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Madden NFL 17 Podcast: Process of Building Ratings, OVR Formula & More: Part 2 of 2

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Old 07-07-2016, 12:28 AM   #25
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Re: Madden NFL 17 Podcast: Process of Building Ratings, OVR Formula & More: Part 2 of

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Originally Posted by khaliib
In many ways, I wish they would just do the ratings in the intervals/tiers they've programmed that the player will animate/play differently during gameplay.

If it takes a 15pt difference before we will see a WR route run less sharper than another, then set the editing intervals at that.

All these in-between numbers that show no visual difference during gameplay, is a waste of time if said player will still play the same (AI wise) even after a couple pts have increased/decreased.

With whatever they're doing/going to do, there has to be a greater visual "gameplay" display of player differentiation in M17.
I think the running back tier system getting diffrent animation is a great way of going ! But they should of did the same with Def pass rush . Top player get better rush Animation .
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Old 07-07-2016, 12:31 AM   #26
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Re: Madden NFL 17 Podcast: Process of Building Ratings, OVR Formula & More: Part 2 of

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Originally Posted by SolidSquid
This is exactly why I'm in favor of hiding true ratings and giving up letter ratings. So an 85 and 80 spec catch receiver would both have B spec catch ratings but the 85 would be more successful more often than the 80
Better yet I say go traits like 2k did . Trait base and teir based ! With some players having there real signature animation !

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Old 07-07-2016, 01:02 AM   #27
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Re: Madden 17 Developer Interview Series

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Originally Posted by ChaiH0000
This could be Good unless sim doesn't account for lower minute quarters(That would be disastrous.Players ratings would be dropping left and right
A dev (not sure which one) said all simming aims for 115 plays regardless of selected quarter length
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Old 07-07-2016, 08:52 AM   #28
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Re: Madden NFL 17 Podcast: Process of Building Ratings, OVR Formula & More: Part 2 of

I liked what Dustin said about how a 90ovr type player won't go up the next week just because he has a good game and that only guys like a Devonta Freeman last year who really broke out would see a good jump in ratings.


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Old 07-07-2016, 12:25 PM   #29
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Re: Madden 17 Developer Interview Series

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Originally Posted by SolidSquid
A dev (not sure which one) said all simming aims for 115 plays regardless of selected quarter length
John White did in a tweet. We worked on that in Austin. Super Sim is scaled to 120-125 plays per game, not quarter length.
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Old 07-07-2016, 05:11 PM   #30
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Re: Madden 17 Developer Interview Series

I reckon a one or two point difference in a particular rating has a bigger effect on dice roll results than animation diversity, so in essence there would be an inherent difference between an 84 and 86 RTE, no?
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Old 07-07-2016, 07:27 PM   #31
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Re: Madden NFL 17 Podcast: Process of Building Ratings, OVR Formula & More: Part 2 of

Quote:
Originally Posted by khaliib
In many ways, I wish they would just do the ratings in the intervals/tiers they've programmed that the player will animate/play differently during gameplay.

If it takes a 15pt difference before we will see a WR route run less sharper than another, then set the editing intervals at that.

All these in-between numbers that show no visual difference during gameplay, is a waste of time if said player will still play the same (AI wise) even after a couple pts have increased/decreased.

With whatever they're doing/going to do, there has to be a greater visual "gameplay" display of player differentiation in M17.
Just because you can't see, doesn't mean there isn't an affect.
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Old 07-07-2016, 08:10 PM   #32
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Re: Madden NFL 17 Podcast: Process of Building Ratings, OVR Formula & More: Part 2 of

Good interview. Like what I heard about how ratings have been toned down. Kinda have an issue with a Cowgirls fan doing ratings though. Lol
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