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Madden NFL 11 News Post



I recentely sat down for a talk with FBGRatings.com's Dan Berens to discuss his site's vision and what's going on over there today. The site is currently working on getting accurate ratings for every player using real hard data converted into the Madden ratings universe. Dan claims that when these numbers are plugged into the game, it plays much better and much closer to real life. Check out the interview below and also check out Dan's website to see what he's got going on!


Interview with Berens on the OS Radio Show on BlogTalkRadio

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Member Comments
# 461 garret2 @ 08/15/11 12:21 AM
Quote:
Originally Posted by DCEBB2001
I asked this in a new thread to find out.
ok cool, thanks
 
# 462 pjt8405 @ 08/19/11 01:10 PM
Hey,

Not trying to bug you, but I wanted to ask if you ever found about the copyright issue?

Also are you going to have to re-rate all the players since Madden changed the way they rated players this year?
 
# 463 garret2 @ 08/19/11 02:42 PM
Quote:
Originally Posted by JJ_Bills9
Combine 40 times. That's what you should go by. The perceived "in-game 40" is really a result of a players actual football skill. I don't believe this certain guys play faster than their 40's because in reality they're not running any faster, and other guys aren't running any slower. That stuff is about angles, being in the right position, how fatigued guys are, and general football IQ.

Mike Hart put up a ton of yards for Michigan. He got through the front line quickly and made good cuts, but anyone with two eyes and a brain knew he was slow as hell, and his 4.77 forty proved that.
we've determined already that in game 40s are not faster times than 40 yards dashes, they are much slower but they are adjusted for comparison and easy understanding. ex: chris johnson ran a 4.24 at the combine but his in game 40 is 4.56, according to dan. also these in game 40s are only measured when the player is running in a straight line for at least 10 yards at what appears to be his full sprint, so you dont have to worry him running at angles, cutting, and those things. fatigue, however, is a factor but there is no perfect way to measure football speed-even 40 yard dashes do not perfectly equate to on field football speed, which is what we are trying to emulate in madden.
 
# 464 garret2 @ 08/20/11 12:27 AM
quick question dan, why are nearly all WR catch in traffic ratings extremely close to their spectacular catch ratings. just seems like there should be some separation between the two for many players. is this one of those things you were planning on editing as week 1 draws near and the first "final" rosters are ready?
 
# 465 DCEBB2001 @ 08/20/11 02:49 AM
Quote:
Originally Posted by pjt8405
Hey,

Not trying to bug you, but I wanted to ask if you ever found about the copyright issue?

Also are you going to have to re-rate all the players since Madden changed the way they rated players this year?
I have not yet fully settled it. It's a long process for anyone who is/knows/dealt with a lawyer.

Yes, I will have to re-rate all the calculations for the OVR ratings. That is why the ratings will not be completed until mid-season at the earliest.
 
# 466 DCEBB2001 @ 08/20/11 02:52 AM
Quote:
Originally Posted by garret2
we've determined already that in game 40s are not faster times than 40 yards dashes, they are much slower but they are adjusted for comparison and easy understanding. ex: chris johnson ran a 4.24 at the combine but his in game 40 is 4.56, according to dan. also these in game 40s are only measured when the player is running in a straight line for at least 10 yards at what appears to be his full sprint, so you dont have to worry him running at angles, cutting, and those things. fatigue, however, is a factor but there is no perfect way to measure football speed-even 40 yard dashes do not perfectly equate to on field football speed, which is what we are trying to emulate in madden.
Precisely. The example of CJ's 40 time is also correct. The big thing that makes me question the in-games is the fatigue issue. I have confirmed that times are calculated for college and pro players and each player has a minimum of 10 trials from any given game/quarter/injury status. The average is then taken and recalculated.
 
# 467 DCEBB2001 @ 08/20/11 02:53 AM
Quote:
Originally Posted by garret2
quick question dan, why are nearly all WR catch in traffic ratings extremely close to their spectacular catch ratings. just seems like there should be some separation between the two for many players. is this one of those things you were planning on editing as week 1 draws near and the first "final" rosters are ready?
This is one of those issues, yes. They are quite generic as of right now, so using them in game will not yield some of the desired results.
 
