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Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Old 02-09-2009, 11:40 PM   #113
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by thudias
Ahhh hair on fire, running with scissors, black heliocopters, big brother...
The more important question is what did Peter Moore think of today's build? I heard he got a demo today!
Peter Moore is in the office on Wednesday. We're still chipping away on the Peter Moore build, trying to add as many bells ans whistles as possible.

He'll love it. We are going to show him a feature he plans to announce on his blog really soon. It will likely be the first screenshot of Madden NFL 10 that gets released.

Phil
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Old 02-09-2009, 11:41 PM   #114
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Let me give you guys an example….in Madden NFL 09 all of the WR’s Route Running ratings ranged from 62-99. In the current Madden NFL 10 build, WR’s now check in from 35-99. To counter this on the defensive side, all CB’s in Madden NFL 09 had a Man Coverage rating which ranged from 64-99. Now in Madden NFL 10, CB’s Man Coverage range is currently 40-99.



So i can Play man coverage again so that is what this is saying i hope thats what it means
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Old 02-09-2009, 11:47 PM   #115
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by Phil_Frazier_EA
Peter Moore is in the office on Wednesday. We're still chipping away on the Peter Moore build, trying to add as many bells ans whistles as possible.

He'll love it. We are going to show him a feature he plans to announce on his blog really soon. It will likely be the first screenshot of Madden NFL 10 that gets released.

Phil
All this great news is getting me so excited!!! I cant wait to see the first Madden 10 screenshot since Ian said the graphics are "WAAAYYY better" Keep it coming Madden 10 team!
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Old 02-09-2009, 11:48 PM   #116
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How is the speed of a player decided? Are you dropping joe smoes speed just so his rating will drop? And if you are dropping joe smoes speed are you going to be dropping everyones speed? You have some players that are faster than other players in the game but in real life its the other way around.

Last edited by supdog; 02-09-2009 at 11:57 PM. Reason: typo
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Old 02-10-2009, 12:03 AM   #117
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by Joborule
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.
I agree with joborule...Not to be pessimistic but tapping a button seems arcadish. One of the NHL games had accelaration down to a science. Madden should go that route.
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Old 02-10-2009, 12:04 AM   #118
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Quote:
Originally Posted by Phil_Frazier_EA
Peter Moore is in the office on Wednesday. We're still chipping away on the Peter Moore build, trying to add as many bells ans whistles as possible.

He'll love it. We are going to show him a feature he plans to announce on his blog really soon. It will likely be the first screenshot of Madden NFL 10 that gets released.

Phil
Ive never seen Peter's blog..does anyone have a link?
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Old 02-10-2009, 12:07 AM   #119
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Quote:
Originally Posted by supdog
How is the speed of a player decided?
For most players, it's a formula that weighs the 40 time at about a 2-1 split between speed and acceleration, based on the player type. I used to have a chart I'd use to plug the combine numbers into and I'd know within 1-2 what each player's speed and acceleration in Madden would be. Wish I could find the ****in' thing.

I wanted to show it to whoever was doing rookie ratings at the time. I think they'd flip on how accurate it was. It wasn't exact, but it was so close that it couldn't be a coincidence. They have a system, and it is based primarily on combine numbers.
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Old 02-10-2009, 12:10 AM   #120
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

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Originally Posted by kcarr
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.
That's a really great post. I love that the ratings are "stretched out" and the star players are more highly individuated as a result, but I am wary of statements like "Chris Johnson is lethal now" and "every back is lethal to a degree" if they're not balanced out with stronger defensive AI that allows for proper gap control, pursuit, etc.

Don't get me wrong, Chris Johnson is lethal, but as you show, statistically that translates to big plays at a far lower rate than video gamers are accustomed to.
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