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Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Old 05-19-2015, 01:45 PM   #465
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I havent played NBA 2K in a few years but I distinctly remember having an option to base shot accuracy on stick skills, real life percentages, or both. Why cant Madden do something like that with QB Accuracy? It would satisfy everyone.
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Old 05-19-2015, 01:47 PM   #466
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

What it boils down to is, EA/Tiburon cannot seem to get uniforms correct, how can anyone truly expect them to get football fundamentals and physics correct?
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Old 05-19-2015, 01:55 PM   #467
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

Quote:
Originally Posted by PeoplesChampGB
I havent played NBA 2K in a few years but I distinctly remember having an option to base shot accuracy on stick skills, real life percentages, or both. Why cant Madden do something like that with QB Accuracy? It would satisfy everyone.
It all comes back to limited dev time and EA Tiburon's priorities for Madden, according to what they have stated.
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Old 05-19-2015, 02:03 PM   #468
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

As I have stated before, I believe attributes do not have much effect in game, except for speed...Sliders do something that effects gameplay, but there seems to be no rhyme or reason and no one at EA has been forth coming with slider info...So, with that:

Lets accept that most professionals are very close in basic attributes; they are professionals, yes? So, with that, it must be determined how many pro bowl type players are on any given team and truly make them standout with working attributes....Next I believe:

There needs to be true differences between team playbooks...Playbooks generally have the same basic plays listed under the "Star" system, which means all teams are generally set to call the same game...There is no attention to making playbooks even remotely similar to the scheme of the team they are assigned to; hence we need to be able to edit CPU playbooks and assign them to the CPU team..Which then means:

With so many players in the NFL being of similar abilities, with a handful of the 2,500 plus players being pro-bowl and elite status, it seems that coaching and schemes are where it truly matters...Hence why so much focus must be made on creating solid playbooks and teams specific schemes...

Even in CFM, the ability to assign somewhat proper game play schemes to a specific coaching style should be an achievable goal...Even being able to assign playbook schemes to the roster personnel should be doable..

The time and dedication just needs to be there...EA/Tiburon may want to start by having more than one person in on the attribute settings - the apparent fact that one person handles all the attributes further supports my belief that attributes do nothing but look pretty....
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Old 05-19-2015, 02:21 PM   #469
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

I have been in the middle of a little experiment; I went into "Play Now" and setup a CPU vs CPU game, Giants v Redskins, with EA default rosters and settings....

1st result with default settings and attributes, both QB's, Manning and Griffin III completed around 80% of their passes, and according to their collection of attributes for passing, throw accuracy, short, medium, and deep accuracy...Griffin's default Throw accuracy is 78 and Manning is 84, which goes in line with the base pass completion percentage...

I did a second CPU vs CPU game with the same teams, but edited their throwing accuracy attributes to range between 60 and 70; on my first run through, Manning had a completion percentage of 68.4 and griffin 74.3...A much more plausible outcome, and their passing yards were between 289 and 326 for both QB's, which is also plausible...

My conclusion is, that there may be actual ratings being implemented in the game play results, but they are too high in a number of areas, such as pass accuracy....Seems a pass accuracy of 80 out of 100 suggests a QB may complete about 80% of their passes, and my brief test seems to support this hypothesis...

Curious to get others' opinions..

In the NFL, 2014 season, there was a difference of 11% completion percentage between the top QB and the worst QB, 69.9% to 58.1%, considering a base number of attempted passes...That is a rather tight grouping...

http://espn.go.com/nfl/statistics/pl.../completionPct

Last edited by 4thQtrStre5S; 05-19-2015 at 02:27 PM.
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Old 05-19-2015, 02:28 PM   #470
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

4th,

After hundreds of hours testing with my classic roster, I found the same thing. QBs were rated too high if I followed EA's example. I had guys completing 78-90% on a regular basis. It should be noted I am a Coach only player but most of my testing was done CPU vs CPU.

I wound up lowering QB Accs ratings for short, medium, and long pretty drastically and saw much better results as you mentioned. I never uploaded this roster version as I was still testing but my findings support your example.

C
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Old 05-19-2015, 02:31 PM   #471
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

You all might give the FBGratings roster a shot as well (I imagine by now that someone has created one on Roster Share), they lower the average ratings across the board and increases the rating spread, so elite players should stand out more as well.

I liked playing with those for Madden NFL 25, but I haven't had much of an opportunity to give em a go in Madden NFL 15 unfortunately.
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Old 05-19-2015, 02:33 PM   #472
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Re: Some Madden NFL 16 Features Revealed, Pre-Order & Deluxe Edition Details

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Originally Posted by capa
4th,

After hundreds of hours testing with my classic roster, I found the same thing. QBs were rated too high if I followed EA's example. I had guys completing 78-90% on a regular basis. It should be noted I am a Coach only player but most of my testing was done CPU vs CPU.

I wound up lowering QB Accs ratings for short, medium, and long pretty drastically and saw much better results as you mentioned. I never uploaded this roster version as I was still testing but my findings support your example.

C
Thank you for sharing your observations....It seems the rating system in Madden is based and used as a percentage scale between 0% and 100%...If this is true, it should be very easy to inject the proper numbers for most of the given attributes...

I have tested speed in practice mode, using a stop watch and haven't found a glaring problem there; they generally seem to fit with 40 times...Curious though if you, or anyone else has done such tests and what were the results?
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