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FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Old 10-23-2012, 03:31 PM   #945
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by DCEBB2001
FBG Ratings does not produce rosters at this time. We are in negotiations, and have been for some time, with a 3rd party for roster production.

As for an external rosters editor for M13, I am unaware of this. Someone care to elaborate?
In the rosters section of the forum, there is a thread called madden roster editor v1 and it is an external editor you can use to edit all ratings on your computer. It was made for madden 12, but works perfectly fine for 13 as I've tested it. The thread has all the directions on how to do this.
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Old 10-24-2012, 09:11 PM   #946
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Roster production will have to wait until next year.

I am presently working on some HUGE changes to the ratings that will make the game even more realistic. I am partnering up with a local university math department and an expert in bio-mechanics to better analyze and implement FBG ratings into Madden. It will be ready for M14 at which point I hope to be able to have roster downloads available.
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Old 10-24-2012, 11:52 PM   #947
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by DCEBB2001
Roster production will have to wait until next year.

I am presently working on some HUGE changes to the ratings that will make the game even more realistic. I am partnering up with a local university math department and an expert in bio-mechanics to better analyze and implement FBG ratings into Madden. It will be ready for M14 at which point I hope to be able to have roster downloads available.
Wow. Why doesn't EA just hire guys like you to do factory rosters?
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Old 10-25-2012, 09:05 PM   #948
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Wow. Why doesn't EA just hire guys like you to do factory rosters?
Because EA likes the status quo. Now I say that realizing that they "add" features, but let's be real here; EA adds stuff that "revolutionizes" the game and yet removes features that also "revolutionize" the game. Their direction is nonsense.

What I offer, in merely the ratings only, is ratings based on real data...not youtube videos and stats. It is a different, yet professional, approach to rating players. If the data is sound, the methodology is logical, and the approach is possible, then Madden can move forward. What I am doing now is the start of that.

This year I demonstrated that weekly updates for the database can be easily implemented. I also demonstrated that massive changes to numerous players in one update is possible in a short period of time.

Next year I want to have players who behave more realistically to their real-life counterparts, more than they do presently, that is. Next year each player will have SPD ratings based off of their real-life maximum velocity. ACC ratings will be based off of their real-life rate of acceleration. STR ratings will be based off of the player's ability to push, pull, or affect a force in multiple tests, which I have data for. All of this will be better implemented thanks to the team I have working on the site now.

If EA would realize the potential and how far behind they are in simply creating real-life representation in the game, they would be wise to bring someone on board who has knowledge in regards to data interpolation, biomechanics, statistics, and forecasting. They appear to want to keep things in-house, however.
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Old 10-26-2012, 07:24 AM   #949
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by buckey00
In 13 most of the Star development players from the draft are in the 70s and 80s depending on schemes. That would be another variable with madden 13 if you do end up doing it. And in ccm the new development system allows us to easily progress players much more so than in years past, especially if the player user controls the games. The physical attributes do cost more which is nice.

Another problem in madden is there no chance for those extremely athletic prospects or physically skilled prospects to bust or underwhelm like they do in the NFL all the time. Such as Jamarcus Russell, Aaron Curry, Vernon Gholston, Felix Jones and so on. And then in Madden there is also no way to turn the marginal athlete in a quality player because this game relies so much on physical attributes. It is much easier to use a heyward-bey type player with bad route running and catching but burning speed and agility than using someone like Welker who does not have the same speed but has the catching and route-running necesarry to be a good receiver. Almost all teams in the NFL would take Welker but in Madden I find it easier to use bay.
The Roster Editor, and I'm sure I've said this elsewhere, opens up the possibility to completely redo the Madden game to how you see fit, to the point where you'd really only need it for the gameplay. This is of course if you could write a program to work with the editor to implement your vision (I can't).

You can write your own formula for player pro/regression, pop your franchise into the editor every week, or at whatever interval you want, and have it do progression YOUR way before you put your franchise back on the console. Get yourself some first round busts going on.

