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Madden NFL 12 Interview: Donny Moore - Scouting Talent

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Old 02-28-2011, 06:40 AM   #49
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

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Originally Posted by KBLover
I really don't think you need tendencies to get basic differences. The ratings just need to come out in the game.
I'm not convinced, but I do agree that making the ratings work properly could go a long way in getting a better game. However, I'm still very concerned with Tiburon apparently using the same player model for all positions. There is one locomotion that is used on all players regardless of what position he plays and his weight/height. If you put a offensive tackle at wide receiver he will move about using wide receiver animations, because Madden doesn't have multiple player models that makes him move and behave like lineman when out of position. This is probably more important than their choice of rating system.
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Originally Posted by KBLover
Tendencies like this could be good coaching influences.
The tendencies is FIFA are similar to your suggestions. They determine small aspects, such as if players are likely to attempt early crosses or long-range shots etc. Much like having a QB in Madden that likes to throw deep balls, or scramble for daylight and showing it occasionally. Being able to coach new tendencies or suppress current ones would be a fantastic addition.
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Originally Posted by KBLover
The problem isn't necessarily the ratings. Having 50 ratings doesn't mean that things like route running or play recognition differences shouldn't show up more consistently and apparently. [...] You could have 5 ratings and see the same issue.
This was the point I was trying to make. The underlying gameplay/player models are flawed, so adjusting ratings won't fix the game. Everything seems to be scaled around one player model, who is just made higher/shorter and thinner/bulkier without any effect gameplay-wise.

If you've ever tried FIFA 11, you'll have a hard going back to FIFA 10 or previous editions, because they've implemented differentiated behavior from multiple player models. The means that the ratings work together with the player model to produce very realistic behavior, so a 6'2" player model feels and moves like you expect a 6'2" player would and ditto for 5'7" models. Adding weight to that so a 160 lbs 6'2" players moves differently from a 190 lbs 6'2" player and combining that with tendencies you get more immersion than Madden has ever been able to provide.

I find myself looking at height and weight before ratings when deciding between players in FIFA. That's something that I have never done in Madden.
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Old 02-28-2011, 06:17 PM   #50
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

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Originally Posted by carnalnirvana
BUT people would riot if a raw talent like D bryant got a 65 agility & route running to simulate how much he still has to learn to be an elite WR
Now that's sad. The general Madden fan base is that sensitive?

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Originally Posted by carnalnirvana
i dont mind guys getting high ratings for raw talent but the skill technique ratings needs to be 20-100.
Which is probably where most of the differences between teams exists anyway. Player technique/mental abilities and coaching/play calling.

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Originally Posted by carnalnirvana
in the madden universe a 70 is bad, IMO that cant simulate how special the great guys are especially since 70 and 99 seem to share the same animations.
And worse - just about the same effectiveness. I guess that's also part of the game being more user-oriented than a game like FBPro which is more you're the coach/GM, not so much the players on the field.
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Old 02-28-2011, 06:24 PM   #51
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

Quote:
Originally Posted by guaps
I'm not convinced, but I do agree that making the ratings work properly could go a long way in getting a better game. However, I'm still very concerned with Tiburon apparently using the same player model for all positions. There is one locomotion that is used on all players regardless of what position he plays and his weight/height. If you put a offensive tackle at wide receiver he will move about using wide receiver animations, because Madden doesn't have multiple player models that makes him move and behave like lineman when out of position. This is probably more important than their choice of rating system.
True - but at least if the OL has stone hands, slow as a brick, and his "routes" are ineffective, he won't succeed as a WR.

It still will look bad, though, to see a 320 lb guy making a speed cut. I agree absolutely there. At the minimum, these thing will make a difference, physically, on the field (player wouldn't get to where he's supposed to be on time, etc) and the flow of the game/plays you'll best run.

Quote:
Originally Posted by carnalnirvana
The tendencies is FIFA are similar to your suggestions. They determine small aspects, such as if players are likely to attempt early crosses or long-range shots etc. Much like having a QB in Madden that likes to throw deep balls, or scramble for daylight and showing it occasionally. Being able to coach new tendencies or suppress current ones would be a fantastic addition.
Makes me wish I was a soccer fan - I hear so many good things from guys here who play FIFA.


Quote:
Originally Posted by carnalnirvana
If you've ever tried FIFA 11, you'll have a hard going back to FIFA 10 or previous editions, because they've implemented differentiated behavior from multiple player models. The means that the ratings work together with the player model to produce very realistic behavior, so a 6'2" player model feels and moves like you expect a 6'2" player would and ditto for 5'7" models. Adding weight to that so a 160 lbs 6'2" players moves differently from a 190 lbs 6'2" player and combining that with tendencies you get more immersion than Madden has ever been able to provide.

I find myself looking at height and weight before ratings when deciding between players in FIFA. That's something that I have never done in Madden.

