slider is moved more toward “100,” this means that the low-rated DE or DT would accumulate just as many tackles and sacks as the higher rated DE or DT.

 

Here are the proposed slider settings for the cyber athletes as controlled by a Human User:

 

Note:  Preseason slider settings are in RED; Regular Season slider settings are in DARK BLUE.

 

QB Accuracy - <40/100><40/100>

(“0” rating means that only those QBs with a high QB Accuracy rating will be able to throw highly accurate passes; “100” rating means that even QBs with a low QB Accuracy rating will be able to throw highly accurate passes)

 

Pass Blocking - <50/100><50/100>

(“0” rating means that only teams with offensive line personnel that have high pass blocking ratings will be able to consistently protect their QB from being sacked; “100” rating means that even offensive linemen with low pass block ratings will be able to protect their QBs from being sacked pretty regularly)

 

WR Catching - <40/100> <40/100>

(“0” rating means that only those WRs with a high catch rating will be able to catch passes with a high degree of regularity, particularly while defended well; “100” rating means that even WRs with a low catch rating will gain the ability to make great receptions while being defended well)

 

Run Blocking - <50/100><50/100>

(“0” rating means that only teams with offensive line personnel that have high run blocking ratings will be able to open up holes and running lanes consistently for their running backs, and prevent their RB from being tackled behind the line of scrimmage; “100” rating means that even offensive linemen with low run block ratings will be able to open up big holes and running lanes, and prevent their RBs from being tackled fairly quickly in the backfield)

 

Fumbles - <50/100><60/100>

(“0” rating means that only QBs, RBs, TEs, and WRs with a high ‘carry’ rating will be able to hold on to the ball when they get hit extremely hard by a defender; “100” rating means that even QBs, RBs, TEs, or WRs with a low ‘carry’ rating will be able to hold on to the ball when they get hard by a defender)

 

Pass Defense Reaction Time - <50/100><50/100>

(“0” rating means that only teams with DEs, DTs, and LBs that have high ratings in the categories of ‘block shedding,’ ‘power moves,’ and ‘finesse moves’ will be able to react very quickly to a conventional pass play or play-action pass play and begin quickly pursuing the QB for a potential sack; “100” rating means that even defensive linemen and linebackers that have low ‘block shedding,’ ‘power moves,’ and ‘finesse moves’ attribute ratings will gain the ability to react quickly to a pass play and pursue the QB for a potential sack)

 

Interceptions - <25/100><35/100>

(“0” rating means that only defensive personnel that have a high catch rating will be able to make an interception on a poorly thrown pass fairly regularly; “100” rating means that even defensive personnel that have a low catch rating will gain the ability to intercept passes fairly regularly)

 

Pass Coverage - <50/100><50/100>

(“0” rating means that only teams with defensive personnel that have high ratings in the categories of ‘awareness,’ ‘play recognition’ and ‘pursuit’ will be able to react very quickly and close in on the receiver who the pass has been directed to once the ball is in the air; “100” rating means that even defensive personnel that have low ratings in those 3 respective categories will gain the ability to react quickly and close in on a receiver once the ball is in the air)

 

Tackling - <50/100><50/100>

(“0” rating means that only teams with DEs, DTs, LBs, and DBs that have high ratings in the categories of ‘pursuit’ and ‘tackling’ will be able to react very quickly to a conventional run play or draw play and begin quickly pursuing the HB, FB, QB, or WR who is running with the ball and prevent the runner from moving forward with a good, solid tackle; “100” rating means that even defensive personnel who have low ‘pursuit’ ratings and ‘tackle’ ratings will gain the ability to react quickly to a run play and pursue the player running with the ball and bring him down with a good, solid tackle)

 

If at the end of the Preseason period, there are a lot of contests that end with a high degree of individual and team stats that are unrealistically “high” or “low,” then the above slider settings will be adjusted prior to the beginning of the Regular Season.

 

Slider Adjustments - CPU Skills:

 

During the season, many times a league member might have to compete against a team that does not have a Human Owner / Coach, or a team that has been temporarily or indefinitely placed on “Auto Pilot” status.  This is when the CPU slider adjustments come into play.  Ideally, even a JFF league contest between a Human User and the CPU should be reasonably competitive similar to a Human User vs. Human User contest.

 

Once again, the closer the setting is toward “0,” the more likely that only players with naturally high attribute ratings in various categories will make great plays; the closer the setting is toward ‘100,” the more frequently even players with average or less-than-average attribute ratings will make a great play on offensive or defense.

