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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
# 661 DCEBB2001 @ 05/13/12 10:16 AM
Quote:
Originally Posted by LHSLax_D24
http://www.operationsports.com/forum...360-users.html

...This shows us it is possible. So if somebody wants to update the roster and put a .zip file on OS, that would be great. I just don't have the time to update every player.
As long as a roster file is not being re-distributed for cost, I would have no problem with that for the moment. However, I am looking into options for Madden 13 to have roster files available for download from the website.
 
# 662 at23steelers @ 05/13/12 10:43 AM
Quote:
Originally Posted by DCEBB2001
As long as a roster file is not being re-distributed for cost, I would have no problem with that for the moment. However, I am looking into options for Madden 13 to have roster files available for download from the website.
Great job Dcebb!! I know it's a lot of work! One thing I hope for is that Donnie Moore didn't rescale the overall system!!
 
# 663 DCEBB2001 @ 05/13/12 11:45 AM
Quote:
Originally Posted by at23steelers
Great job Dcebb!! I know it's a lot of work! One thing I hope for is that Donnie Moore didn't rescale the overall system!!
Well the good thing is that all of the attribute data doesn't change much. It's not like a RB will have a 90 CAR one year and a 50 CAR the next. Most players only improve/regress in small increments.
 
# 664 gportillo52 @ 05/30/12 10:17 AM
Alright gentleman I finally finished going over about 99% and editing every players SPD,AGI,STR,ACC and JMP ratings based on the GREAT website of FBG ratings. All rosters are absolutely update also, except the incoming rookies are not in the game so no updates for them. Here is the link with more information;

http://www.fbgratings.com/members/teams.php

I absolutely love the fact that those ratings play a major part in how each player plays in the game!, I want to say there are about 7 or 8 99 overall players in the game altogether with most being QB'S'; P.Manning,Brady,Rodgers,Brees,etc.

If anybody is interested on the new ratings based on the above websites grading scale and again only for those attributes show me how to upload for the PS3 and you tell me how you it plays for you!.
 
# 665 msdm27 @ 05/30/12 02:23 PM
Robert Gallery a 91 LMFAO! or maybe there's something I'm missing with these ratings
 
# 666 DCEBB2001 @ 05/30/12 03:27 PM
Quote:
Originally Posted by gportillo52
Alright gentleman I finally finished going over about 99% and editing every players SPD,AGI,STR,ACC and JMP ratings based on the GREAT website of FBG ratings. All rosters are absolutely update also, except the incoming rookies are not in the game so no updates for them. Here is the link with more information;

http://www.fbgratings.com/members/teams.php

I absolutely love the fact that those ratings play a major part in how each player plays in the game!, I want to say there are about 7 or 8 99 overall players in the game altogether with most being QB'S'; P.Manning,Brady,Rodgers,Brees,etc.

If anybody is interested on the new ratings based on the above websites grading scale and again only for those attributes show me how to upload for the PS3 and you tell me how you it plays for you!.
You may want to edit all other attributes to get the full effect on the gameplay. Also, there is only 1 99 rated player: Aaron Rodgers. There are only 90 players out of 18000 that are above 90.
 
# 667 DCEBB2001 @ 05/30/12 03:29 PM
Quote:
Originally Posted by msdm27
Robert Gallery a 91 LMFAO! or maybe there's something I'm missing with these ratings
Read the thread a bit closer and you will find that you ARE missing some significant information.

Gallery will be an 83 in the next update unless something significant changes.
 
# 668 menglish20 @ 05/30/12 10:16 PM
Quote:
Originally Posted by DCEBB2001
Read the thread a bit closer and you will find that you ARE missing some significant information.

Gallery will be an 83 in the next update unless something significant changes.
Hey DCEBB, I haven't been on this thread in a while, but I got a chance to re-rate a few teams on Madden 12. I just wanted to know, when will the next update occur? And will this update contain more info for rookies (since they all have AWR of 30 right now)? Any info on the next update would be greatly appreciated, and I'm a big fan of what you're doing.
 
# 669 DCEBB2001 @ 05/30/12 10:23 PM
Quote:
Originally Posted by menglish20
Hey DCEBB, I haven't been on this thread in a while, but I got a chance to re-rate a few teams on Madden 12. I just wanted to know, when will the next update occur? And will this update contain more info for rookies (since they all have AWR of 30 right now)? Any info on the next update would be greatly appreciated, and I'm a big fan of what you're doing.
The next update will be in July for the start of training camps. All of the numbers for rookies are placeholders for now. There will be new OVR ratings, updated attributes that MATCH the OVR ratings, updated rosters, depth charts, etc...
 
# 670 RogueHominid @ 05/31/12 01:08 AM
I love this data, but in practical terms what do you do with Maddeni draft classes that have tons of guys with monster ratings?
 
# 671 DCEBB2001 @ 05/31/12 02:10 AM
Quote:
Originally Posted by Trojan Man
I love this data, but in practical terms what do you do with Maddeni draft classes that have tons of guys with monster ratings?
Well if we are able to edit players in franchise mode, you simply edit the draft class players according to how FBG ratings rates players. Heck, we may even be able to edit draft classes some day like we used to do on the PC.
 
# 672 Colts18 @ 05/31/12 09:38 AM
How are the simmed stats coming out DCE?
 
# 673 DCEBB2001 @ 05/31/12 10:06 AM
Quote:
Originally Posted by Colts18
How are the simmed stats coming out DCE?
I have no idea. I do not sim anything.
 
