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Old 02-09-2009, 11:05 PM   #97
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by Ian_Cummings_EA
Totally.

What makes me happy is...imagine if we just dropped this in some random interview in June like the old days. It is just such an awesome feeling to be able to throw this out there, take feedback, and act on it while talking back and forth with you guys. I definitely expect some paranoia/skepticism (after all, I felt the same way after playing a game with the Titans & Chris Johnson after Donny's changes ), but that's what is so great about releasing information so early. We can provide some over-arching goals and then fine tune to the expectations and suggestions of our fans.

Community interaction rulz.
Haha so true, seems like you guys have your s**t straight this year. Its inspiring confidence!
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Old 02-09-2009, 11:06 PM   #98
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

I dig this. Players in Madden could use more diversity in how they play. Players are either very good, average, or below average in each position. Strengths of a player didn't stand out too much aside from speed and broken tackles (thanks to the highlight stick break tackles). I'm glad to hear that they've been messed around to not only make the ratings have more disparity (and I hope the broadening of ratings widen in the future), because this will open up differences between players and make some ratings have more effects. I love hearing that if a player gets clear and no one is around that they are gone. In the past that 90 speed player would have caught up to that 80 speed player even if they we're out of position by a quite a bit when the runner broke out.

I hope weight and size also has been re-tuned to have more emphasis on player ratings and matchups. I HATE, seeing a small player be able to take on a big player more times then not like they're all little beasts. This is also a very important part of line battles and why the 3-4 doesn't work like it should because that one nosetackle can't create havoc due to his strength and size.
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Old 02-09-2009, 11:06 PM   #99
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by Ian_Cummings_EA
Totally.

What makes me happy is...imagine if we just dropped this in some random interview in June like the old days. It is just such an awesome feeling to be able to throw this out there, take feedback, and act on it while talking back and forth with you guys. I definitely expect some paranoia/skepticism (after all, I felt the same way after playing a game with the Titans & Chris Johnson after Donny's changes ), but that's what is so great about releasing information so early. We can provide some over-arching goals and then fine tune to the expectations and suggestions of our fans.

Community interaction rulz.
This is great.

I think right now players archive their top speed too quickly, meaning that they are already at full speed by the time they reach the line of scrimage.

One way to solve this would be to use the "repeatly tap a button" to build up speed instead of a trigger, this way the rea; only chance you would get to go really fast is when you are in the open field.

Acceleration would determine how fast the player reaches top speed. Player's like Adrian Peterson and Brian Westbrook have great accelation that's one of the reasons that they get to the holes quicker.

I know that tapping the button is not very likeable around here but I think it is a good and liable way to solve the speed issue in the game.
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Old 02-09-2009, 11:12 PM   #100
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

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Originally Posted by SteelerSpartan







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This is Worst Case Scenario...of course but this is what you guys have to be fighting and looking out for

There are elements of that play that are so horrendous its just insane...

Please again proceed with caution...."Wide Open Gameplay" is a perfect example of the "Bandage for a Broken Leg" mentality thats been associated with Madden and NCAA for years

If your going to change one thing so drastically you have to do it to the rest like AI, DL/OL interaction

Thankfully Ian being here has eased my mind, and Im pretty optimistic that this will be handled appropriately for us sim gamers
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Old 02-09-2009, 11:15 PM   #101
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

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Originally Posted by S1ARk5
well what do chris johnson and sproles do in real life when they are in the open field with all that speed they possess in real life?...they usually break a big run and score td's with that said, just like in the nfl, the trick will be so that defensive ai for both cpu and human should be fined tuned so that they are not put in that position often, once in a while great, that is what happens in real life but 7 out of 10 runs to break big and possibily score is not realistic..

these will work like a charm only if the ai is upgraded as well.
Really, 1 out of 10 is not realistic. Actually, of the 2 players being mentioned this last season johnson only broke a 20 yard run one out of every 27.88 times he touched the ball. He only hit 40 yards one out of every 83.67 times. As for sproles he only hit 20 yards one out of every 20.33 times and never had a 40 yard carry. That said spoles did make 20 yards one out of every 5.8 catches and hit 40 one out of 29 times. Johnson however only hit on one out of every 21.5 catches and never hit 40 on a catch.

Actually out of players with at least 60 carries correll buckhalter was the "most explosive" in terms of 20 yard carries making one every 15.2 carries. Tyler thigpen had one every 15.5 and ahmad bradshaw one per 16.75 were the only 2 real close to that. For backs who carried the ball at least 100 times one per 18.15 by AD was the top mark. Deangelo williams and brandon jacobs at one per 18.2 and one per 18.25 were the next best.

For players with at least 60 carries top makes for 40 yard runs were one per 25.33 by leon washington and one per 31.67 by jerious norwood. For 100 carry backs Earnest Graham who was mentioned earlier actually led with one per 44. Slaton had one every 53.6 and williams had one every 54.6 as number 2 and 3.

In madden if you have a fast player they already break these 40 yard runs every game. I hope this will not extend their power by making them faster than everyone else around them.
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Old 02-09-2009, 11:16 PM   #102
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

The best news of 2009 so far. I hated the rating inflations so very much.

Although the ratings have been properly deflated, I have a question about the priority of the ratings. Will the long time basic athleticism attributes like SPD, STR, ACC, etc. still reign as the most important attributes or will Madden '10 be the year where the newer, albeit minutely felt, ratings like PRC, MCV, ZCV have a greater impact this time around? Or does the rating deflation help with this somewhat?
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Old 02-09-2009, 11:18 PM   #103
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Quote:
Originally Posted by gabs485
This is great.

I think right now players archive their top speed too quickly, meaning that they are already at full speed by the time they reach the line of scrimage.

One way to solve this would be to use the "repeatly tap a button" to build up speed instead of a trigger, this way the rea; only chance you would get to go really fast is when you are in the open field.

Acceleration would determine how fast the player reaches top speed. Player's like Adrian Peterson and Brian Westbrook have great accelation that's one of the reasons that they get to the holes quicker.

I know that tapping the button is not very likeable around here but I think it is a good and liable way to solve the speed issue in the game.
I don't think tapping will make a difference and will be more so annoying then anything. People will just keep tapping like crazy even then there not in open space. Making it just the same as holding the button. If they're getting the handoff, all they would have to do is tap like crazy to reach full speed at the line of scrimmage anyway. But if there's a hole, aren't some players at to top speed or damn near at it when they reach the LOS anyway?

There has to be actions that causes a player to decelerate or not be able to pull off at top speed. I don't think we have to make players tap the sprint button to make them run.
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Old 02-09-2009, 11:20 PM   #104
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by marshallfever
.... I love this new direction, but it not affecting Superstars? Is that really a good thing? They were already unstoppable and now it seems as if their going to be harder to stop because everyone else is now slower and dumber. (Not so much so for dumber)
I agree that it should effect superstars. Not necessarily making them weaker or lowering their overall, I think the top part of the spectrum should remain in use as well, but lowering their specific abilities to make them play more like real life. Guys like tom brady and drew brees for instance should have much lower arm strengths than jamarcus russel for instance. Sure they complete more deep balls but that is due to accuracy than to strength. maybe there should be a seperate rating for short, medium, and long accuracy but just because a guy can throw deep accuratly should not increase his throwing power.
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