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FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Old 07-23-2013, 08:14 PM   #1001
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by hanzsomehanz
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.

Sent from my SGH-I727R using Tapatalk 4 Beta
The speed threshold has no affect on the fact that all players stop accelerating at the same point. You can measure this in a practice mode by recording the results and counting the frames given the frame rate you are using. This project is not meant to alter gameplay aside from using real NFL scouting data to posit the attributes and OVR ratings.

The data I have shows a very different scale for NFL talent. EA's opening roster for M13 shows a pyramid scale, correct, but that does not mean that the true population of NFL talent also fits into this scale. In fact, if I measure the data I have, you get the following breakdown based upon an equal interval (unbiased) where the maximum score is equal to the maximum rating possible (99) and the minimum score is equal to the lowest rating possible (12).

The number of players measured in the population is 57,851. The minimum score is -198 (due to injuries) and the maximum score is 1000. Here is the breakdown of the number of players in each group if this was interpolated into Madden OVR ratings:

90-99: 9
80-89: 50
70-79: 469
60-69: 1930
50-59: 10995
40-49: 26085
30-39: 18237
20-29: 73
12-19: 3

When you apply a rational function to these groups, the extremum lies where x=35. So this data would show that the average football player in this study including those of high school, college, and NFL calibers should be rated around 35 if you want to equally represent everyone in the data from the maximum to the minimum.

Now since Madden only includes NFL players currently on teams (as well as some top FAs), this is how the distribution looks for all players currently on NFL teams:

90-99: 7
80-89: 50
70-79: 426
60-69: 1001
50-59: 1261
40-49: 54
30-39: 2
20-29: 77
12-19: 0

The extremum lies where x=54 in this distribution with a rational function applied.

The data I have shows that the most NFL players would be rated circa 54 OVR, once again if you use an equal interval of distribution.

The scouting data shows that the players at the top are EXTREMELY rare. If the interval between every point is equal (the difference between 0 and 1 is worth the same as the difference between 999 and 1000) then that means that the scouting department that derived these numbers really feels that players rated a 90 and above in Madden are truly rare and special. Even all the players rated above 80 (57 of them) make up only 1.98% of the total players currently on teams (2878 players).

When you compare this to Madden 13's distribution of 2465 players, the differences are quite stunning:

90-99: 169
80-89: 413
70-79: 870
60-69: 792
50-59: 198
40-49: 19
30-39: 2
20-29: 2
12-19: 0

Plotting these groups yields an extremum where x=65 and 6.85% of the population is rated above 90 while 23.61% of all the players are rated over 80.

It really comes down to what you prefer...a roster with almost 1/4 of the players rated 80+ or a roster where 1/50 are rated 80+. Now, you all know what I prefer, but keep in mind that the scouting data also shows the large differences between elite players and average players, while Madden tends to bunch them all together rather closely.
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Old 07-24-2013, 06:03 AM   #1002
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by DCEBB2001
The speed threshold has no affect on the fact that all players stop accelerating at the same point. You can measure this in a practice mode by recording the results and counting the frames given the frame rate you are using. This project is not meant to alter gameplay aside from using real NFL scouting data to posit the attributes and OVR ratings.

The data I have shows a very different scale for NFL talent. EA's opening roster for M13 shows a pyramid scale, correct, but that does not mean that the true population of NFL talent also fits into this scale. In fact, if I measure the data I have, you get the following breakdown based upon an equal interval (unbiased) where the maximum score is equal to the maximum rating possible (99) and the minimum score is equal to the lowest rating possible (12).

The number of players measured in the population is 57,851. The minimum score is -198 (due to injuries) and the maximum score is 1000. Here is the breakdown of the number of players in each group if this was interpolated into Madden OVR ratings:

90-99: 9
80-89: 50
70-79: 469
60-69: 1930
50-59: 10995
40-49: 26085
30-39: 18237
20-29: 73
12-19: 3

When you apply a rational function to these groups, the extremum lies where x=35. So this data would show that the average football player in this study including those of high school, college, and NFL calibers should be rated around 35 if you want to equally represent everyone in the data from the maximum to the minimum.

Now since Madden only includes NFL players currently on teams (as well as some top FAs), this is how the distribution looks for all players currently on NFL teams:

90-99: 7
80-89: 50
70-79: 426
60-69: 1001
50-59: 1261
40-49: 54
30-39: 2
20-29: 77
12-19: 0

The extremum lies where x=54 in this distribution with a rational function applied.

The data I have shows that the most NFL players would be rated circa 54 OVR, once again if you use an equal interval of distribution.

The scouting data shows that the players at the top are EXTREMELY rare. If the interval between every point is equal (the difference between 0 and 1 is worth the same as the difference between 999 and 1000) then that means that the scouting department that derived these numbers really feels that players rated a 90 and above in Madden are truly rare and special. Even all the players rated above 80 (57 of them) make up only 1.98% of the total players currently on teams (2878 players).

When you compare this to Madden 13's distribution of 2465 players, the differences are quite stunning:

90-99: 169
80-89: 413
70-79: 870
60-69: 792
50-59: 198
40-49: 19
30-39: 2
20-29: 2
12-19: 0

Plotting these groups yields an extremum where x=65 and 6.85% of the population is rated above 90 while 23.61% of all the players are rated over 80.

It really comes down to what you prefer...a roster with almost 1/4 of the players rated 80+ or a roster where 1/50 are rated 80+. Now, you all know what I prefer, but keep in mind that the scouting data also shows the large differences between elite players and average players, while Madden tends to bunch them all together rather closely.
Is it possible for you to release a roster say, once every week or so which has all the updated ratings compiled within? Very interested and I couldn't find a roster on your site.
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Old 07-24-2013, 08:24 AM   #1003
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Didn't read through the 100 pages of this thread but I get the feeling these ratings will be drastically lowering current players ratings? If so, what would this roster be used for? Clearly it couldn't be used for franchise mode past year 1 as incoming rookies would be insanely better than current players.
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Old 07-24-2013, 08:49 AM   #1004
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by Se7eN Purposes
Is it possible for you to release a roster say, once every week or so which has all the updated ratings compiled within? Very interested and I couldn't find a roster on your site.
We currently do not produce rosters for download.
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Old 07-24-2013, 08:50 AM   #1005
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by Robcards
Didn't read through the 100 pages of this thread but I get the feeling these ratings will be drastically lowering current players ratings? If so, what would this roster be used for? Clearly it couldn't be used for franchise mode past year 1 as incoming rookies would be insanely better than current players.
That is correct. It wouldn't prove fruitful to use these ratings for franchise mode. This project is used to merely rate players in Madden using real NFL scouting data. What you do with them after that is up to you. If we were able to edit draft classes like we used to be able to do on the PC versions, then of course they would be more useful.
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Old 07-24-2013, 01:18 PM   #1006
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Quote:
Originally Posted by DCEBB2001
We currently do not produce rosters for download.
Will you be now that Madden will have a roster share feature?
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Old 07-24-2013, 07:20 PM   #1007
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by Batum Shaka Laka
Will you be now that Madden will have a roster share feature?
I have not expecting to this year.
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Old 07-24-2013, 07:30 PM   #1008
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I have not expecting to this year.
Was there any reason in particular as to why you won't?
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