# 674 JerzeyReign @ 05/31/12 10:08 AM
Any gameplay videos of these ratings in action? Would like to see some CPU v. CPU action if possible.
 
# 675 LHSLax_D24 @ 05/31/12 02:08 PM
If someone wouldn't mind putting all of these into the game and putting an offline link for these that would be great. Dan, couldn't you do it? Shouldn't you have already done it?
 
# 676 RogueHominid @ 05/31/12 03:50 PM
Quote:
Originally Posted by DCEBB2001
Well if we are able to edit players in franchise mode, you simply edit the draft class players according to how FBG ratings rates players. Heck, we may even be able to edit draft classes some day like we used to do on the PC.
Players are editable, but the problem is that you would have no "hard data" that would serve as a corrective to whatever ratings set the pre-generated draft classes offer. Corrections in that case would be arbitrary, right?

I went through the site a good bit yesterday, and I really like the basic project, but I have some basic questions as well.

1) With the new OVR ratings generated by "true" physical and performance ratings, you see things like Brandon Jacobs being rated in the 80s and Frank Gore in the 60s, if memory serves from yesterday. Now the CPU will start Jacobs over Gore and that would never happen. Am I missing something here?

2) Getting the ratings right is great, but the real trick in Madden is getting the animations and stats to come out right. With the OL/DL ratings, the issue isn't so much the numbers themselves; rather, it's the patty-cake animation that nerfs the RDE/ROLB rush, and it's the overpowered DT rush that screws up the pocket. That's stuff I've messed with extensively through roster editing and eliminating the patty cake and shoring up the interior pass projection takes a greater ratings differential than what I'm seeing on the site.

Thoughts? Thanks again for the hard work! I'm a very big fan of real speed and agility, and the BCV rating is actually what makes good running backs good. That's the rating in Madden that allows backs to see cutback lanes and make moves, so a high rating there can mean you don't have to have 85-95 speed to even get anything done.
 
# 677 DCEBB2001 @ 05/31/12 03:55 PM
Quote:
Originally Posted by LHSLax_D24
If someone wouldn't mind putting all of these into the game and putting an offline link for these that would be great. Dan, couldn't you do it? Shouldn't you have already done it?
I do not create rosters. I merely rate the players. I am in discussions with a few 3rd parties right now about the creation of such rosters, but nothing has been finalized.
 
# 678 DCEBB2001 @ 05/31/12 03:58 PM
Quote:
Originally Posted by Trojan Man
Players are editable, but the problem is that you would have no "hard data" that would serve as a corrective to whatever ratings set the pre-generated draft classes offer. Corrections in that case would be arbitrary, right?

I went through the site a good bit yesterday, and I really like the basic project, but I have some basic questions as well.

1) With the new OVR ratings generated by "true" physical and performance ratings, you see things like Brandon Jacobs being rated in the 80s and Frank Gore in the 60s, if memory serves from yesterday. Now the CPU will start Jacobs over Gore and that would never happen. Am I missing something here?

2) Getting the ratings right is great, but the real trick in Madden is getting the animations and stats to come out right. With the OL/DL ratings, the issue isn't so much the numbers themselves; rather, it's the patty-cake animation that nerfs the RDE/ROLB rush, and it's the overpowered DT rush that screws up the pocket. That's stuff I've messed with extensively through roster editing and eliminating the patty cake and shoring up the interior pass projection takes a greater ratings differential than what I'm seeing on the site.

Thoughts? Thanks again for the hard work! I'm a very big fan of real speed and agility, and the BCV rating is actually what makes good running backs good. That's the rating in Madden that allows backs to see cutback lanes and make moves, so a high rating there can mean you don't have to have 85-95 speed to even get anything done.

In response to #1, Gore was coming off of a hip injury in 2010. All the ratings you see right now are from JUNE, 2011. They will all be updated again in July. Injuries affect the OVR rating.

In response to #2, I do not account for flaws in the gameplay like the patty caking. I only use the scouting data and measurables to derive the ratings on a scale that is more "realistic" as I see it. In other words, average actually has meaning.
 
# 679 RogueHominid @ 05/31/12 04:26 PM
Quote:
Originally Posted by DCEBB2001
In response to #1, Gore was coming off of a hip injury in 2010. All the ratings you see right now are from JUNE, 2011. They will all be updated again in July. Injuries affect the OVR rating.

In response to #2, I do not account for flaws in the gameplay like the patty caking. I only use the scouting data and measurables to derive the ratings on a scale that is more "realistic" as I see it. In other words, average actually has meaning.
Hmm. It seems like accounting for question two would be the most important thing to do in this entire project, given that the animations ratings trigger is ultimately more important than the real world data. You can have all the right data in the world, but if the game doesn't interpret that data and translate it into the right animation sequences so that realistic results happen, then there might be a problem imo.
 
# 680 DCEBB2001 @ 05/31/12 04:47 PM
Quote:
Originally Posted by Trojan Man
Hmm. It seems like accounting for question two would be the most important thing to do in this entire project, given that the animations ratings trigger is ultimately more important than the real world data. You can have all the right data in the world, but if the game doesn't interpret that data and translate it into the right animation sequences so that realistic results happen, then there might be a problem imo.
Accounting for question #2 is not the most important thing in this project though. It is about utilizing real-world information to create Madden ratings that better reflect the data.
 


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