 

Here are the proposed slider settings for the cyber athletes as controlled by the CPU:

 

Note:  Preseason slider settings are in RED; Regular Season slider settings are in DARK BLUE.

 

QB Accuracy - <60/100><50/100>

(“0” rating means that only those QBs with a high QB Accuracy rating will be able to throw highly accurate passes; “100” rating means that even QBs with a low QB Accuracy rating will be able to throw highly accurate passes)

 

Pass Blocking - <50/100><50/100>

(“0” rating means that only teams with offensive line personnel that have high pass blocking ratings will be able to consistently protect their QB from being sacked; “100” rating means that even offensive linemen with low pass block ratings will be able to protect their QBs from being sacked pretty regularly)

 

WR Catching - <50/100><50/100>

(“0” rating means that only those WRs with a high catch rating will be able to catch passes with a high degree of regularity, particularly while defended well; “100” rating means that even WRs with a low catch rating will gain the ability to make great receptions while being defended well)

 

Run Blocking - <50/100><50/100>

(“0” rating means that only teams with offensive line personnel that have high run blocking ratings will be able to open up holes and running lanes consistently for their running backs, and prevent their RB from being tackled behind the line of scrimmage; “100” rating means that even offensive linemen with low run block ratings will be able to open up big holes and running lanes, and prevent their RBs from being tackled fairly quickly in the backfield)

 

Fumbles - <50/100><50/100>

(“0” rating means that only QBs, RBs, TEs, and WRs with a high ‘carry’ rating will be able to hold on to the ball when they get hit extremely hard by a defender; “100” rating means that even QBs, RBs, TEs, or WRs with a low ‘carry’ rating will be able to hold on to the ball when they get hard by a defender)

 

Pass Defense Reaction Time - <50/100><50/100>

(“0” rating means that only teams with DEs, DTs, and LBs that have high ratings in the categories of ‘block shedding,’ ‘power moves,’ and ‘finesse moves’ will be able to react very quickly to a conventional pass play or play-action pass play and begin quickly pursuing the QB for a potential sack; “100” rating means that even defensive linemen and linebackers that have low ‘block shedding,’ ‘power moves,’ and ‘finesse moves’ attribute ratings will gain the ability to react quickly to a pass play and pursue the QB for a potential sack)

 

Interceptions - <40/100><35/100>

(“0” rating means that only defensive personnel that have a high catch rating will be able to make an interception on a pass fairly regularly; “100” rating means that even defensive personnel that have low a low catch rating will gain the ability to intercept passes from the quarterback fairly regularly)

 

Pass Coverage - <50/100><50/100>

(“0” rating means that only teams with defensive personnel that have high ratings in the categories of ‘awareness,’ ‘play recognition’ and ‘pursuit’ will be able to react very quickly and close in on the receiver who the pass has been directed to once the ball is in the air; “100” rating means that even defensive personnel that have low ratings in those 3 respective categories will gain the ability to react quickly and close in on a receiver once the ball is in the air)

 

Tackling - <60/100> <50/100>

(“0” rating means that only teams with DEs, DTs, LBs, and DBs that have high ratings in the categories of ‘pursuit’ and ‘tackling’ will be able to react very quickly to a conventional run play or draw play and begin quickly pursuing the HB, FB, QB, or WR who is running with the ball and prevent the runner from moving forward with a good, solid tackle; “100” rating means that even defensive personnel who have low ‘pursuit’ ratings and ‘tackle’ ratings will gain the ability to react quickly to a run play and pursue the player running with the ball and bring him down with a good, solid tackle)

 

If at the end of the Preseason period, there are a lot of contests between a Human User and the CPU that end with a high degree of individual and team stats that are unrealistically “high” or “low,” then the above CPU slider settings will be adjusted prior to the beginning of the Regular Season.

 

Slider Adjustments – Special Teams:

 

Slider ratings in this category affect both teams with a Human Owner / Coach as well as teams that are controlled by the CPU or on Auto-Pilot.  The closer the setting is to “0,” the more this means that only special teams personnel with naturally high attribute ratings (such as kicking power, kicking accuracy, etc.) will be able to make great plays; The closer the setting is to “100,” the more likely that a Kicker or Punter with average or less-than-average attribute ratings will be able to also perform like a ‘star’ or ‘superstar.’

 

Here are the proposed slider settings for the special teams personnel as controlled by either a Human User or the CPU:

 

Note:  Preseason slider settings are in RED; Regular Season slider settings are in DARK BLUE.

