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

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Old 02-16-2009, 08:25 PM   #361
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Quote:
Originally Posted by Donny_Moore
Yes, NCAA Import draft classes will be tuned. I actually might start up a new thread and ask the community how they would like to see speed treated in regards to NCAA import guys.

I will explain how the logic currently works, and maybe we can all come to some sort of consensus.
Did you get the 3-4 pages I sent you on ratings logic (especially m spped explanation)?
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Old 02-17-2009, 04:32 AM   #362
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by shttymcgee
So you think tackles change directions faster than rb's?
no i'm saying someone like peter warrick who ran like a 4.6 can could change direction better then laverneus coles who ran a 4.3something. i'm saying michael bennett was a track star but he couldn't change direction worth a damn so he sucks in the nfl.
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Old 02-17-2009, 10:59 AM   #363
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by dasg
are you questioning Patrick Willis

http://www.youtube.com/watch?v=Cn_Yw7mEpqg
LOL! No, I'm not. I like Willis and think he's a great, young talent.

But a 99 in Madden?
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Old 02-17-2009, 12:36 PM   #364
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Just an idea I had a while ago. On defense, be able to change assignments and also move players while on the play screen. This way you can create more unique and indiviudal schemes. Also not having to jam in all your pre snap assignment changing will be useful. This way you have your play the way you want it and you can adjust while on the field if they adjust something.
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Old 02-19-2009, 11:02 AM   #365
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

Quote:
Originally Posted by Donny_Moore
Yes, NCAA Import draft classes will be tuned. I actually might start up a new thread and ask the community how they would like to see speed treated in regards to NCAA import guys.

I will explain how the logic currently works, and maybe we can all come to some sort of consensus.
I hope the ratings in NCAA take on the expanded ratings you are talking about in Madden. In fact, there should be an even wider range in NCAA because there are a lot more players and a wider gap between the best players and worst players. That should be the main thing that separates NCAA and madden--the inclusion of a bunch of slower, weaker, smaller, less throwing accuracy, worse in coverage, type players.

If this was the case all the ratings can stay the same when importing into madden with the exception of awareness and maybe a few other things. All of the better players would get drafted out of the NCAA draft classes and the gap between the best and worst players in madden would stay closer. Thats pretty much how it happens in real life.
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Old 02-19-2009, 01:08 PM   #366
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Exclamation Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Originally Posted by Donny_Moore
Just did a first pass of LT's today, you will be happy to know...there are now only seven 90+ LT's in Madden 10.
Hopefully the Pro Bowl and 2008 season have a heavy impact on your ratings on player attributes, otherwise we'll see the same old players and teams who are no longer performing will be rated too high. Teams like the Cardinals and Dolphins should be ranked higher than the teams they beat out to win their divisions.

Young Pro Bowl Players like Rookie LT Jake Long or stater QB Flacco shouldnt get typical Rookie rankings...I'm excited to see the ratings.

Also, although I thought progression was a tad too easy in 2k8 (I'm a PC Franchise league player), I really liked the pace of regression, especially on player strength, speed, and agility. Can you speak about REGRESSION in 2k10? I think regression is as important for franchise mode as progression.

Lastly, I'm new to this great site, and want to thank the team for allowing us the priviledge of interacting in regard to this great game!

Some questions:
Will 2k10 have online franchise? How similiar or different will coach mode for PC be in franchise (online or offline) mode? Have you considered enhancing scouting by having broadcasting of games (like we do with X-Fire) as part of the spawn games (head to head ip play) or have you brought in any other new scouting types of tools?

It would be fantastic to have the ability in game logs to see how many times a play (by name) is ran and from which formations. Watching the broadcasts would be as real an experience as we can have in terms of scouting. All of this would be huge in franchise mode for online leagues.
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Old 02-19-2009, 01:44 PM   #367
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

I would like to see players get "hot" or "cold" streaks during the season and have key rating affected as well as more influence from coaches and practice performances during the week, in addition to progression/regression
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Old 02-19-2009, 02:17 PM   #368
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

I think we definitely need to see some additions to the QB ratings. All you have right now to rate a QB is awareness, arm strength, and accuracy... really ? Is that all there is to a QB ? How about:

Deep/Intermediate/Short Accuracy: Guys such as Rex Grossman of the Bears, J.P. Losman of the Bills, and Derek Anderson of the Browns all actually have great deep balls. It may be the only great skill they have, but great nonetheless. You wouldn't know that in the game right now, though, since there is only one accuracy rating. On the other hand, some guys are good at the short passes, but can't seem to hit anyone deep. Remember how many times Matt Cassel overthrew Randy Moss last season ? He has stellar intermediate and short accuracy, but can't hit the deep ball consistently. I think this addition to the game would do wonders in better depicting the players' real life counterparts.

Composure: How well the player reacts in pressure situations. This could work for numerous positions, but for the QB especially. Guys with lower Composure ratings could maybe lose 10 accuracy points when the pressure is in their face or if it's a key 3rd or 4th down conversion. Maybe you could even make the screen turn shaky or blurry or something to display panic. As for the other positions- Offensive Lineman with low Composure ratings might commit a dumb false start when the home crowd is roaring or they could get called for holding on a 3rd down conversion. Cornerbacks might bite on double moves more often, receivers could run the wrong route or drop a pass in key situations. There is a ton of stuff you could do with it.

Clutch: Why not add a cluth rating ? Guys with 90+ clutch ratings could even receive a Clutch Weapon. I'm not entirely sure how this could work, but maybe you could increase a players key attributes in crunch time situations if they have a high rating and lower them if they have a low rating. For instance, a clutch QB's accuracy, composure, and arm strength, and awareness would increase on 3rd and long or 4th down conversions. Then again, I'm not sure how guys such as Tom Brady would benefit seeing as how he would already have virtually maxed out ratings in all of those categories.
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