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FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Old 07-21-2014, 11:35 PM   #1281
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Hey DCEBB I didn't want to get the rookie rating thread even more off topic so I will post in this thread.

I am assuming it does, does the operationalization of attributes fall under the terms of your NDA? It has to right?

That is the gist of my questions and concerns regarding your ratings.
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Old 07-22-2014, 12:16 AM   #1282
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by michiganfan8620
Yes, but we are also a few years away from the last time these guys ran officially timed 40s. Charles is faster now, MJD doesn't look like the same explosive player he used to be. The STR thing, there are still some issues. A guy like Mike Martin, DL for the Titans can squat 700 lbs. Then you have Arian Foster, who can squat 500. 200 lb difference equals 1 point difference? Not to mention the fact that Madden is referring to on-field strength, not weight-lifting numbers. Weight numbers usually correlate, but there are cases where they don't. The 6'7 OL has to go lower while squatting, push higher while benching, etc than the 5'8 RB. Thus resulting in similar numbers, even though the 6'7 guy could be stronger.
The average player loses .005 on a 40 time for every year accrued in the NFL. I highly doubt that a RB, of all positions, is actually faster. I have Foster at 398 for the bench, and 625 on the squat with a clean of 430 compared to 350 for Martin.

Madden's use of on-field strength is wrong. Strength is strength. How you APPLY it is what matters. Some players are strong, but don't apply it on the field. That doesn't make them weaker, they just don't use it correctly.

PLEASE get it out of your head that Madden does everything right. Just because Madden uses an attribute one way does not mean they are using it correctly.
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Old 07-22-2014, 12:17 AM   #1283
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by michiganfan8620
Well, because he is suspended, then he is incapable of doing a finesse move? It just doesn't make sense if FBG is only going by his player traits. His production won't be there the first 4 games, but he still has those same traits. The only players using your ratings are sim players, who wouldn't plug him in anyway. And if they did, why would it matter? IMO it would be better to rate him the way he should be without a suspension (something that will only affect his production, not his traits), and allow it to be up to the player to use him.
Sorry you disagree, but I go with what the grades say. I don't make this stuff up. I am an expert in data analysis. I interpolate and publish.
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Old 07-22-2014, 12:20 AM   #1284
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by ggsimmonds
Hey DCEBB I didn't want to get the rookie rating thread even more off topic so I will post in this thread.

I am assuming it does, does the operationalization of attributes fall under the terms of your NDA? It has to right?

That is the gist of my questions and concerns regarding your ratings.
I can't talk about who provides the data, what team he works for, or give out the data in its primary form. What I can do is interpolate it freely and publish it under the guise of Madden ratings.

I choose not to discuss all of the details on how I rate players because I want sole ownership over how I do things. I have put in thousands of hours into this project since 2009, and to be honest, I want the credit for that work. I am willing to discuss theory, but not specifics.

Get what I am saying?
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Old 07-22-2014, 12:28 AM   #1285
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

From the other thread

"
So you are telling me that if a WR averages 20 YPC he should be rated very fast"

No that is not what I am saying. You are putting words in my mouth.

What I meant was take any player and look at their production. Then you break it down and determine how he arrived at that. In your 20 ypc you break that down further. Look at his yac. On passes thrown to him look at how far the ball traveled in the air. Consider all those things and extrapolate ratings. Of course this matters more for the mental or skill ratings as opposed to the physical ratings. It varies by rating though.
Then if you converted the numbers properly, and the underlying code is adequate, the player should be a reasonable recreation of his real life self.

"I would rather quantify the parts of each player, add them all up, and see what the outcome is"
But we know roughly what the outcome ought to be.

I stated earlier that I was confused and I think I know why -- we are actually probably in agreement; we are just using different terminology. what I am saying is physical attributes=traits, skills=production. Or something along those lines.
I know you probably cannot reveal how you operationalize something like route running. But could you give me a general idea? What do you look at? Is it the outcome of a play?