 

FG Power - <50/100><50/100>

(“0” rating means that only those Kickers with a naturally high attribute rating in the category of ‘kick power’ will be able to kick the ball with a high degree of strength and power; “100” rating means that even Kickers with an average or less-than-average rating in the category of ‘kick power’ will be able to kick the ball with a high degree of strength and power)

 

FG Accuracy - <50/100><50/100>

(“0” rating means that only those Kickers with a naturally high attribute rating in the category of ‘kick accuracy’ will be able to kick a field goal with a high degree of pinpoint accuracy; “100” rating means that even Kickers with an average or less-than-average rating in the category of ‘kick accuracy’ will be able to kick a field goal with a high degree of pinpointed accuracy)

 

Punt Power - <50/100><50/100>

(“0” rating means that only those Punters with a naturally high attribute rating in the category of ‘kick power’ will be able to punt the ball with a high degree of strength and power; “100” rating means that even Punters with an average or less-than-average rating in the category of ‘kick power’ will be able to punt the ball with a high degree of strength and power)

 

Punt Accuracy - <50/100><50/100>

(“0” rating means that only those Punters with a naturally high attribute rating in the category of ‘kick accuracy’ will be able to punt the ball with a high degree of pinpointed accuracy; “100” rating means that even Punters with an average or less-than-average rating in the category of ‘kick accuracy’ will be able to punt the ball with a high degree of pinpointed accuracy)

 

Kickoff Power - <50/100><50/100>

(“0” rating means that only those Kickers with a naturally high attribute rating in the category of ‘kick power’ will be able to kick the ball off to their opponent with a high degree of strength and power; “100” rating means that even Kickers with an average or less-than-average rating in the category of ‘kick power’ will be able to kick the ball off to their opponent with a high degree of strength and power)

 

 

If at the end of the Preseason period, there are a lot of “unrealistic” performances (e.g., a Kicker with a less-than-average Kick Power rating or Kick Accuracy rating consistently kicking 55- 60 yard field goals, or a Kicker with a high Kick Power or Kick Accuracy rating regularly missing extra points and short field goals), then the above slider settings will be adjusted prior to the beginning of the Regular Season.

 

Slider Adjustments – Game  Options:

 

Slider ratings in this category affect the likelihood of a player suffering a game-ending injury and/or a season-ending injury; the likelihood of him getting tired quickly after a lot of activity on the field; or gaining separation from an opponent with significantly less speed than himself.

 

Here are the proposed slider settings for injuries, fatigue, and minimum player speed threshold:

 

Note:  Preseason slider settings are in RED; Regular Season slider settings are in DARK BLUE.

 

Injuries - <15/100><15/100>

(“0” rating means that only those players on the team with a high attribute rating in the category of ‘toughness’ and ‘injury’ will be able to avoid a game-ending or season-ending injury; “100” rating means that even players who have a very low ‘toughness’ rating and ‘injury’ rating will not experience any major injuries during a contest)

 

Fatigue - <40/100><40/100>

(“0” rating means that only those players with a naturally high attribute rating in the category of ‘stamina’ will be able to compete on the field for a long period of time without needing to come out of the game for a rest; “100” rating means that even players with an average or less-than-average rating in the category of ‘stamina’ will be able to remain on the field for long stretches of time without having to come out of the game for a rest)

 

Minimum Player Speed Threshold - <25/100><20/100>

(“0” rating means that when a player who has a naturally high attribute rating in the category of ‘speed’ and ‘acceleration’ is defended by a slower player, he will be able to gain what is known as ‘separation’ from that defender fairly quickly; “100” rating means that even players who have an average or less-than-average rating in the categories of ‘speed’ and ‘acceleration’ will be able to pursue and quickly catch up to a player with a faster speed rating)

 

 

If at the end of the Preseason period, the number of game-ending injuries and/or season-ending injuries are way too high, or way too low, then the above slider settings will be adjusted prior to the beginning of the Regular Season.  Also, if a team’s running backs and mobile QBs seem to be able to run around forever without getting tired, then the fatigue slider settings will be adjusted as well.

 

Slider Adjustments – Penalties:

 

Slider ratings in this category affect how frequently or infrequently your players are called for a wide assortment of penalties by the cyber referees.  The closer the setting is to “0,” the less likely that penalty will be called by the referees; the closer the setting is to “100,” the more likely one or more of your players will be called for that penalty during the course of a game.

 

Here are the proposed slider settings for the likelihood of penalties occurring in a competitive contest:

 

Note:  Preseason slider settings are in RED; Regular Season slider settings are in DARK BLUE.

