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FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Old 12-06-2012, 08:40 PM   #993
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Great Stuff Great Info..
Tho for those who like classic teams would be nice if some could get together and come up with a system for old teams like the ratings FBG has come up with..
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Old 12-09-2012, 06:48 PM   #994
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by K33057
Great Stuff Great Info..
Tho for those who like classic teams would be nice if some could get together and come up with a system for old teams like the ratings FBG has come up with..
Exactly what I would like to find!!!
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Old 12-22-2012, 12:22 PM   #995
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Just a little info from a response I filed in another thread:

-------------------------------------------------------------------------

Hey guys thanks for the feedback on the ratings. Just to clarify, there were a few reasons why there were not any rosters available for download.

The first was purely my error in that I never even knew there was an external editor. Now that I know, I should be able to pitch something to a roster editing team.

Second, the work for the site right now is on such a massive scale that I have not had personal time to do any roster creation. Thus, I have been attempting to get a team together that I can "outsource" the roster creation side to. That, however, takes time because of issues regarding non-disclosure agreements, licensing (we are run by TSX who has several copyrights), patents on how we rate players, and distribution. They have been ongoing for almost 3 years now. Basically if I can find a trustworthy team to create the rosters who are willing to sign the proper paperwork, this would have been in the bag months ago.

Third, there were constant complaints about the methodology regarding some attributes like SPD and ACC, which were the two big ones. All players in Madden accelerate until 45 yards in a sprint, then stop accelerating for a period of time based on their stamina. If the STA rating is at 99, they never tire out during a run, so a player will hold his maximum velocity until the end of the play. That maximum velocity is determined by the SPD rating while the acceleration to 45 yards is determined at first by the ACC rating and then a combination of the two attributes until 45 yards. Breaking down that combination and the effects of one another on each attributes takes a lot of time. Since every player has their own specific "velocity/acceleration curve" we can measure it out for real NFL players. However, this process takes a TON of time and I had to work with a local research university's physics department in order to get it right. It should be good now, however, for the new future updates coming out this offseason.

Fourth, EA changed their OVR formulas again. Breaking them takes a TON of time to get them correct. I didn't do that this year initially because editing wasn't even patched into the game right away and there was uncertainty if it even would be. I can do that this offseason as well since I will only be updating player ratings once per month. From there I just have to hope that EA doesn't change it again, which is like wishing for a new Benz under my xmas tree next week.

Fifth, people complained about the compatibility with EA's ratings system, especially for rookies you import into your franchise (CCM). The issue arises because the rookies are rated differently (and erroneously IMO) than that of players on the FBG site. So essentially you have a population of players rated with raw attributes being averaged out to 70 and all players being rated logically on the same scale (as in your position doesn't affect your SPD type of logic, which EA ignores). That either requires a guide to re-rate your rookies in franchise OR requires us to fit our square peg (FBG Ratings) into a round hole (Madden's ratings system and substructure).

Sixth, I needed more feedback from users. Offering suggestions was great but thus far nobody has offered a legitimate and publishable review of the ratings and how they work in-game. That would be very useful from those who said they liked the gameplay in this thread. It tells me what we are doing right, and what needs to be improved. I read EVERY email and PM I get. Most emails are from people saying that they like the site and want a roster for download or something to that effect, but rarely is valuable critique offered.

The best way for you to get FBG-rated rosters available for download is to help us best determine what users like and dislike about the system so we can have a more thorough methodology that gives the users what they want. We have cracked the SPD/ACC code for the game and are making ratings according to real-life velocty/acceleration curves. We are also updating our data distributions to better reflect the data we have.

WE ARE ENTERTAINING THE IDEA OF RATING PLAYERS MORE CLOSELY TO HOW THEY ARE RATED IN MADDEN...as to solve the fifth issue stated above, in order to make the ratings more compatible with that of the game. Once again, feedback can either deny or affirm this potential change, so please sound-off if you care one way or another.

Sorry for the novel but I want to dispel any rumors out there. Feel free to simply reply to this thread or the FBG thread. Emails or PMs are welcome as well.

