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Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Old 07-06-2015, 11:49 PM   #289
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by SolidSquid
So we are now praising games for doing what they are supposed to do? The divide between madden and football is bigger than any sports game out there.
I am merely giving some credit where credit is due; nothing more..

I could go on a total rant on how terrible pass cover technique is in madden..

BUt from what I have heard, the defense is now chipping the TE at least
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Old 07-07-2015, 12:04 AM   #290
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by 4thQtrStre5S
I am merely giving some credit where credit is due; nothing more..

I could go on a total rant on how terrible pass cover technique is in madden..

BUt from what I have heard, the defense is now chipping the TE at least
Plus, and this is simply my opinion...
We see posts after posts about what we expect and want from Madden that either other games have done or simply what a FB game should do...
then we get some things and it simply switches to a "Should have been there all along" complaint.

Should things have been better a while ago? Yes absolutely

Anything Madden does to make the game more realistic I'm for and I will praise them for finally listening.
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Old 07-07-2015, 12:11 AM   #291
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by Skyboxer
Plus, and this is simply my opinion...
We see posts after posts about what we expect and want from Madden that either other games have done or simply what a FB game should do...
then we get some things and it simply switches to a "Should have been there all along" complaint.

Should things have been better a while ago? Yes absolutely

Anything Madden does to make the game more realistic I'm for and I will praise them for finally listening.
I agree... I will criticize the game and I will also praise the parts of the game that I see as being good.."Good" meaning that it follows football technique to at least an acceptable level...
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Old 07-07-2015, 12:17 AM   #292
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

Quote:
Originally Posted by Skyboxer
Plus, and this is simply my opinion...
We see posts after posts about what we expect and want from Madden that either other games have done or simply what a FB game should do...
then we get some things and it simply switches to a "Should have been there all along" complaint.

Should things have been better a while ago? Yes absolutely

Anything Madden does to make the game more realistic I'm for and I will praise them for finally listening.
There is only one NFL branded game, hence it's the one that gets all the "complaints".

I would love to praise the game, but sadly it gives me little opportunity. Can you tell me (in your opinion obviously) what gameplay elements in Madden are the best ever done in a football game?

Categories, like player movement, animation, blocking, tackling, running game, passing game, special teams, kicking, or some other gameplay element.
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Old 07-07-2015, 12:34 AM   #293
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

Quote:
Originally Posted by Jet Sufferer
There is only one NFL branded game, hence it's the one that gets all the "complaints".

I would love to praise the game, but sadly it gives me little opportunity. Can you tell me (in your opinion obviously) what gameplay elements in Madden are the best ever done in a football game?

Categories, like player movement, animation, blocking, tackling, running game, passing game, special teams, kicking, or some other gameplay element.
I'm not saying we shouldn't complain (Not sure why this is always the counter argument) when it's warranted. But complaining when someone is happy about something EA finally does that we've been wanting, is something totally different.

Online play Madden has for the most part always done well. As far as gameplay I feel they've gotrten up to or surpassed games as far as running and IF the WR/DB is as advertised then they passing goes in that list.
Other areas (Special teams) are waaaaay behind.
And yes obviously this is just my opinion...

What I do know is yes it's the only NFL game we have but that simply doesn't make me want to complain just for the sake of complaining.
As long as EA is on the box some people will never be happy.. that's just the fact of life.
Madden 15 was some of the best FB times I've had during the online league with humans. SP left a lot to be desired.
And I'll say this again.. nostalgia is blind and has a bad memory. Not wanting to turn this into a 2k or Madden 05 vs thread but as good as those games were (I loved both) they also had issues (Money corner routes, tilt a whirl running etc..)

Bottom line for me is we only have Madden, period.
We can either choose to not like anything they do just because it's EA (Which I would think if that was the case people would have better things to do in life than hang around a game they know they'll never like) or give constructive criticism and enjoy the game for what it does bring.

I simply don't get how some hate the game so much that it's not enough to say their peace and move on but they almost feel like you insult them if you like part of the game. I just don't get it.
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Old 07-07-2015, 12:36 AM   #294
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

So now we're complaining that someone pointed out something the game does right? The pettiness of this site is unreal at times.
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Old 07-07-2015, 12:37 AM   #295
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

This gives us an insight into the mess the current system is in with using hidden "weights".

This is for OVR's but gives a glimps into weights impacting against each other.
They have to clean this up and find a rational that will work better.
Attached Images
File Type: png Madden positional weights.png (107.1 KB, 118 views)

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Old 07-07-2015, 12:40 AM   #296
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

BASIC ATTRIBUTES
Let’s start with the basics. First of all, every player has Height (HT). This really does make a difference during gameplay. Taller receivers can jump to grab a pass out of the air, and taller defenders are more likely to swat down passes or block kicks.
Pro Tip: Attributes highlighted in color are receiving a Style Boost from the current Team Style selections.

Speed (SPD) – How fast a player runs after fully accelerating.
Strength (STR) – Provides a boost for blocking, shedding blocks, power moves, throwing and trucking.
Agility (AGI) – How well the player cuts when running, responding to the Left Stick more quickly.
Acceleration (ACC) – How quickly a player achieves his full speed.
Awareness (AWR) – Reacting to the other players on the field, both teammates and opponents.
Jumping (JMP) – How high a player jumps.
Stamina (STA) – How quickly a player gets tired and requires substitution.
Injury (INJ) – How often a player will be injured.