 

Offside Penalty by the Defense - <40/100><35/100>

(“0” rating means that even when the defensive players on the team have a very low attribute rating in the category of ‘consistency’ and ‘awareness,’ they will rarely if ever have the tendency to jump offsides before the snap of the ball; “100” rating means that even if the defensive players on your team have a high attribute rating in the categories of ‘consistency’ and ‘awareness,’ they will still find themselves guilty fairly regularly of jumping offsides before the snap of the ball)

 

False Start - <40/100><35/100>

(“0” rating means that even when the offensive players on the team have a very low attribute rating in the category of ‘consistency’ and ‘awareness,’ they will rarely if ever have the tendency to jump out of their pre-snap position before the ball is hiked; “100” rating means that even if the offensive players on your team have a high attribute rating in the categories of ‘consistency’ and ‘awareness,’ they will still find themselves guilty fairly regularly of jumping out of their pre-snap position before the ball is hiked)

 

Offensive Holding - <25/100><35/100>

(“0” rating means that even when the offensive players on the team have a very low attribute rating in the category of ‘awareness,’ ‘pass blocking,’ and ‘run blocking,’ they will rarely if ever have the tendency to hold their defensive opponent in order to prevent a sack or a tackle for a loss; “100” rating means that even if the offensive players on your team have a high attribute rating in the categories of ‘awareness,’ ‘pass blocking,’ and ‘run blocking,’ they will still find themselves guilty fairly regularly of holding their defensive opponents in order to prevent a sack or a tackle for a loss)

 

Face Mask Penalties - <25/100><25/100>

(“0” rating means that even when the offensive or defensive players on your team reach for their opponent’s helmet, they will very rarely, if ever be called for a face mask penalty;  “100” rating means that even if just ‘looks like’ your offensive or defensive player’s hand was near their opponent’s face mask, they will be called for a penalty quite frequently)

 

Defensive Pass Interference - <75/100><60/100>

(“0” rating means that even if your defensive players blatantly bump a receiver, and blatantly disrupt his receiving route, they will rarely if ever be called for defensive pass interference; “100” rating means that even if your defensive players just give a ‘slight nudge’ to the receiver, they will more-than-likely be called for defensive pass interference quite frequently)

 

Offensive Pass Interference - <60/100><60/100>

(“0” rating means that even if your offensive receivers blatantly bump a defender in an attempt to get open, they will rarely if ever be called for offensive pass interference; “100” rating means that even if your offensive players just give a ‘slight nudge’ to their defender(s), they will more-than-likely be called for offensive pass interference quite frequently)

 

Punt Catch Interference - <75/100><60/100>

(“0” rating means that even if your defensive players blatantly bump the punt receiver, and blatantly disrupt his ability to receive the punt (fair catch not included), they will rarely if ever be called for punt catch interference; “100” rating means that even if your defensive players just give a ‘slight nudge’ to the punt receiver, they will more-than-likely be called for punt catch interference quite frequently)

 

Clipping - <40/100><50/100>

(“0” rating means that even if your defensive players blatantly hit or tackle a kick receiver or punt receiver from behind, they will rarely if ever be called for a clipping penalty; “100” rating means that even if your defensive players just remotely appear to be tackling a kick receiver or punt receiver below the waist and/or from behind, they will more-than-likely be called for a clipping penalty quite frequently)

 

Intentional Grounding - <60/100><60/100>

(“0” rating means that even if your QB throws the ball away inappropriately in order to avoid a sack, the referees will rarely if ever call him for an ‘intentional grounding’ penalty; “100” rating means that even if your QB even appears to have thrown a pass in a somewhat inappropriate manner within the tackle box, the referees will more-than-likely call your QB for an intentional grounding penalty)

 

Roughing the Passer - <50/100><50/100>

(“0” rating means that even if your QB gets tackled and taken down hard after releasing the ball, the referees will rarely if ever call out the defender(s) for a ‘roughing the passer’ penalty; “100” rating means that if your QB even remotely gets hit hard by a defender as he is releasing the ball, or right after releasing the ball, the defender(s) will be called out by the referees for a ‘roughing the passer’ penalty)

 

Roughing the Kicker - <75/100><60/100>

(“0” rating means that even if your defensive players blatantly hit or tackle the kicker as he is kicking the ball, or right after he kicks the ball, the referees will rarely if ever call the defender for a ‘roughing the kicker’ penalty; “100” rating means that if your defensive player even remotely appears to be hitting or tackling your opponent’s Kicker as he kicks the ball or right after he kicks the ball, the referees will more-than-likely assess the defender with a ‘roughing the passer’ penalty quite frequently)

 

 

If at the end of the Preseason period, the number of penalties per game is either deemed to be too unrealistically high, or too unrealistically low, then the penalty slider settings will be adjusted prior to the beginning of the Regular Season.