Dan B.
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Old 12-27-2012, 06:42 PM   #996
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Are these ratings available on a spreadsheet somewhere? That would save alot of time and paper just printing off each teams 'individual player ratings. As it stands now, you'd have to print each players's rating individually. I've tried making a cut and paste spreadsheet myself, but I just can't get it to match up correctly.....I'm not very talented with Excel. I've tried by hand but that takes way too long.
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Old 12-27-2012, 11:24 PM   #997
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by slyfox
Are these ratings available on a spreadsheet somewhere? That would save alot of time and paper just printing off each teams 'individual player ratings. As it stands now, you'd have to print each players's rating individually. I've tried making a cut and paste spreadsheet myself, but I just can't get it to match up correctly.....I'm not very talented with Excel. I've tried by hand but that takes way too long.
Sorry, there are not any spreadsheets available.
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Old 07-22-2013, 08:49 PM   #998
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

What's happening with this project?
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Old 07-22-2013, 11:55 PM   #999
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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What's happening with this project?
The project is still underway offline. I had to re-do a bunch of stuff this offseason and re-rating over 25000 players takes a lot of time. All players on current NFL rosters should be updated by the time all camps are under way in the next week or so...more likely by the first week of the preseason (excluding the HOF Game). You will notice many changes, include that of the STR rating. The data I have allowed me to better rate STR for players and the results are...well...shocking. There are a lot of OL who are not nearly as strong as you would think, and a lot of position players who are quite strong. Using legitimate Bench and Squat 1RMs has revealed a LOT about the college and NFL population of players. This will undoubtedly throw many of you off, but it is what the data dictates, and I am sticking with it.

The same goes for many other ratings. Using the real distribution given by the scouting data (instead of altering and fudging it to fit into Madden) has yielded some very interesting results. I won't go too far into details now because I want to wait for all the hate mail and "WTF?"s I am bound to get, but that being said I really think that this will be the most accurate batch of ratings to date.

I am also going to be adding more personal data like Hometown info. The goal is to one day use the site as a complete CAP site, where all info including build and equipment is included.
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Old 07-23-2013, 06:02 PM   #1000
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Third, there were constant complaints about the methodology regarding some attributes like SPD and ACC, which were the two big ones. All players in Madden accelerate until 45 yards in a sprint, then stop accelerating for a period of time based on their stamina. If the STA rating is at 99, they never tire out during a run, so a player will hold his maximum velocity until the end of the play. That maximum velocity is determined by the SPD rating while the acceleration to 45 yards is determined at first by the ACC rating and then a combination of the two attributes until 45 yards. Breaking down that combination and the effects of one another on each attributes takes a lot of time. Since every player has their own specific "velocity/acceleration curve" we can measure it out for real NFL players. However, this process takes a TON of time and I had to work with a local research university's physics department in order to get it right. It should be good now, however, for the new future updates coming out this offseason.
Regarding the info extracted in italics: did you test the effects on various min. Speed threshold settings and fatigue settings?

I can relate to the theory of your conclusions if you are using the base enviornment standard of '50'. If so, the roster data would be molded to fit the '50' enviornment but of course not everyone prefere these settings.

Considering we can alter the speed and accel enviornments universally and globally, as well as stamina and fatigue: I am beginning to wonder if their is room for alteration available within your data pool and what significance that data will hold when people choose to edit sliders and game speeds to their preference.

On a footnote, no roster is perfect in how they rank - people can always fundamentally argue attributes.

I applaud your endearing efforts albeit I see no saving grace in the cause.

If you study the madden 13 opening release roster file you will see EA has actually done a fairly equitable job of balancing the spread of overalls.

My findings tell me that 75% of the 60 - 99ovr pool is represented by 60 - 79 rated players. The other 25% is represented by 80 - 99 rated players with only four rated 99 (Calvin, Ware, Rodgers, and Revis).

You can see from the data hierarchy that they or Moore, are using a pyramid structure:

41% rated 60-69
34% rated 70-79
18% rated 80-89
7% rated 90-99

You can see from the above that the population shrinks significantly as you exceed the average overall bubble of 70-72. You can also see the bottom 41% base is wide enough to support the top three levels.

The pyramid structure is a better representation of rank than a cylinder with an even spread of volume (60-99 / 4 = 25% on each level which is even distribution.)

*I really do not see the answer to be a wider spread in ratings but a wider spread in animation programming.

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Last edited by hanzsomehanz; 07-23-2013 at 06:11 PM.
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