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

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Old 02-11-2009, 06:25 PM   #297
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by The Autumn Wind
Yes, there are hidden components in other engines. However, I don't think that the basic equivalency being drawn here means that both ways of doing things are equal. With signature abilities, there are animation packages unique to each that manifest themselves during gameplay. These animation packages individuate players.

If you just go on a 1-100 scale and ditch the animation packages that link to specific abilities, then you lose a degree of individuation.

I don't get why people get so uppity about a suggestion like this. It's not a 2K vs. Madden thing; it's a what's going to give you the best opportunity to make the distinguishing characteristics of each football player visible thing, and that's something the design team cares about.
But they already do this. There are certain jukes/truck animations that are only accessible at certain ratings thresholds. The same thing goes for spectacular catches, pancake blocks, etc...

The problem, once again, is that there isn't balance between all of the ratings. Some ratings really matter (partly because they open up new animations), and other ratings really don't. A part of that is that they don't have enough special animations for certain situations. Like there's no special animations for speed rush or bull rush on the DL, no special animations for man coverage, etc...But again, you can accomplish the same thing by just setting ratings thresholds that players have to meet before those animations will be allowed to play out. You don't necessarily have to go in and create personalized animations.

The problem in the past, particularly with things like spectacular catch, is that way too many players existed above the threshold to be able to access the animation, which made those players that SHOULD have been able to access the animation less special than they otherwise would have been, and that seems to be part of what Donny is addressing here.
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Old 02-11-2009, 06:33 PM   #298
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by DLaren
I disagree. I can understand why someone may not want the maximum potential rating from HeadCoach to make it into Madden'10, but the process that HeadCoach used to assess progression & regression absolutely needs to be in Madden'10 in my opinion.

I found the developer breakdown of how it works for those who may be wondering...
I'm all for a new progression system. But the capped potential I don't like. It flies in the face of players like James Harrison, who was undrafted! He'd be capped at maybe 85 max I'd say with the new ratings in his rookie year. But after one season in a part time roll he came back in his second to be def MVP.

I'd love to have this sort of improvement reflected in madden, where players burst onto the scene while others progress slowly.

Another thing I'd like to see is situational players getting love. Some way that its easier to bring packages onto the field that utilize players that are good in one area (a blitzing LB who's zone and man coverage sucks, but his pass rush skills are good - or a reliable WR in 3rd down situations who will hold onto the pass to get you that 8 yards). It would be good for online too, and it will help give away your intentions at times to your opposition if they pay attention.
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Old 02-11-2009, 06:44 PM   #299
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by The Autumn Wind
If you just go on a 1-100 scale and ditch the animation packages that link to specific abilities, then you lose a degree of individuation.
NOBODY suggested they ditch animation packages. Please read Rhombic's response.
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Old 02-11-2009, 08:22 PM   #300
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by rickywal
I'm all for a new progression system. But the capped potential I don't like. It flies in the face of players like James Harrison, who was undrafted! He'd be capped at maybe 85 max I'd say with the new ratings in his rookie year. But after one season in a part time roll he came back in his second to be def MVP.

I'd love to have this sort of improvement reflected in madden, where players burst onto the scene while others progress slowly.

Another thing I'd like to see is situational players getting love. Some way that its easier to bring packages onto the field that utilize players that are good in one area (a blitzing LB who's zone and man coverage sucks, but his pass rush skills are good - or a reliable WR in 3rd down situations who will hold onto the pass to get you that 8 yards). It would be good for online too, and it will help give away your intentions at times to your opposition if they pay attention.
What they could do is have a potential rating but if you have a James Harrison season then your Potential goes up with your overall.

Potential is an iffy rating though. Like Peyton Manning was expected to be good. Not as good as he is now but good. Now a guy like Joe Montana would have a "meh" potential rating but as we can see he is arguably the greatest QB to ever live.
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Old 02-11-2009, 08:47 PM   #301
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by krc1130
What they could do is have a potential rating but if you have a James Harrison season then your Potential goes up with your overall.

Potential is an iffy rating though. Like Peyton Manning was expected to be good. Not as good as he is now but good. Now a guy like Joe Montana would have a "meh" potential rating but as we can see he is arguably the greatest QB to ever live.
Maybe that is just part and parcel of progression. A player in one year can only increase by X but the next year it starts again. But depending on the overall rating is how much a player can go up max in a season.

0-70 ratings can go up max 15 based on a great season
70-75 max 10
80-90 max 5
90-95 max 2
95-99 max 1

Obviously throw together numbers, but you get the idea.

The question is do you make the game reflect the year to year in madden with the fluctuating ratings with each release, or do you make it based on consistency and players will only achieve the high ratings if they produce season after season.

Would James Harrison be able to fly up to a 90+ rating in one season or would he need several seasons of great performances to get there?

I'd also like to see ratings drop. At the moment you can pretty much have a receiver get 1000+ yards in a season and go up, but the following season get 300 yards and stay the same. Maybe progression is based on overall and expectations. A 92 overall WR should get 700-1000 yards and 8 TDs say, if they under achieve this they drop depending how much they missed by, but will go up depending on how much they surpassed these numbers. If they stayed equal then no progression. Though any young player should gain a slight increase based on gaining experience.

This is probably all pretty off topic though... but its tied very much to player ratings.
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Old 02-11-2009, 08:59 PM   #302
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

While I realize there is the need for numerical ratings to control the gameplay but I am in a sense with the guys saying that they would like to go away from the number system.

I think numbers should be there but hidden other than maybe during player creation. The icons or weapons or whatever would be shown for the player once they reach certain ratings levels. This would allow players to develop these abilities in a sensible manner. I also think it might be a good idea to make the numbers a range sorta like in the original head coach but that is another topic.

This could add a lot to franchise, especially trading, drafting, and free agent signing where you don't know exactly how good the player is.
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Old 02-11-2009, 10:15 PM   #303
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

It will be interesting to see how these ratings effect the QB's.

I want to see the lower accuracy QB's throw errant (non intercepted) passes ie; gutter balls, passes waaaay out of reach, passes behind receivers, over their head etc.

Bad passes that result in incompletions have NEVER been in Madden like they should.

Hopefully, this year you guys added a TON of new incomplete pass animations because, they are waaaaay overdue.
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Old 02-11-2009, 10:38 PM   #304
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

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Originally Posted by IanCummingsFriend
I love the thought of now being able to rip off a big run for a TD with a guy that isn't 90+ speed. Makes almost everyback lethal to a certain degree.
The only thing with that is. Someone with an 80 rating for speed should still be able to be caught down-field by fast corners, safety's or linebackers. Hopefully it's not unrealistic to the point where a every player fast or slow is impossible to catch down-field.
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