 

99.99% chance, any gameplay settings and/or slider settings that are in place on Monday, February 2, 2015 and beyond will NOT be changed or modified at all.

 

IV. PLAYING YOUR GAMES

 

Make sure your Internet Connection is strong and is working properly before agreeing to play your schedule contest.  Ideally, your connection speed should be 25 Mbps or higher.  At bare minimum, your connection speed should be no less than 15 Mbps.  Anyone operating under the bare minimum runs the risk of being booted out of the league with no refund.

 

Once you have turned on your PS4, and activated your copy of EA Sports Madden NFL 15, here is what you need to do next:

 

1)     Go to your Main Screen, and look for the “Play” tab at the top;  Underneath the “Play” tab, you will see “Connected Franchise

 

2)    Look for the option that says “Resume Online

 

3)    Once you are logged into the JFF Online League CFM, check your Actions or Team Schedule to see who your next opponent is

 

4)    In most situations, the team who is the designated “Home” team should send the invite to their opponent; the league member who will be accepting the invite can remain in their Main Screen, and once they have identified the invite, they can simply click on the “R2” button to accept the invite.

 

5)    Once you are in the pre-game lobby, you can choose your playbooks and/or edit your uniforms.  Custom playbooks are allowed to be used in the league, both offensively and defensively.

 

6)    Once you have chosen your playbook and adjusted your uniforms, then click on “Ready

 

7)    If you are the team to receive the ball first at the beginning of the First Quarter, you can ‘pause’ the game either right before the kickoff or right after the kickoff in order to make changes to your depth chart

 

8)    Once you have everything set, you can begin playing your game.

 

CLICK HERE to read guidelines regarding avoiding a disconnection due to a “desync” between two opponents

 

Subsequent Pauses during the game:


Only the team that is currently on the offensive side of the ball can pause the game throughout the game when needed;  If you are currently on the defensive side of the ball, you can only pause the game under the following circumstances:

 

i)                   By calling a timeout first

ii)                 At the very end of the First Quarter, Second Quarter, and Third Quarter

iii)               You feel like your opponent has violated one or more of the documented Gameplay Rules and you want to issue a cautionary warning

iv)               Right after your opponent has kicked a Field Goal or an Extra Point after a scored touchdown

v)                 With :30 seconds or less remaining in the game in order to congratulate your opponent on playing a game with good sportsmanship

vi)               To discuss some degree of internet connection “lag” or “choppiness” you may have identified in the early stages of the First Quarter (you cannot complain about lag or choppiness once the Second Quarter begins)

 

General Gameplay Rules:

 

“No-Huddle” and “Hurry Up” Offenses:

 

No Huddle (i.e., when you hold the ‘triangle’ button after an offensive play has been executed in order to call a play without the team returning to the huddle) - You can execute a no-huddle offense anytime the score is tied, or you are behind by at least one-point.  If you are in a position to use the no-huddle feature, but NOT the ‘hurry-up’ feature, then you must allow at least fifteen (15) seconds to run off the clock before you hike the ball.

 

No Huddle + Hurry Up (i.e., when you not only execute a no-huddle offense, but you also hike the ball within a few seconds after your team reaches the line of scrimmage) -  You can only execute a No Huddle + Hurry Up offense under the following circumstances:

 

A)   Your team is down by at least 9 points or more at any point in the game

B)  There are two minutes or less remaining in the 2nd Quarter, regardless of whether your team is ahead or behind on the scoreboard

C)    There are two minutes or less remaining in the 4th Quarter, and the score is tied, or your team is behind by at least one point

 

4th Down Conversion Attempts:

 

When you have reached Fourth Down on offense, you cannot make an attempt for a First Down whenever you feel like it.  Here are the situations where you are permitted to ‘go for it’ on Fourth Down, and attempt a First Down conversion:

 

If your team is ahead on the scoreboard by at least one (1) point . . .

 

A)    If your team is between your own 1-yard line and your own 49-yard line, you can only attempt a First Down conversion when you have a 4th & inches situation; If you have 4th & 1 or greater, you must punt the ball away

 

B)     If your team is between the 50-yard line, and your opponent’s 5-yard line, you can only attempt a First Down conversion when you have a 4th & inches situation, a 4th & 1 situation, a 4th & 2 situation, a 4th & 3 situation, or a 4th & 4 situation; If you have 5 yards to gain or more for a First Down, you either have to punt the ball or attempt a field goal

 

C)     If your team is between your opponent’s 4-yard line and 1-yard line, you can attempt to score a touchdown or gain a First Down anytime.