You can pretty much replace any sim phase of the game, really. Save 'chise in the editor before coach changes, retirements, resignings, free agency, etc. Sim through the phase and save again. Pop first save in the editor and let it do the phase your way. Overwrite the second save.

To the Bey>Welker problem, I can't agree, though I'm not and I haven't played 13 other than the demo. I remember playing a franchise as the Dolphins on 11 and I tore up with Brandon Marshall despite his high 80s speed. That's what (somewhat) got me off my speed fix. Release was the key, his was 97 or 98, and he'd punish press coverage every time. I'd always count on him to be open on almost any route I wanted against the blitz.

Now when I play 12, I see press and I'm looking Boldin first and Torrey second every time. It really depends on how you play with sliders and difficulty, too. I can't wait for Torrey and his 95 speed to get open somewhere downfield if I'm facing a decent pass rush, or throw to a 96 speed 70 CIT player on a slant route because he WILL drop the ball when he gets hit.

To that end, I've been in the process of testing ratings individually to see what they do by using the editor to set everything to 50 and upping stuff one at a time. Stumbling across these FBGRatings though, WOW! I couldn't ever hope to be this precise in fine-tuning anything. Do you know how each rating impacts gameplay and take that into account, or do you focus only on matching players' RL skill sets to their corresponding in-game ratings?

One thing the editor would allow you to do, if you have your own formula for player overalls, is to put those in the game. They'd show in Player Management, but the Depth Chart would still show default overalls.

These are amazing.
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Old 10-26-2012, 12:21 PM   #950
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by RAVENOUS
The Roster Editor, and I'm sure I've said this elsewhere, opens up the possibility to completely redo the Madden game to how you see fit, to the point where you'd really only need it for the gameplay. This is of course if you could write a program to work with the editor to implement your vision (I can't).

You can write your own formula for player pro/regression, pop your franchise into the editor every week, or at whatever interval you want, and have it do progression YOUR way before you put your franchise back on the console. Get yourself some first round busts going on.

You can pretty much replace any sim phase of the game, really. Save 'chise in the editor before coach changes, retirements, resignings, free agency, etc. Sim through the phase and save again. Pop first save in the editor and let it do the phase your way. Overwrite the second save.

To the Bey>Welker problem, I can't agree, though I'm not and I haven't played 13 other than the demo. I remember playing a franchise as the Dolphins on 11 and I tore up with Brandon Marshall despite his high 80s speed. That's what (somewhat) got me off my speed fix. Release was the key, his was 97 or 98, and he'd punish press coverage every time. I'd always count on him to be open on almost any route I wanted against the blitz.

Now when I play 12, I see press and I'm looking Boldin first and Torrey second every time. It really depends on how you play with sliders and difficulty, too. I can't wait for Torrey and his 95 speed to get open somewhere downfield if I'm facing a decent pass rush, or throw to a 96 speed 70 CIT player on a slant route because he WILL drop the ball when he gets hit.

To that end, I've been in the process of testing ratings individually to see what they do by using the editor to set everything to 50 and upping stuff one at a time. Stumbling across these FBGRatings though, WOW! I couldn't ever hope to be this precise in fine-tuning anything. Do you know how each rating impacts gameplay and take that into account, or do you focus only on matching players' RL skill sets to their corresponding in-game ratings?

One thing the editor would allow you to do, if you have your own formula for player overalls, is to put those in the game. They'd show in Player Management, but the Depth Chart would still show default overalls.

These are amazing.
So much of this post reminds me of the great work done by NZA and Gommo back on M08 for the PC. Using editors to truly customize your franchise experience.

I haven't looked into the editor yet, but it seems like a cool idea if it can be implemented properly. That stuff is way above me, however, as I am not a programmer by any means.

