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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
# 1521 DCEBB2001 @ 11/30/14 10:02 PM
Quote:
Originally Posted by Shergie51
i was going to give it a chance...then I looked at the site and randomly viewed 2 players. So arian foster's strength is a 70 but rob gronkowski's strength is a 63 huh? Scurrrrrrrrrr!!


Nosir...I don't like it

You do realize that Foster squats and cleans more than Gronk too, don't you? Every ratings is data driven. I do not pull numbers out of thin air.
 
# 1522 DCEBB2001 @ 11/30/14 10:03 PM
Quote:
Originally Posted by 4thQtrStre5S
Depends how strength is used by each position, but in each player's combine, they both benched 23 reps...so If anything, they should have equal strength...
The STR rating is based upon the 1RM for all players' bench, squat, and clean.
 
# 1523 4thQtrStre5S @ 11/30/14 10:10 PM
Quote:
Originally Posted by DCEBB2001
You do realize that Foster squats and cleans more than Gronk too, don't you? Every ratings is data driven. I do not pull numbers out of thin air.
Data driven is good, but do you know for sure how Madden calculates the numbers, and is it even possible to get a true strength in madden, represented?

I believe it's already impossible for madden to represent Speed and acceleration accurately to real life numbers?

Actually 2 of my main concerns is "Awareness" and "Play Recognition." From what I understand the offense uses Awareness more, and defense uses play recognition...I am wondering if there is a cut off where it is just too low for any player in madden to the point that they are messing up the most basic of plays; such as just blocking the nearest defender?
 
# 1524 DCEBB2001 @ 11/30/14 11:56 PM
Quote:
Originally Posted by 4thQtrStre5S
Data driven is good, but do you know for sure how Madden calculates the numbers, and is it even possible to get a true strength in madden, represented?

I believe it's already impossible for madden to represent Speed and acceleration accurately to real life numbers?
It doesn't really matter how EA determines a player's STR in Madden. What we do at FBG is rate players' attributes the same way scouts would rate them in real life. The only difference is that we then convert the scouting data into Madden numbers.

Madden does not accurately represent Speed and Acceleration in the game (see my thread). However, FBG Ratings still rates players as if Madden did.

Think of FBG Ratings as the real-world way of rating Madden players assuming that the game functions as it would in the real world. All we care about is the data and the numbers, not necessarily how they perform in game. That is up to EA to fix, not us.
 
# 1525 DCEBB2001 @ 12/13/14 08:53 AM
Quote:
Originally Posted by Shergie51
There is a huge difference between weight room and football field...do you really think foster plays with more strength than gronk? I understand the premise for this roster, as it is why I was intrigued, but football is not a math equation where A=B. Your system is like the old BCS system lol
The rating for strength is static for all players in this system. The 1 rep max in all 3 metrics are key indicators of static strength. There is much academic scholarship to support this. How players utilize that strength is what you see on the field. Technique involving better leverage can make a weaker player seem stronger than a player with better static strength. Our system only measures the static strength for all players. This was the opinion of our expert consultant for this metric. You can read our faq page for more details.
 
# 1526 4thQtrStre5S @ 12/13/14 08:14 PM
Quote:
Originally Posted by DCEBB2001
It doesn't really matter how EA determines a player's STR in Madden. What we do at FBG is rate players' attributes the same way scouts would rate them in real life. The only difference is that we then convert the scouting data into Madden numbers.

Madden does not accurately represent Speed and Acceleration in the game (see my thread). However, FBG Ratings still rates players as if Madden did.

Think of FBG Ratings as the real-world way of rating Madden players assuming that the game functions as it would in the real world. All we care about is the data and the numbers, not necessarily how they perform in game. That is up to EA to fix, not us.
Essentially, there is no need to use anything but the default rosters by EA then....
 
# 1527 DCEBB2001 @ 12/13/14 10:27 PM
Quote:
Originally Posted by 4thQtrStre5S
Essentially, there is no need to use anything but the default rosters by EA then....
If that is what you prefer, then by all means, do so.
 
# 1528 kappe27 @ 03/31/15 03:46 PM
Did I want to ask you according to which parameters you assign spin, juke and elusiveness to Brandon Marshall to 99?
Why in general the man coverage of the cornerbacks is so low, while the zone coverage is high? Why is the catching so high?
Must this roster be combined to the sliders that are found in download?
Congratulations and thanks to Dan, for doing a very good job.
 