 

If the score is tied, or you are down by at least one (1) point . . .

 

A)    If your team is between your own 1-yard line and your own 49-yard line, you can only attempt a First Down conversion when you have a 4th & inches situation or you have 4th & 1 situation; Otherwise, you must punt the ball away

 

B)     If your team is between the 50-yard line, and your opponent’s 5-yard line, you can only attempt a First Down conversion when you have a 4th & inches situation, a 4th & 1 situation, a 4th & 2 situation, a 4th & 3 situation, or a 4th & 4 situation; If you have 5 yards to gain or more for a First Down, you either have to punt the ball or attempt a field goal

 

C)     If your team is between your opponent’s 4-yard line and 1-yard line, you can attempt to score a touchdown or gain a First Down anytime.

 

D)    If you are down by at least 33 points in the First Quarter, down by at least 25 points in the Second Quarter, down by at least 17 points in the Third Quarter, or down by at least 9 points in the Fourth Quarter, you can attempt a First Down conversion at anytime on Fourth Down, regardless of where your team is on the field

 

E)     If the score is tied, or you are down by at least one point with two minutes or less remaining in the Fourth Quarter or you and your opponent are in an Overtime period, you can attempt a First Down conversation regardless of where you are on the field

 

Fake punts, Fake Field Goals, Onside Kicks

 

Attempting a fake punt and/or fake Field Goal will generally follow the same guidelines as the Fourth Down Conversion rules and guidelines.   In other words, you cannot try for a first down or a touchdown if you cannot do it by running the ball or passing the ball.

 

You can only attempt an onside kick if you are down by at least 17 points in the first three quarters, or down by at least 9 points in the first six minutes of the Fourth Quarter.  In the last two minutes of the Fourth Quarter, you can attempt an onside kick if the score is tied or your team is behind by at least one (1) point.

 

Manually moving and manipulating players before the snap of the ball

 

You cannot manually move or manipulate any defensive player that is on the defensive line of scrimmage (not only DEs and DTs, but even a LB who is in a 3-point stance or 4-point stance on the line of scrimmage).   The only defensive players you can manually control before the snap of the ball are those who are at least roughly a yard or two behind the defensive line of scrimmage.  Anything resembling a “nano-second” instantaneous blitz will not be tolerated in the league  (A ‘nano’ blitz is representative of any blitz that does not allow your opponent’s quarterback to perform at least a 3-step drop-back and attempt a quick slant pass)

 

Also, you are only allowed to manually move or manipulate multiple linebackers and/or defensive backs for the sake of enhancing your pass coverage; You cannot manually move or manipulate multiple defensive players for the purpose of getting more sack pressure on your opponent’s quarterback and/or enhancing your rushing defense.  You should only be controlling ONE defensive player before the snap of the ball, and that player can only be a Linebacker or a Defensive Back.

 

You must always rush the QB with a minimum of two (2) defensive players.  At no time can you have ten or eleven defensive players defending receivers in pass coverage.

 

NEW RULE for SPRING 2015 SEASON:  Playcalling diversification Rule

 

If your team is behind on the scoreboard, the score is tied, or your team is leading your opponent by a margin of between one (1) point and sixteen (16) points, then you are free to select and execute any offensive play and/or defensive play as many times consecutively as you would like to.

 

BUT . . . if at any point in the game, your team is leading your opponent by a margin of seventeen (17) points or more, you are prohibited from selecting and executing any offensive and/or defensive play THREE (3) or MORE TIMES CONSECUTIVELY.  This applies to plays that are essentially the same out of similar formations (for example, you cannot call HB Dive out of either I-Form Pro or I-Form H-Pro three times in a row during a drive;  Similarly, you cannot call Cover 3 out of 3-4 Normal and 3-4 Odd three times in a row).  If you have ran the same play on offense or defense already two times consecutively, YOU MUST SELECT and EXECUTE a totally different play on the very next play after running the previous play two times consecutively if your team is leading your opponent by seventeen (17) points or more at any point during the game.   ONE EXCEPTION:  QB Kneel.

 

Depth Chart Changes

 

You cannot insert a HB or WR into your depth chart as a TE.  Similarly, you cannot insert a HB into your depth chart as your #1, #2, or #3 WR.  A HB can be placed into your depth chart as your #4 or #5 WR.