Agreed, that would be totally awesome. I never understood how height and weight never made it into consideration - either as a modifier to skill success or by setting the max possible value certain ratings could be. So even with A potential, a light, short guy won't be getting 90 STR and RBS/PBS. Meanwhile, a big, tall, physical WR probably won't ever run quick routes (or if he does, he's a rare freak of a player) but he should have very high RLS ratings (hard to jam him at the line), even at B or C potential.

And why height doesn't change player models (and thus their hit boxes) - I don't know. Sounds like a simple thing, but what do I know.
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Old 02-28-2011, 07:58 PM   #52
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

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Originally Posted by DCEBB2001
"To quickly walk through the process: I値l take a guy like Mark Ingram or Blaine Gabbert and I値l find what everyone perceives is his best NFL comparison. Just to throw an example out there let's say Mark Ingram痴 baseline equivalent is Ricky Williams. I値l take Ricky Williams and utilize him as a template. I値l know right away that the Mark Ingram player I知 creating is in a similar mold as a Ricky Williams. From there, obviously, I知 tweaking each individual rating to how Ingram plays. It痴 just a starting point to give me a template for a player and how he plays."

This right here is why the ratings system presented by the folks at EA is broken. They are using templates that may or may not correlate to new players in draft classes. Why not just make a player like Mark Ingram a MARK INGRAM instead of a modified Ricky Williams. Was DJ Shockley based off of Michael Vick because he was a scrambling QB with size? Of course not! What they need to be doing is making these players total individuals who are independent from one another. If I can do it in my spare time for my site, then I would think that some guys who are professionally paid to do this could do it as well. Sheesh...
If you like what DCEBB is saying, you can view his site here: http://www.fbgratings.com/members/index.php and post in my thread here: http://www.operationsports.com/forum...post2042161868
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Old 03-01-2011, 06:50 PM   #53
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

To mirror what some of you have already said, Madden needs its player ratings s-t-r-e-t-c-h-e-d out. Only surefire HOF players should be in the 90s in terms of rating. So in my scenario, a solid starting player should be in the 50s, with 70's being borderline Pro Bowler.
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Old 03-01-2011, 07:43 PM   #54
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

I don't play against the cpu very much if at all and I look at myself as a decent online player. That being said, I don't know where some of you have the idea that ratings don't matter at all. My favorite team is the Jets and I notice the difference every time I play with a team that doesn't have Revis and Cro. With those two guys I can run press coverage everytime I see a two WR set because they rarely get beat off the line.

I also notice the difference when I play with different teams that have linebackers who can play pass defense. Harris and Scott are beasts against the run but I get lit up in a zone with them. I see a lot more plays in the pass game made by linebackers on the broncos, bucs, ravens, and other teams I use.

Also, I think you guys look at the overall rating too much. I love to run man coverage with lots of blitz looks so when I play with the Jets my 4th CB is not dwight lowery, who is rated in the mid 70's, but marquice cole. Cole is rated somewhere in the 60's but he has a decent speed rating and a much better man coverage rating than lowery does. The difference in man coverage is quite noticeable.

Maybe things are different against the CPU but the last two years of playing online I have definitely been able to tell the difference between a 90 and a 70 at every position besides maybe RB.
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Old 03-01-2011, 07:59 PM   #55
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

Quote:
Originally Posted by mikeacard
I don't play against the cpu very much if at all and I look at myself as a decent online player. That being said, I don't know where some of you have the idea that ratings don't matter at all. My favorite team is the Jets and I notice the difference every time I play with a team that doesn't have Revis and Cro. With those two guys I can run press coverage everytime I see a two WR set because they rarely get beat off the line.

I also notice the difference when I play with different teams that have linebackers who can play pass defense. Harris and Scott are beasts against the run but I get lit up in a zone with them. I see a lot more plays in the pass game made by linebackers on the broncos, bucs, ravens, and other teams I use.

Also, I think you guys look at the overall rating too much. I love to run man coverage with lots of blitz looks so when I play with the Jets my 4th CB is not dwight lowery, who is rated in the mid 70's, but marquice cole. Cole is rated somewhere in the 60's but he has a decent speed rating and a much better man coverage rating than lowery does. The difference in man coverage is quite noticeable.

Maybe things are different against the CPU but the last two years of playing online I have definitely been able to tell the difference between a 90 and a 70 at every position besides maybe RB.

your post kinda sums up the reason why many feel the ratings dont do justice to players because i can run that same scheme with the texans.

a DB on the texans read routes and turns on a dime SAME as REVIS.

SO IF I CAN PLAY FLAWLESS D with a 75 rated player why do i need superstars.

they both share the same animations and react the EXACT same way every time.
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Old 03-01-2011, 10:02 PM   #56
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Re: Madden NFL 12 Interview: Donny Moore - Scouting Talent

Was this a interview from madden 07?
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