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Madden NFL 16 Player Ratings - Top 5 Running Backs

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Old 07-22-2015, 06:03 PM   #89
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

Quote:
Originally Posted by briz1046
I can't say in truth I'd be in favour of hiding ratings completely under the hood as this strikes me as unrealistic
In reality coaches have hard data from the combine etc and reports from scouts other than themselves
A compromise that would appeal however would be to see combine data and maybe a letter grade for more intangible attributes for each player rather than the current 0-100 scale for every category
But often this information is incorrect, and even sometimes irrelevant. Every team drafts a bust, every team finds a gem. In madden, ratings allow users to instantly list where that player fits, if he'll start, without even playing with him once. Highly unrealistic. There are combine workout monsters every year, however not all of them are superstars, or even 1st-2nd round picks.

Imagine visiting a player and actually feeling his gameplay before you draft him, and you decide he's the best player you worked out, and take him first round. He comes to your team, and you put him in as your starting WR. So you go through the season, and you notice he's just barely getting open on timing routes, but is doing amazing on streaks and RAC routes. This would give you the impression, that this kid isn't a route runner, but he is a high speed matchup nightmare.

It would bring busts back into Madden as well. There's a LB with all of the perfect measurables, fast, strong, you skip his workout. He comes drafted top 15, you're excited as heck, "Patrick Willis 2.0" you dub him.

Gets on the field and has absolutely no idea where his assignment is, attacking the wrong holes, getting g stuck on blocks, etc. You'll be devasated.

On the flip side, you are filtering through some late round prospects. Guys with injury issues in the past, limited playing time, or guys with just marginal stats. You come accross an OT with okay college career stats, a ton of starts, but let up a few too many sacks. You draft him, 6th round. He's 6'4 319. You play in pre-season, and realize he's holding his own a bit, still giving him limited player directed his way. You start noticing he's handling his man almost everytime you run the ball, even getting to the second level.

You drop back, and the DE goes right around him. So you mull over before your final cuts, your starting OG is 34 and has just been a stopgap for you. You ask if the player will change positions to kick inside to OG, he says yes.

He becomes your best run blocker, and doesn't have to worry about getting beat by speed rushers inside at guard. Perfect selection!

I could go on with examples all day. It would make you aware of who you need to replace (by gameplay feel not rating #), your weaknesses can be pointed out by an opponent or vice verse and you'd have to over compensate for that weakness, thus pulling help from somewhere else/becomming one dimensional, and it would make users feel like they can actually put together a team, realisitcally.

Also, I didn't say they couldn't use scouting reports, small opinions like " player struggles under pressure" or " this kid really had a nose for the ball" etc, but no concrete letter/number grade that follows the player around.

Even in FA, maybe schefter has a audio clip when searching through FA " Asante Samuel understands how to take the ball away, however he sometimes guess wrong and doesn't prefer physicality" etc.

Also, physical ratings could be visible maybe by split times, 40 time, bench press, cone drills, vertical, broad jump, height weight, thats common knowledge. But actual intangible ratings... No
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Last edited by BreakingBad2013; 07-22-2015 at 06:06 PM.
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Old 07-22-2015, 06:18 PM   #90
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

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Originally Posted by BreakingBad2013
But often this information is incorrect, and even sometimes irrelevant. Every team drafts a bust, every team finds a gem. In madden, ratings allow users to instantly list where that player fits, if he'll start, without even playing with him once. Highly unrealistic. There are combine workout monsters every year, however not all of them are superstars, or even 1st-2nd round picks.

Imagine visiting a player and actually feeling his gameplay before you draft him, and you decide he's the best player you worked out, and take him first round. He comes to your team, and you put him in as your starting WR. So you go through the season, and you notice he's just barely getting open on timing routes, but is doing amazing on streaks and RAC routes. This would give you the impression, that this kid isn't a route runner, but he is a high speed matchup nightmare.

It would bring busts back into Madden as well. There's a LB with all of the perfect measurables, fast, strong, you skip his workout. He comes drafted top 15, you're excited as heck, "Patrick Willis 2.0" you dub him.

Gets on the field and has absolutely no idea where his assignment is, attacking the wrong holes, getting g stuck on blocks, etc. You'll be devasated.

On the flip side, you are filtering through some late round prospects. Guys with injury issues in the past, limited playing time, or guys with just marginal stats. You come accross an OT with okay college career stats, a ton of starts, but let up a few too many sacks. You draft him, 6th round. He's 6'4 319. You play in pre-season, and realize he's holding his own a bit, still giving him limited player directed his way. You start noticing he's handling his man almost everytime you run the ball, even getting to the second level.

You drop back, and the DE goes right around him. So you mull over before your final cuts, your starting OG is 34 and has just been a stopgap for you. You ask if the player will change positions to kick inside to OG, he says yes.

He becomes your best run blocker, and doesn't have to worry about getting beat by speed rushers inside at guard. Perfect selection!

I could go on with examples all day. It would make you aware of who you need to replace (by gameplay feel not rating #), your weaknesses can be pointed out by an opponent or vice verse and you'd have to over compensate for that weakness, thus pulling help from somewhere else/becomming one dimensional, and it would make users feel like they can actually put together a team, realisitcally.

Also, I didn't say they couldn't use scouting reports, small opinions like " player struggles under pressure" or " this kid really had a nose for the ball" etc, but no concrete letter/number grade that follows the player around.

Even in FA, maybe schefter has a audio clip when searching through FA " Asante Samuel understands how to take the ball away, however he sometimes guess wrong and doesn't prefer physicality" etc.

Also, physical ratings could be visible maybe by split times, 40 time, bench press, cone drills, vertical, broad jump, height weight, thats common knowledge. But actual intangible ratings... No
I think we can agree to disagree on this , I play only on coach mode so the *feel* of a player as I control him means nothing to me I'm afraid
I don't really believe any coach sends players out on the field blind tbh . During drills etc coaches will establish at least a semblance of a players strengths and weaknesses. You could do this for yourself using practice mode but this would be time consuming
Having said that allowing ratings to be hidden as a menu option would satisfy all . The game should be all about options and allowing the customer to play in any way they choose, at least offline,
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Old 07-24-2015, 01:51 PM   #91
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

Arian Foster not top five?
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Old 07-24-2015, 01:53 PM   #92
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

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Originally Posted by ANDROMADA 1
Arian Foster not top five?
I have him at #7 if that means anything...
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Old 07-24-2015, 05:31 PM   #93
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

Besides this being a cool article about RB Eddie Lacy, the highlight reel shows some awesome runs and things you will not see in Madden, but happen in the NFL; notice at :50 seconds, watch something you will not see in Madden, as Jordy Nelson jets passed Lacy to make a block; there is no real speed differential in MAdden..

http://www.nfl.com/news/story/0ap300...t-rbs-ive-seen
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Old 07-24-2015, 05:35 PM   #94
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

Eddie Lacy is the first RB I have seen where thoughts of Earl Campbell popped into my head...
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Old 07-24-2015, 10:50 PM   #95
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

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Originally Posted by DCEBB2001
I have him at #7 if that means anything...
Cool, I was just wondering. I think he is still a top talent.
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