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Is DPP The Evolution Of Madden Player Ratings?

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Old 12-02-2011, 06:20 PM   #1
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Is DPP The Evolution Of Madden Player Ratings?

Of all the new features added to next-gen Madden, I think DPP has me the most excited about Madden going forward. However, I am not really sure if DPP is going to eventually replace certain player ratings or continue to compliment them.

With all the controversy surrounding Madden player ratings every year, I think it would make sense to remove all but a few current player ratings and expand on DPP. Speed, acceleration, agility, jump and strength could be the only traditional ratings left and they could display applicable combine data, not current numerical ratings.

After watching some videos and reading about scouting/evaluating NFL players, DPP, especially player traits, seems like a much better way to simulate and differentiate NFL players in Madden than the current ratings system.

Do you think, taking into consideration DPP being such a heavily marketed and touted feature for M12, it is the successor of Madden player ratings or not and why?
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Old 12-02-2011, 07:11 PM   #2
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Re: Is DPP The Evolution Of Madden Player Ratings?

Knowing EA, 2 years from now they will completely take out DPP and say their data proves a lot of people didn't like it.

Prime example:

Pro Tak

Highly marketed for Madden 10 but now they don't want to even associate their names with it.

Prime example # 2

Run block footwork and Run block strength suppose to have replaced Run Block

Pass block footwork and pass block strength suppose to have replaced Pass block

Elusiveness and truck suppose to have replaced break tackle.

Throw short, medium and deep suppose to have replaced throw accuracy.

All those ratings suppose to have been replaced 4 years ago, but yet are still in the game because they were too lazy to re-code their engine.

Heck they can't even decide whether or not they want to keep the QB evade stick or not. One year it is in, the next year it isn't. They have been flip flopping on that issue for the past 6 years now.
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Old 12-02-2011, 07:37 PM   #3
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Re: Is DPP The Evolution Of Madden Player Ratings?

Quote:
Originally Posted by Gotmadskillzson
Knowing EA, 2 years from now they will completely take out DPP and say their data proves a lot of people didn't like it.

Prime example:

Pro Tak

Highly marketed for Madden 10 but now they don't want to even associate their names with it.

Prime example # 2

Run block footwork and Run block strength suppose to have replaced Run Block

Pass block footwork and pass block strength suppose to have replaced Pass block

Elusiveness and truck suppose to have replaced break tackle.

Throw short, medium and deep suppose to have replaced throw accuracy.

All those ratings suppose to have been replaced 4 years ago, but yet are still in the game because they were too lazy to re-code their engine.

Heck they can't even decide whether or not they want to keep the QB evade stick or not. One year it is in, the next year it isn't. They have been flip flopping on that issue for the past 6 years now.
All valid points and good examples. However, I think some stuff you listed has actually taken over for the other things as promised but the old stuff still visually remains.

That's kind of what lead me to post this thread because I can imagine some player ratings becoming irrelevant if DPP is expanded but still being displayed. For example, having a WR with 99 CTH but a "drops open passes" trait, little confidence and inconsistent, doesn't make much sense. lol
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Old 12-02-2011, 08:26 PM   #4
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Re: Is DPP The Evolution Of Madden Player Ratings?

yeah, i hope they continue with this, let every position have at least 5 unique traits

right now its really only the QB's that have detailed technique/tendencies

i still say they need a priority system so the main guys get maximum touches per game...
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Old 12-02-2011, 09:22 PM   #5
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Re: Is DPP The Evolution Of Madden Player Ratings?

Yeah, they need a touches rating or priority rating. That way each WR, TE, RB, FB will be ranked. The higher the number, that would be the person the QB would look to throw the ball to first.
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Old 12-02-2011, 09:45 PM   #6
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Re: Is DPP The Evolution Of Madden Player Ratings?

Quote:
Originally Posted by carnalnirvana
yeah, i hope they continue with this, let every position have at least 5 unique traits

right now its really only the QB's that have detailed technique/tendencies

i still say they need a priority system so the main guys get maximum touches per game...
I agree with there being more unique position traits and actually think that could also address the "touches" issue. If a "targets" trait was added to the QB position with "primary", "secondary", "TE" or "spreads the ball", that could work. Also, that could change based on how the game was going with QB's targeting the hot receiver and backup QBs coming in targeting "secondary"/bench receivers they practice with.
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Old 12-03-2011, 03:02 AM   #7
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Re: Is DPP The Evolution Of Madden Player Ratings?

Quote:
Originally Posted by Big FN Deal
For example, having a WR with 99 CTH but a "drops open passes" trait, little confidence and inconsistent, doesn't make much sense. lol
Why does that not make sense?

99 CTH means he's got perhaps the best hands in the game, but if he's fearing a big hit because some LB crushed him on that slant, he might get alligator arms, or take his eyes of the ball for a moment, leading to some drops. Plus, it's not like he'll drop ALL the passes - it's just a negative modifier to his catch and/or CIT rating.

Same for inconsistency. That means he doesn't play up to that 99 every time. Maybe he's got the Desean Jackson syndrome - you know, blow up one week, go silent the next. Plus consistency impacts ALL ratings, not just the ones he's good at. Same for confidence, which is the hot/cold meter, basically. A hot streak/cold streak impacts ALL ratings.
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Old 12-03-2011, 03:06 AM   #8
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Re: Is DPP The Evolution Of Madden Player Ratings?

Quote:
Originally Posted by carnalnirvana
i still say they need a priority system so the main guys get maximum touches per game...
Bring back the IMPortance rating, and have it mean just this. Higher IMPortance means the QB/team will try to get this guy the ball a lot. Then have QB traits like Favorite Target: HB and Spreads Passes: No

A guy that doesn't spread the ball will have highest importance get a lot of the touches. A guy that does throws to whoever is open/best target. Favorite Target can help skew this - and if they brought the morale system back, maybe the WR would get mad because Flacco loves throwing to Rice all the time, etc.

Or, better, have IMP be a changing rating based on team's tendencies. The more important a player is in the team's weak to weak scheme, the higher the rating goes. Opposition could then avoid this player or center on him, etc.
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