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FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Old 05-31-2012, 03:58 PM   #705
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by Trojan Man
Players are editable, but the problem is that you would have no "hard data" that would serve as a corrective to whatever ratings set the pre-generated draft classes offer. Corrections in that case would be arbitrary, right?

I went through the site a good bit yesterday, and I really like the basic project, but I have some basic questions as well.

1) With the new OVR ratings generated by "true" physical and performance ratings, you see things like Brandon Jacobs being rated in the 80s and Frank Gore in the 60s, if memory serves from yesterday. Now the CPU will start Jacobs over Gore and that would never happen. Am I missing something here?

2) Getting the ratings right is great, but the real trick in Madden is getting the animations and stats to come out right. With the OL/DL ratings, the issue isn't so much the numbers themselves; rather, it's the patty-cake animation that nerfs the RDE/ROLB rush, and it's the overpowered DT rush that screws up the pocket. That's stuff I've messed with extensively through roster editing and eliminating the patty cake and shoring up the interior pass projection takes a greater ratings differential than what I'm seeing on the site.

Thoughts? Thanks again for the hard work! I'm a very big fan of real speed and agility, and the BCV rating is actually what makes good running backs good. That's the rating in Madden that allows backs to see cutback lanes and make moves, so a high rating there can mean you don't have to have 85-95 speed to even get anything done.

In response to #1, Gore was coming off of a hip injury in 2010. All the ratings you see right now are from JUNE, 2011. They will all be updated again in July. Injuries affect the OVR rating.

In response to #2, I do not account for flaws in the gameplay like the patty caking. I only use the scouting data and measurables to derive the ratings on a scale that is more "realistic" as I see it. In other words, average actually has meaning.
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Old 05-31-2012, 04:26 PM   #706
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by DCEBB2001
In response to #1, Gore was coming off of a hip injury in 2010. All the ratings you see right now are from JUNE, 2011. They will all be updated again in July. Injuries affect the OVR rating.

In response to #2, I do not account for flaws in the gameplay like the patty caking. I only use the scouting data and measurables to derive the ratings on a scale that is more "realistic" as I see it. In other words, average actually has meaning.
Hmm. It seems like accounting for question two would be the most important thing to do in this entire project, given that the animations ratings trigger is ultimately more important than the real world data. You can have all the right data in the world, but if the game doesn't interpret that data and translate it into the right animation sequences so that realistic results happen, then there might be a problem imo.
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Old 05-31-2012, 04:47 PM   #707
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by Trojan Man
Hmm. It seems like accounting for question two would be the most important thing to do in this entire project, given that the animations ratings trigger is ultimately more important than the real world data. You can have all the right data in the world, but if the game doesn't interpret that data and translate it into the right animation sequences so that realistic results happen, then there might be a problem imo.
Accounting for question #2 is not the most important thing in this project though. It is about utilizing real-world information to create Madden ratings that better reflect the data.
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Old 05-31-2012, 04:54 PM   #708
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by DCEBB2001
Accounting for question #2 is not the most important thing in this project though. It is about utilizing real-world information to create Madden ratings that better reflect the data.
Cool. Thanks for the responses, and good luck with the work!
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Old 05-31-2012, 06:07 PM   #709
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Cool. Thanks for the responses, and good luck with the work!
Thanks. Check out the original post for more information on the details of the project.
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Old 06-01-2012, 09:04 AM   #710
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Yea that is the thing you always have to remember when creating rosters.

1. Simmed stats
2. Gameplay performance
3. Animation triggers

I wish it was as simeple as gameplay performance but it isn't.

Madden needs morein depth player tendencies like NBA 2k.
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Old 06-01-2012, 10:10 AM   #711
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Yea that is the thing you always have to remember when creating rosters.

1. Simmed stats
2. Gameplay performance
3. Animation triggers

I wish it was as simeple as gameplay performance but it isn't.

Madden needs morein depth player tendencies like NBA 2k.
That seems like something for the Madden developers need to deal with. I don't deal with these issues. I deal with the over-inflation and ratings accuracy issues. However, there are several testimonies in this thread and in others that attest to FBG ratings offering more accurate gameplay. You will have to read up on those or try them for yourself.
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Old 06-21-2012, 10:54 PM   #712
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by DCEBB2001
So LBs would have speed in the 90s for runnin 4.5s and WRs would have SPD attributes in the low 80s for only running a 4.45. Just seemed whack to me.

I do endorse you trying it out in-game and giving us a report. Your findings would be beneficial to the project.
Can you elaborate? Is this the reason why Boldin has a 75 or so in speed? I feel he'll never get open with a rating like that...

Quote:
Originally Posted by DCEBB2001
In response to #1, Gore was coming off of a hip injury in 2010. All the ratings you see right now are from JUNE, 2011. They will all be updated again in July. Injuries affect the OVR rating.

In response to #2, I do not account for flaws in the gameplay like the patty caking. I only use the scouting data and measurables to derive the ratings on a scale that is more "realistic" as I see it. In other words, average actually has meaning.
Nevermind the data sometimes. If a virtual player looks slower than his real life counterpart, you have to adjust fbgratings for said player (see Boldin comment above, and yes, I know about his slow 40, but he can't separate from LB's with a 75 spd rating! lol).

And it's not only about speed:

-Outside rush
It's broken in this year's version, the only way to "fix" it is to boost all inside offensive lineman to 99 pass blocking (there's threads about this)

-zigzagging
Only way around it is to decrease agility rating for everyone (there's threads about this)

Do you play the game Dan? (I do, almost a thousand online games in M12)

Quote:
Originally Posted by gportillo52
Alright gentleman I finally finished going over about 99% and editing every players SPD,AGI,STR,ACC and JMP ratings based on the GREAT website of FBG ratings. All rosters are absolutely update also, except the incoming rookies are not in the game so no updates for them. Here is the link with more information;

http://www.fbgratings.com/members/teams.php

I absolutely love the fact that those ratings play a major part in how each player plays in the game!, I want to say there are about 7 or 8 99 overall players in the game altogether with most being QB'S'; P.Manning,Brady,Rodgers,Brees,etc.

If anybody is interested on the new ratings based on the above websites grading scale and again only for those attributes show me how to upload for the PS3 and you tell me how you it plays for you!.
I PM'd you.
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