 

A HB or WR can be permitted to line up as a TE if it is the direct and inadvertent result of you audibling from one formation into a different formation.

 

Rules violations during a contest

 

If you are in the midst of a contest, and you notice that your opponent is in violation of one or more of the gameplay rules, you can pause the game and issue him a cautionary warning;

 

First violation during a game: Your opponent on offense or defense has the right (and obligation) to PAUSE THE GAME during, or right after, a rules violation has occurred; Your opponent is obligated to give you a warning via the PSN message system. If any First Down was gained on offense as a result of an offensive rules violation, the offense is to take as many intentional delay of games as possible to return as close the original line of scrimmage as possible; If a touchdown was scored while in violation of an offensive rule, the offending player must kick the ball off to this opponent, and intentionally allow him to score a touchdown.

 

If you caused your opponent to lose yardage, lose a fumble, or experience an interception as a result of a defensive rules violation, you must return the ball to your opponent, and allow him to gain enough yardage that is close to the original spot where the first rules violation took place.

 

2nd violation during a game: Your opponent on offense or defense has the right (and obligation) to PAUSE THE GAME during, or right after, your second rules violation has occurred; The offense must immediately take two consecutive delay of game penalties; If any First Down was gained, the offense is to take as many intentional delay of games as possible to return as close the original line of scrimmage as possible; If a touchdown was scored while in violation of one or more of these rules, the offending player must kick the ball off to this opponent, and intentionally allow him to score a touchdown.

 

If you caused your opponent to lose yardage, lose a fumble, or experience an interception as a result of a defensive rules violation, you must return the ball to your opponent, and allow him to gain enough yardage that is close to the original spot where the first rules violation took place.

 

3rd violation during a game: Your opponent on offense or defense has the right to PAUSE THE GAME, and he can choose to QUIT THE GAME; Your opponent earns an automatic forfeited victory and will earn the right to play the CPU version of your team on Auto Pilot.

 

In addition, you cannot block a field goal attempt, extra-point attempt, and/or punt kick attempt with a player that is manually controlled and/or highlighted; You can only block kick attempts with a player that is being controlled by the CPU. You cannot manually move any of your Special Teams personnel in an attempt to block a FG, extra-point attempt, and/or punt attempt.

 

CLICK HERE to read guidelines regarding Internet Connection problems and Inadvertent or Unintentional Disconnections

 

Good Sportsmanship Rule

 

Many times, decisive victories are inevitable … but sometimes, they are intentional and malicious. In order to prevent any “bad blood” from developing between league members, a new ‘Good Sportsmanship Rule’ is going to be implemented.

 

Here is the rule:

 

If you are leading your opponent by twenty-nine (29) points or more starting with the two-minute warning of the 4th Quarter, you must do the following on offense: 1) You must remove your starting Quarterback, your starting Halfback, and your #1 and #2 Wide Receivers from the game; 2) You cannot call any timeouts; 3) You cannot score any passing touchdowns … only rushing touchdowns and field goals.

 

If your team is in possession of the ball with one minute remaining or less, and your opponent has no more timeouts remaining, you must begin to execute the “Quarterback Kneel” play. No exceptions.

 

Streaming your games via Twitch

 

It is strongly recommended that all Preseason contests and Regular Season contests be recorded and streamed via Twitch.  Twitch will help the Commissioner deal with gameplay concerns, criticisms, disputes, and complaints much easier than a game that has not been recorded and/or streamed.  Also, it allows your opponents to get a real NFL-like “scouting report” on your quirks and tendencies, just like real-life game film does for teams in the NFL.

 

If you do not have an account, please sign up for one A.S.A.P.

 

Once the JFF Spring 2015 playoffs begin on Thursday, April 9, 2015, it will actually become a mandatory requirement for all playoff games to be broadcast and streamed live via Twitch.  NO EXCEPTIONS.

 

V. MODIFYING YOUR TEAM’S PLAYER PERSONNEL

 

There are primarily two ways that a league Owner / Coach can modify the personnel of his team during the Preseason and Regular Season, and that is through Free Agency and Player Trading.

 

Picking up Free Agents and Releasing Players into the Free Agency pool

 

When you are looking to release a player into the Free Agency pool and/or pick up a player from the Free Agency pool, you must first make your player personnel plans known to the League Commissioner and your fellow league members on the SportsGamersOnline.com Discussion Forum (CLICK HERE).

 

Your team’s salary cap constraints is going to ultimately determine what players you can select and pick up from Free Agency, and what players you will not be able to pick up.

