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Madden NFL 16 Player Ratings - Top 6 Quarterbacks

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Old 07-23-2015, 11:36 AM   #105
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Re: Madden NFL 16 Player Ratings - Top 6 Quarterbacks

Quote:
Originally Posted by briz1046
This is just a suggestion so feel free to ignore it but whilst I understand the purpose of injury/ suspension factors in real life , I feel for the purposes of madden rosters their inclusion is unnecessary at least in base rosters
Maybe an injury designation and a bracketed suggested
minus figure or similar would better suite to avoid confusion?
Just a suggestion, but I feel this would help those of us who use your site for editing our own rosters

Here is the issue:

The attribute grades are not affected by the injury/suspension modifier. Waht is affected is the OVR grade only. However, since EA works with this darn OVR in their game, I have to have it. When a player's OVR changes during the course of the season, I don't have access to the data that tells me WHY it is changing, just that it IS changing (either + or -). The large data dump I get every offseason is the only time I get everything (because the attributes don't really change in value a ton, just the production or injury modifiers).

The result is that I have to stick to the OVR score to show that players are either getting better or getting worse, knowing full well that it is more than likely that the attributes are not immediately changing, but instead their production values are changing (incrementally during the season).

What you will typically see, is that once players get back to playing (and not in the offseason like now), the injury modifiers will go away or will be greatly diminished.

All of this leaves us with 2 options:

1. You include the production and injury modifiers in real time to reflect accurate changes in a player's ability and adhere to the OVR.

2. You don't include the modifiers and rate players only based upon their attributes and disregard the OVR.


I tried number 2 in the past and people complained...LOUDLY because the formulas for how the scouts determine a good player are so different from how EA does it.

If I rated Wes Welker by just his attributes, his grade is 5.83 according to the scouting formula. But if I rate him just by his attributes and throw him into Madden, his OVR would like 56 instead of 76. Why? The formulas in EA's system are so different from that of the scouting data. The attributes are weighted differently.

What I would really need to do, is make the scouting formulas be equal to those in Madden, and I would have to be on the team to have a snowball's chance at that. Until then, the compromise is that I attempt to meet the scouting OVR grade by minimally manipulating some of the attribute grades in Madden to reach the desired overall (we are talking about a couple of points one way or the other).


As you can see, the situation is far from simple to explain and fix.
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Old 07-23-2015, 11:47 AM   #106
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Re: Madden NFL 16 Player Ratings - Top 5 Quarterbacks

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Originally Posted by iLLWiLL
First! Just kidding.

Is Big Ben really that high???????
Big Ben had elite like numbers last season and has been criminally underrated IRL.

Guy is money.
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Old 07-23-2015, 11:50 AM   #107
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Re: Madden NFL 16 Player Ratings - Top 6 Quarterbacks

Quote:
Originally Posted by DCEBB2001
Here is the issue:

The attribute grades are not affected by the injury/suspension modifier. Waht is affected is the OVR grade only. However, since EA works with this darn OVR in their game, I have to have it. When a player's OVR changes during the course of the season, I don't have access to the data that tells me WHY it is changing, just that it IS changing (either + or -). The large data dump I get every offseason is the only time I get everything (because the attributes don't really change in value a ton, just the production or injury modifiers).

The result is that I have to stick to the OVR score to show that players are either getting better or getting worse, knowing full well that it is more than likely that the attributes are not immediately changing, but instead their production values are changing (incrementally during the season).

What you will typically see, is that once players get back to playing (and not in the offseason like now), the injury modifiers will go away or will be greatly diminished.

All of this leaves us with 2 options:

1. You include the production and injury modifiers in real time to reflect accurate changes in a player's ability and adhere to the OVR.

2. You don't include the modifiers and rate players only based upon their attributes and disregard the OVR.


I tried number 2 in the past and people complained...LOUDLY because the formulas for how the scouts determine a good player are so different from how EA does it.

If I rated Wes Welker by just his attributes, his grade is 5.83 according to the scouting formula. But if I rate him just by his attributes and throw him into Madden, his OVR would like 56 instead of 76. Why? The formulas in EA's system are so different from that of the scouting data. The attributes are weighted differently.

What I would really need to do, is make the scouting formulas be equal to those in Madden, and I would have to be on the team to have a snowball's chance at that. Until then, the compromise is that I attempt to meet the scouting OVR grade by minimally manipulating some of the attribute grades in Madden to reach the desired overall (we are talking about a couple of points one way or the other).