# 468 garret2 @ 08/20/11 12:38 PM
Quote:
Originally Posted by DCEBB2001
This is one of those issues, yes. They are quite generic as of right now, so using them in game will not yield some of the desired results.
so basically dont take every positional rating as the gospel truth until mid season when the overalls are corrected? thanks!
 
# 469 DCEBB2001 @ 08/20/11 03:15 PM
Quote:
Originally Posted by garret2
so basically dont take every positional rating as the gospel truth until mid season when the overalls are corrected? thanks!
Exactly. Thanks EA for changing the darn formulas!
 
# 470 Ballhawk29seattle @ 08/20/11 09:35 PM
All of the ratings currently on your site will all work for Madden 11, right...? I'm most likely skipping Madden 12, so I'm focusing on enhancing M11 with the ratings you've provided. I'd like a little bit of clarity so I don't spend weeks manually putting all of your ratings into M11 only to have them not work correctly.
 
# 471 DCEBB2001 @ 08/20/11 10:19 PM
Quote:
Originally Posted by Ballhawk29seattle
All of the ratings currently on your site will all work for Madden 11, right...? I'm most likely skipping Madden 12, so I'm focusing on enhancing M11 with the ratings you've provided. I'd like a little bit of clarity so I don't spend weeks manually putting all of your ratings into M11 only to have them not work correctly.
Sorry but the ratings will not match the OVRs for M11 because EA changed the formulas for calculating the OVR ratings.
 
# 472 garret2 @ 08/20/11 11:25 PM
Quote:
Originally Posted by DCEBB2001
Sorry but the ratings will not match the OVRs for M11 because EA changed the formulas for calculating the OVR ratings.
sorry if you already answered this but do overalls really matter for gameplay's sake as long as all of the attribute ratings are in? or are you just trying to get a nice bell curve for the player 'overalls'?
 
# 473 DCEBB2001 @ 08/20/11 11:52 PM
Quote:
Originally Posted by garret2
sorry if you already answered this but do overalls really matter for gameplay's sake as long as all of the attribute ratings are in? or are you just trying to get a nice bell curve for the player 'overalls'?
The OVR rating is quite necessary because some of the other attributes are affected by it, and vice vs. obviously. So no, it will not work until it is properly calculated. And for that, I need the game in hand this year.
 
# 474 Ballhawk29seattle @ 08/21/11 01:15 AM
Quote:
Originally Posted by DCEBB2001
The OVR rating is quite necessary because some of the other attributes are affected by it, and vice vs. obviously. So no, it will not work until it is properly calculated. And for that, I need the game in hand this year.
Any possible way for me to access ratings that are specifically for Madden 11...?
 
# 475 DCEBB2001 @ 08/21/11 01:25 AM
Quote:
Originally Posted by Ballhawk29seattle
Any possible way for me to access ratings that are specifically for Madden 11...?
No there is not. Sorry.
 
# 476 NYwRiter94 @ 08/21/11 01:29 AM
How exactly does the overall affect individual ratings?
 
# 477 DCEBB2001 @ 08/21/11 01:39 AM
Quote:
Originally Posted by NYwRiter94
How exactly does the overall affect individual ratings?
There are certain attributes tied to the OVR that can affect some of the position-specific ratings. They are not raw ratings like STR, AGI, SPD, ACC, and JMP. They are more dynamic.
 
# 478 NYwRiter94 @ 08/21/11 01:53 AM
So essentially a higher overall player is simple more likely to produce a good play based on factors that can't really be separated into speed, strength etc?
 
# 479 DCEBB2001 @ 08/21/11 01:55 AM
Quote:
Originally Posted by NYwRiter94
So essentially a higher overall player is simple more likely to produce a good play based on factors that can't really be separated into speed, strength etc?
No. A player with a higher OVR rating is more likely to have his skill sets that are specific to his position be exemplified.
 
# 480 garret2 @ 08/21/11 01:04 PM
Quote:
Originally Posted by DCEBB2001
No. A player with a higher OVR rating is more likely to have his skill sets that are specific to his position be exemplified.
so for example, DRC and revis both have great potential in man coverage but revis is more consistent so you give him a higher awareness so that his overall is higher. kind of like that?
 


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