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

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Old 02-11-2009, 05:57 AM   #257
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I dont understand how this wont greatly motivate people to keep choosing the faster players?

and if the progression system is fixed this time around there should be room to find late round draft steals...TOM BRADY...anyone? For the previous-gen consoles, the progression system was nearly perfect, if players performed and continued to perform, they would continue to increase in ability. Why dont we see that on the 360 or ps3?
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Old 02-11-2009, 06:44 AM   #258
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I am excited! Thanks for the hard work. But I wonder how the defensive player will react when fast players are running by or near them. But I am truly excited for 10!
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Old 02-11-2009, 07:02 AM   #259
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

I think there is a HUGE fallacy in numerical ratings to begin with. If the goal is better gameplay then scrapping numerical ratings, adding specific abilities (maybe shortcomings as well), and putting in realistic fatigue will change the game.
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Old 02-11-2009, 07:08 AM   #260
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Although this is my first post.. I have been reading the topics for months now..
Have started playing madden since '94 and obviously am hyped for '10 due to the new approach of communicating..

Now the rating change can be good if it's good implemented but I have faith in that because you guys still have a lot of time..

Ok let's say I'm a franchise playing kinda guy so madden needs to have a good franchise mode to keep me hooked..

-What always disturbed me was how the real 1st year rookies got rated vs. the automated madden draft classes.. maybe with the new ratings the drafted
player can make a bigger influence on teams..But please have a better minimum rating for players(I don't mean the overall).. There was so much wrong with certain drafted players that you couldn't use them at all..For instance a RG with strenght 78 heck some RB's have more strenght..

-Injuries.. As you could see on the weekly roster updates there where a ton of players on IR.. injuries are a major influence in sports although it sucks to have your star QB on IR it is realistic.. I think many sim style players would love to have more injuries in the game as is in the NFL

-More injuries and usefull drafted players... -> Depht.. Make using depth more important..we all know we have situational kind of players.. If your plan is to rate players to their strenght and weaknesses give me tools to work with that.. formational subs more strategies.. but not only in-game.. I want to set those things up in the franchise screen (like it was in various PS2 versions)

-Now this basicly means you will have more playing time for other players.. so my next point is progression.. progression is huge factor for me.. I think a potential rating would be good.. but it shouldn't be the most important factor..
I loved the PS2 progression system.. pre-season, week 5 etc..
An idea could be rating,potential,individual performance,team performance(meaning playing time)
Potential for the off-season rating changes.. individual performances during the season as well with team performance..
So let's say I sign Ray Lewis to the Jets.. My whole D should benefit from this... Just look at the updated roster ratings.. Jim Leonard a 85 rated overall SS.. would he have the same rating at the Bengals? no he wouldn't so he is rated that high because they have a great unit..and it helps him
Same story imo with FS Ryan Clark from the Steelers.
If you catch my drift..

Well that's it for the moment just my 2 cents and it's great to discuss these things in february
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Old 02-11-2009, 08:06 AM   #261
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I would like a feat system implemented.

Like a WR with a "Sideline catch" feat will more likely keep his toes in when stretching to catch it on the sideline. Not all the guys who can catch the ball when its thrown to them (massive catch ratings) can do this.
"Catch in DT" feat, "Shake-n-Bake" feat, "Bulldozer" feat, "brick Wall" feat etc, when added to players can create much more realistic player variations than ratings alone can convey.
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Old 02-11-2009, 08:53 AM   #262
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Have the speed differentials been adjusted? IE wr's being twice as fast as dl? Is the speed rating a % one or are the differentials not linear?
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Old 02-11-2009, 09:31 AM   #263
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

i wonder if a receiver like Plaxico will dominate a smaller "good" cb like Al Harris?
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Old 02-11-2009, 09:42 AM   #264
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Quote:
Originally Posted by burnwood
I think there is a HUGE fallacy in numerical ratings to begin with. If the goal is better gameplay then scrapping numerical ratings, adding specific abilities (maybe shortcomings as well), and putting in realistic fatigue will change the game.
No matter what garbage they choose to show you in game menus, there will ALWAYS be numbers that define a player's performance in video games. These are computers we're talking about people.

Will people please stop asking for numeric ratings to end.

I've even seen people foolishly ask for a "star" rating system in place of the 1-100 scale. What makes someone think that a 5 point scale will be more accurate than a 100 point scale? Do you really think there are only 100 variations of speed between all football players, let alone 5?

Just stop the rating system bashing.

Last edited by youALREADYknow; 02-11-2009 at 09:51 AM.
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