 

Basically, you can pick up any player from Free Agency as long as your team can afford to, and as long as your roster does not exceed these two guidelines:

 

1)    No JFF league team can have more than twelve (12) players on their roster with an EA Sports ‘default’ rating of 90 or higher

 

2)    No JFF league team can have more than twenty-four (24) players on their roster with an EA Sports ‘default’ rating of between 80 and 89

 

Note:  A player’s ‘default’ OVR attribute rating is the one that is found on the downloaded roster from EA Sports before you enter into the Connected Franchise Mode (CFM).  For example, a WR could have an EA Sports ‘default” rating of “88,” but if that WR has performed well during the Spring 2015 JFF season, and accumulated a lot of ‘XP’ points, his OVR rating might increase to “95” or higher.

 

è XP enhanced OVR ratings are irrelevant when it comes to the Free Agency guidelines and Player Trading guidelines.

 

Starting with JFF Week #10, you cannot pick up a player from the Free Agency pool that has an EA Sports ‘default’ rating of 80 or higher.

 

Player Trading

 

When you are looking to engage in player trading, you must first make your trading plans known to the League Commissioner and your fellow league members on the SportsGamersOnline.com Discussion Forum (CLICK HERE).

 

During the Preseason and the first four weeks of the Regular Season, you can only execute trades with a team with a Human Owner / Coach.  Between JFF Week #5 and JFF Week #9, you can also offer trades to teams controlled by the CPU.

 

Trading will be unlimited during the Preseason and the first four weeks of the Regular Season, but you can only trade away or receive a maximum of fifteen (15) players between JFF Week #5 and JFF Week #9.

 

You cannot trade draft picks for players, or players for draft picks.  This is strictly prohibited.  Here are the types of trades that are allowed during the Preseason period and Regular Season:

 

·        One player from your team in exchange for one player from another team

·        One player from your team in exchange for one player plus one draft pick from another team

·        One player from your team in exchange for one player plus two draft picks from another team

·        One player plus one draft pick from your team in exchange for one player from another team

·        One player plus two draft picks from your team in exchange for one player from another team

·        Two players from your team in exchange for two players from another team

·        Two players from your team in exchange for two players plus one draft pick from another team

·        Two players plus one draft pick in exchange for two players from another team

·        Three players from your team in exchange for three players from another team

 

No other combination of trades may be executed.

 

Once again, you must adhere to the roster maximums for players who have an EA Sports ‘default’ rating of 80 or higher.

 

1)    No JFF league team can have more than twelve (12) players on their roster with an EA Sports ‘default’ rating of 90 or higher

 

2)    No JFF league team can have more than twenty-four (24) players on their roster with an EA Sports ‘default’ rating of between 80 and 89

 

When you execute a “one player-for-one player” trade, the players involved in the trade must have an EA Sports ‘default’ OVR attribute rating that is within five (5) points of each other. 

 

When you execute a “two players-for-two players” trade, the players involved in the trade must have a collective EA Sports ‘default’ OVR rating that is within ten (10) points of each other.

 

Finally, when you execute a “three players-for-three players” trade, the players involved in the trade must have a collective EA Sports ‘default’ OVR rating that is within fifteen (15) points of each other

 

Example #1: if you are receiving one player with a default OVR rating of 92, then you must trade away a player from your team that has a default OVR rating of no lower than 87 and no higher than 97;

 

Example #2: if you are receiving two players from another team – one with a default OVR rating of 97 and another with a default OVR rating of 82 – then this means the OVR trade value of the players you are receiving is “179″; Consequently, you must trade away two players with a combined OVR trade value of no lower than 169, and no higher than 189;

 

Example #3: If you are receiving as many as three players from another team – one with a default OVR rating of 95, another with a default OVR rating of 87, and a third with a default OVR rating of 71 – this means the OVR trade value of the players you receiving is “253″; Consequently, you must trade away three players with a combined OVR trade value of no lower than 238, and no higher than 268

 

Any trade that is executed that does not adhere to these rules and guidelines will be nullified and reversed, and might result in your dismissal from the league.

 

 

Once you have THOROUGHLY READ all of the rules and guidelines,

 

you now need to submit an acknowledgement to the JFF League Commissioner

 

by CLICKING HERE

 

(in the body of the message, please include both your PSN User ID that you will be using for the league and your Mobile / Text Number)

 

 

CLICK HERE to discuss the JFF Spring 2015 Gameplay Rules and Guidelines

SPORTSGAMERSONLINE.com