This post is already much longer than I anticipated but let me go back to the draft and video game. When scouting for the draft it makes sense not to use production because college ball is different from the NFL. So a WR got 1200 yards his junior year...means little. But grading NFL players based on their NFL production? Well that is better.
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Old 07-22-2014, 12:33 AM   #1286
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by ggsimmonds
From the other thread

"
So you are telling me that if a WR averages 20 YPC he should be rated very fast"

No that is not what I am saying. You are putting words in my mouth.

What I meant was take any player and look at their production. Then you break it down and determine how he arrived at that. In your 20 ypc you break that down further. Look at his yac. On passes thrown to him look at how far the ball traveled in the air. Consider all those things and extrapolate ratings. Of course this matters more for the mental or skill ratings as opposed to the physical ratings. It varies by rating though.
Then if you converted the numbers properly, and the underlying code is adequate, the player should be a reasonable recreation of his real life self.

"I would rather quantify the parts of each player, add them all up, and see what the outcome is"
But we know roughly what the outcome ought to be.

I stated earlier that I was confused and I think I know why -- we are actually probably in agreement; we are just using different terminology. what I am saying is physical attributes=traits, skills=production. Or something along those lines.
I know you probably cannot reveal how you operationalize something like route running. But could you give me a general idea? What do you look at? Is it the outcome of a play?

This post is already much longer than I anticipated but let me go back to the draft and video game. When scouting for the draft it makes sense not to use production because college ball is different from the NFL. So a WR got 1200 yards his junior year...means little. But grading NFL players based on their NFL production? Well that is better.

Production never tells the whole story. Even great players can struggle to produce. Is Larry Fitzgerald a worse player now because he hasn't cracked 1000 receiving yards since 2011? That is why I don't trust stats. Stats don't tell me how fast, strong, agile a player is. They don't tell me how hard a QB throws a ball. That stuff is useless to me, and I don't/won't use it. I use the scouting data like every decent front office does.
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Old 07-22-2014, 12:39 AM   #1287
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by DCEBB2001
I can't talk about who provides the data, what team he works for, or give out the data in its primary form. What I can do is interpolate it freely and publish it under the guise of Madden ratings.

I choose not to discuss all of the details on how I rate players because I want sole ownership over how I do things. I have put in thousands of hours into this project since 2009, and to be honest, I want the credit for that work. I am willing to discuss theory, but not specifics.

Get what I am saying?
I think so.
You receive grades from a source and convert those grades to a Madden rating? I've got a background in statistical analysis so that part is fairly direct. And don't worry, I am not trying to move in on your action

I'm just wondering on things where that is not a obvious or direct statistical equivalent in what ways could you quantify it. Take route running. If you use Donny's system you just assign numbers at a whim. In what ways could you make route running empirical? Because depending on how the raw data collector operationalizes it the difference between your rating and Donny's rating may only be the distribution.
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Old 07-22-2014, 12:47 AM   #1288
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by DCEBB2001
Production never tells the whole story. Even great players can struggle to produce. Is Larry Fitzgerald a worse player now because he hasn't cracked 1000 receiving yards since 2011? That is why I don't trust stats. Stats don't tell me how fast, strong, agile a player is. They don't tell me how hard a QB throws a ball. That stuff is useless to me, and I don't/won't use it. I use the scouting data like every decent front office does.
Does not tell the whole story, but it does tell a good portion of it. What explains the drop in production for Larry?
"How fast, strong,agile...how hard a QB throws a ball"
Those are all physical though. Stats can tell you how skilled a player is in certain areas of the game. And I think it is fair to say that in the NFL the gap in physical ability is not quite as big as the gap in skills.
A WR's ability to gain separation, i.e. run routes, catch the ball, attack the ball at the highest point, get off the line, etc are greater predictors of success than 40times, cone drills, and the shuttle run.

The scouting data is derived from in game performance. And to me, in game performance falls under production. Production does not simply mean how many yards a QB threw for.
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