As you can see, the situation is far from simple to explain and fix.
Very thorough explanation I reckon a progressive injury system would be almost a MUST add-on to your ratings if they were to be implemented? That would add a realistic dynamic to CFM and would likely make it easier for gamers to understand how overall ratings break down.

In the end, I find it really hard to believe EA would ever go with a system that grades Flacco that high among QB's; this is not to discuss whether that's fair or not, but The reality is that Madden is a video game and will probably never achieve the level of realism/team chemistry required for the game to be ruled by real scout attribute/tendencies grades... This is why they have to use production (stats) as a sort of modifier to rule overall grades and then manipulate the individual attributes based on said overall.

I actually understand that problematic.

My solution would be to make production an attribute (a calculation that modifies OVR) instead of a trait so that it's easier for EA to manipulate the overall according to what's the more general audience (regular fans) and to some extent media and most analyst who actually agree in most cases about who the top players per position are without ever going into detail as to why.

What's your take on that method, Dan?
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Old 07-23-2015, 12:02 PM   #108
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Re: Madden NFL 16 Player Ratings - Top 6 Quarterbacks

So glad Wilson didn't make the cut. Has to be the most overrated QB in the game.
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Old 07-23-2015, 12:02 PM   #109
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Re: Madden NFL 16 Player Ratings - Top 6 Quarterbacks

Never used the FBG ratings, but Dan is winning me over in these threads.

It's unfortunate that they won't do me any good in CFM though. Would be nice if Madden had customizable draft classes like other titles do.
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Old 07-23-2015, 12:03 PM   #110
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Re: Madden NFL 16 Player Ratings - Top 5 Quarterbacks

Quote:
Originally Posted by Armor and Sword
Big Ben had elite like numbers last season and has been criminally underrated IRL.

Guy is money.
Yeah the guy is a flat out stud. I don't know he's still so underrated. He and Romo have always gotten way too much heat.
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Old 07-23-2015, 12:06 PM   #111
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Re: Madden NFL 16 Player Ratings - Top 5 Quarterbacks

Quote:
Originally Posted by Mauer4MVP
Yeah the guy is a flat out stud. I don't know he's still so underrated. He and Romo have always gotten way too much heat.
Big Ben is a B.E.A.S.T! But his perceived improvement into an elite level QB only shows how football is a team game in all aspects... I'd venture to say Ben's success through the air the last couple of years is highly correlated to the improvement (both in play and health) of their OL + the rise of Antonio Brown
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Old 07-23-2015, 12:15 PM   #112
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Re: Madden NFL 16 Player Ratings - Top 6 Quarterbacks

Quote:
Originally Posted by DCEBB2001
Here is the issue:

The attribute grades are not affected by the injury/suspension modifier. Waht is affected is the OVR grade only. However, since EA works with this darn OVR in their game, I have to have it. When a player's OVR changes during the course of the season, I don't have access to the data that tells me WHY it is changing, just that it IS changing (either + or -). The large data dump I get every offseason is the only time I get everything (because the attributes don't really change in value a ton, just the production or injury modifiers).

The result is that I have to stick to the OVR score to show that players are either getting better or getting worse, knowing full well that it is more than likely that the attributes are not immediately changing, but instead their production values are changing (incrementally during the season).

What you will typically see, is that once players get back to playing (and not in the offseason like now), the injury modifiers will go away or will be greatly diminished.

All of this leaves us with 2 options:

1. You include the production and injury modifiers in real time to reflect accurate changes in a player's ability and adhere to the OVR.

2. You don't include the modifiers and rate players only based upon their attributes and disregard the OVR.


I tried number 2 in the past and people complained...LOUDLY because the formulas for how the scouts determine a good player are so different from how EA does it.

If I rated Wes Welker by just his attributes, his grade is 5.83 according to the scouting formula. But if I rate him just by his attributes and throw him into Madden, his OVR would like 56 instead of 76. Why? The formulas in EA's system are so different from that of the scouting data. The attributes are weighted differently.

What I would really need to do, is make the scouting formulas be equal to those in Madden, and I would have to be on the team to have a snowball's chance at that. Until then, the compromise is that I attempt to meet the scouting OVR grade by minimally manipulating some of the attribute grades in Madden to reach the desired overall (we are talking about a couple of points one way or the other).


As you can see, the situation is far from simple to explain and fix.
Thank you for your comprehensive reply
As a solely CFM user I can't use your ratings in their pure form but do use them as a reference point when re - rating and adding UDFAS etc for the roster I use to start my CFM, it's very much a compromise but one I can live with
Maybe one day in the future we can get more accurate , complete and/or spread out rosters by default that carry over into career modes and I can have a month of my life back every year
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