What I do is use real life NFL scouting data to determine Madden ratings. I have data for over 63000 players including those in college and some high school seniors. The primary goal is to rate players according to the real life data distribution via the scouting information. Right now, however, we are looking at better linking the ratings to the animations in the game.

Our first phase is determining a players real life maximum velocity to determine their SPD ratings. This is done in conjunction with their rate of change in their velocity, or acceleration. Once these are figured out and made compatible in the game, you will be able to have two players with equal 40 times and differing acceleration ratings run the same 40s but differentiate after that point. In Madden 13, ALL PLAYERS stop the acceleration phase at 45 yards, regardless of ACC or SPD rating. I suppose that EA assumes that all players stop accelerating by this time. These two ratings are also joined with the STA rating to determine how long it takes until their acceleration phase ends and the deceleration phase begins. This is why I have employed an expert in biomechanics. From there, all other raw attributes (STR, AGI, JMP) are determined. This would signify the end of the first phase.

The second phase is the implementation of the dynamic attributes (position specific attributes) from the scouting data into the Madden ratings, utilizing the distribution of the data.

The third and final phase is altering all of the data into Madden ratings via the OVR calculations. This is when the new, revolutionizing, ratings will be published online.

So as you can see, there are big changes coming to the site and how we rate players. I decided to go straight to the experts on this via the academic realm. A few lucky graduate students are even considering this project for their stats/applied mathematics graduate theses. If anyone else is interested in joining the project feel free to send me a PM. It is not for pay, but if you are a student and want to get some nice research papers out of a topic that allows you to analyze your favorite video game, then get in touch with me.
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Old 10-26-2012, 02:59 PM   #951
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by DCEBB2001
So much of this post reminds me of the great work done by NZA and Gommo back on M08 for the PC. Using editors to truly customize your franchise experience.

I haven't looked into the editor yet, but it seems like a cool idea if it can be implemented properly. That stuff is way above me, however, as I am not a programmer by any means.

What I do is use real life NFL scouting data to determine Madden ratings. I have data for over 63000 players including those in college and some high school seniors. The primary goal is to rate players according to the real life data distribution via the scouting information. Right now, however, we are looking at better linking the ratings to the animations in the game.

Our first phase is determining a players real life maximum velocity to determine their SPD ratings. This is done in conjunction with their rate of change in their velocity, or acceleration. Once these are figured out and made compatible in the game, you will be able to have two players with equal 40 times and differing acceleration ratings run the same 40s but differentiate after that point. In Madden 13, ALL PLAYERS stop the acceleration phase at 45 yards, regardless of ACC or SPD rating. I suppose that EA assumes that all players stop accelerating by this time. These two ratings are also joined with the STA rating to determine how long it takes until their acceleration phase ends and the deceleration phase begins. This is why I have employed an expert in biomechanics. From there, all other raw attributes (STR, AGI, JMP) are determined. This would signify the end of the first phase.

The second phase is the implementation of the dynamic attributes (position specific attributes) from the scouting data into the Madden ratings, utilizing the distribution of the data.

The third and final phase is altering all of the data into Madden ratings via the OVR calculations. This is when the new, revolutionizing, ratings will be published online.

So as you can see, there are big changes coming to the site and how we rate players. I decided to go straight to the experts on this via the academic realm. A few lucky graduate students are even considering this project for their stats/applied mathematics graduate theses. If anyone else is interested in joining the project feel free to send me a PM. It is not for pay, but if you are a student and want to get some nice research papers out of a topic that allows you to analyze your favorite video game, then get in touch with me.
WTF? How in the hell do you not work for EA at this point? Your way of doing things sounds a lot of better than "oh he dropped 2 passes last week, let's lower his catch rating by 10 pts".
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Old 10-26-2012, 06:20 PM   #952
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by splff3000
WTF? How in the hell do you not work for EA at this point? Your way of doing things sounds a lot of better than "oh he dropped 2 passes last week, let's lower his catch rating by 10 pts".
That is a very good question. Perhaps you should write them and ask them this question.
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