RUSHING ATTRIBUTES
This group describes how players perform when carrying the ball. These are the primary focus for running backs, but they’re also important for receivers after the catch and scrambling quarterbacks.

Trucking (TRK) – How well a runner knocks down a defender’s tackle attempt.
Pro Tip: Boosted in MUT by Ground and Pound Team Style.
Elusiveness (ELS) – How well the runner jukes, makes spin moves, and breaks tackles.
Pro Tip: Boosted in MUT by Speed Run Team Style.
Ball Carrier Vision (BCV) – The runner’s ability to navigate in between blocks to hit holes.
Stiff Arm (SFA) – Effectiveness of the runner’s stiff arm move.
Spin Move (SPM) – Effectiveness of the runner’s spin move.
Juke Move (JKM) – Effectiveness of the runner’s juke move.
Carrying (CAR) – The runner’s ability to hold onto the ball and decrease the chance of fumbles.

RECEIVING ATTRIBUTES
Once the ball is in the air, these are the attributes that help determine whether a catch is made. They are important for any receiver, including wide receivers, tight ends, and running backs.

Catching (CTH) – How well the receiver catches the ball while moving in the open field.
Catch in Traffic (CIT) – How well the receiver catches the ball with a defender near him.
Pro Tip: Boosted in MUT by Short Pass Team Style.
Route Running (RTE) – Creates more separation for the receiver against Man Coverage.
Pro Tip: Boosted in MUT by Long Pass Team Style.
Spectacular Catch (SPC) – How often the receiver makes sideline, one-handed, or jumping catches.
Release (RLS) – Determines the receiver’s ability to beat Press coverage.


THROWING ATTRIBUTES
These are almost always used by quarterbacks, but the occasional halfback pass or fake kick play will use the attributes of that throwing player instead. They sometimes determine the chance of actually making the throw attempt in addition to the accuracy of that throw.

Throw Power (THP) – Determines maximum throwing distance and the speed of the ball in flight.
Throw Accuracy Short (TAS), Mid (TAM), Deep (TAD)*– Accuracy for passes under 20 yards, between 20-40 yards, and more than 40 yards.
Pro Tip: Throw Accuracy (THA) is important only in games that are simulated.
Throw on the Run (TOR) – How well the passer throws the ball when moving outside of the pocket.
Play Action (PAC) – How well the thrower’s fake handoff baits the defender into playing the run.


OFFENSIVE LINE ATTRIBUTES
Every offensive player that blocks on a play will use some of these attributes. In addition to offensive linemen, this includes tight ends, fullbacks, or even wide receivers.

Run Block (RBK) – How well the blocker engages the defender and holds his block for a run play. Pro Tip: Boosted in MUT by Ground and Pound and Speed Run Team Styles.
Pass Block (PBK) – How well the blocker holds his block when protecting for a pass play. Pro Tip: Boosted in MUT by Short Pass and Long Pass Team Styles.
Impact Blocking (IMP) – The ability to pancake (knock the defender down) when blocking in the open field.
Pro Tip: Run Block Strength (RBS), Run Block Footwork (RBF), Pass Block Strength (PBS), and Pass Block Footwork (PBF) are no longer used.


DEFENSIVE ATTRIBUTES
While some of these attributes are more important to linemen than linebackers or defensive backs, all of these attributes are valued for defending players.

Tackle (TAK) – Determines success at making a tackle. Compared with Stiff Arm and Trucking.
Hit Power (POW) – How hard a defender tackles, including chance of fumbles and injuries.
Power Move (PWM) – Using strength to defeat the offensive line. Compared with Pass Block.
Finesse Move (FNM) – Using swim and spin moves to defeat the offensive line. Determines time required to perform a successful move.
Block Shedding (BKS) – Ability to get off a block, allowing pursuit of the ball carrier or success versus run block double teams.
Pro Tip: Boosted in MUT by Run Stuff Team Style.
Pursuit (PUR) – Ability to catch up to the ball carrier, when unblocked or when his block is shed.

Pro Tip: Boosted in MUT by Pass Rush Team Style.

Play Recognition (PRC) – Reacting to run or pass and defending specific routes. Also reacting properly to play action or screen plays.
Man Coverage (MCV) – Ability and tackle skill chance when man to man coverage is called. Compared with Route Running. Also knockout chance of a tackle versus Catch in Traffic.
Pro Tip: Boosted in MUT by Man Defense Team Style.
Zone Coverage (ZCV) – Ability and tackle skill chance when zone coverage is called. Also knockout chance of a tackle versus Catch in Traffic.
Pro Tip: Boosted in MUT by Zone Defense Team Style.
Press (PRS) – Ability to harass the receiver at the line of scrimmage when press coverage is called. Compared to Release.


SPECIAL TEAM ATTRIBUTES
These attributes are only used during field goal attempts or punts.

Kick Power (KPW) – Determines the maximum distance the player can kick or punt.
Kick Accuracy (KAC) – How easy it is to kick (affects the speed of the kick meter).
Kick Return (KR) – Enhances breaking tackles and elusiveness for kick and punt returners.

Last edited by 4thQtrStre5S; 07-07-2015 at 12:42 AM.
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