# 1529 DCEBB2001 @ 03/31/15 05:23 PM
Quote:
Originally Posted by kappe27
Did I want to ask you according to which parameters you assign spin, juke and elusiveness to Brandon Marshall to 99?
Why in general the man coverage of the cornerbacks is so low, while the zone coverage is high? Why is the catching so high?
Must this roster be combined to the sliders that are found in download?
Congratulations and thanks to Dan, for doing a very good job.
Movement attributes work together, as one, when a player is running on the field. Think of a player with a 0 SPD, 0 ACC, 0 AGI, 0 SPM, and 0 JKM as being the most stiff player possible. Not only can he not get up to speed quickly, maintain a fast top-end speed, or move side to side at speed, but he cannot employ a movement skill (like SPM and JKM) very well. Now think of the opposite end of this spectrum where a player is rated at 99 in all movement categories. He is, in essence, a human joystick who can do any move with ease at full speed. His effectiveness, movement wise is perfect.

Now, the data tells us that there are millions of combinations in between these two extremes. This is where REAL NFL players lie. To date, no player is perfect in all categories. Instead, what you have are players that have varying degrees of movement talents that are measured and quantified. FBG Ratings captures this variance.

For Marshall, he has very good SPM/JKM ratings. However, the effectiveness of this is limited by his SPD/ACC/AGI attributes. He will thus not be as effective at pulling off such moves as a player with better SPD/ACC/AGI attributes, but whom also shares the same JKM/SPM ratings.

The bottom line is that everything works together. You must not look at attributes independently, but rather, look at them as part of a larger whole.


For CBs, having elite MCV attributes is rare. Very rare, according to the data. Since 2012, on a scale of 0.0 to 5.0, the best DB had a MCV score of 3.1/5.0. This was Richard Sherman's MCV rating in May, 2014. The worst was 0.1 shared by many players. The average rating for MCV for a DB was 1.0 amongst over 4000 DBs in the database.

ZCV, in contrast, is rated on the same 0.1 to 5.0 scale, but the max and min were 2.3 and 0.1. Aqib Talib and Ronde Barber were at the top of this scale. The average was 0.9. So actually, the MCV is the higher AVERAGE score for coverage skills amongst all DBs. You are probably looking at only a small portion of the players in the database and are not including every single DB. Otherwise, you would find that the average DB has higher MCV than ZCV.

The same follows for CTH amongst the DB group. The max and min are 2.8 to 0.1. Jairus Byrd is tops according to the data. However, the next best came in at 2.3 and the average was again 1.0. Odds are, you are only looking at a small sample size again.

We do not provide rosters or sliders so check with the community about that.
 
# 1530 kappe27 @ 03/31/15 06:37 PM
When you will be able to see again the skill of each player on the site? How to update the skill?
 
# 1531 DCEBB2001 @ 03/31/15 06:42 PM
Quote:
Originally Posted by kappe27
When you will be able to see again the skill of each player on the site? How to update the skill?
You will be able to see new attributes before training camps open in late July.
 
# 1532 booker21 @ 04/01/15 10:09 AM
Can i download these rosters from Share in game? I´m not going to enter all 1200+ players manually
 
# 1533 DCEBB2001 @ 04/01/15 10:11 AM
Quote:
Originally Posted by booker21
Can i download these rosters from Share in game? I´m not going to enter all 1200+ players manually
We do not create rosters. Check the rosters section at OS.
 
# 1534 NINJAK2 @ 04/03/15 07:36 PM
Quote:
Originally Posted by DCEBB2001
It will not be a problem getting it all the way it needs to be. The biggest issue is the time it takes to complete it all.

The overalls will be broken down once all the general info and raw attributes are filled in...which will take several months.


Dan,
I have been viewing attributes of players at your great website for some time now. For some reason only the overall rating appears to be showing for players and the attributes are all blank. Am I doing something wrong?
 
# 1535 DCEBB2001 @ 04/04/15 12:48 AM
Quote:
Originally Posted by NINJAK2
Dan,
I have been viewing attributes of players at your great website for some time now. For some reason only the overall rating appears to be showing for players and the attributes are all blank. Am I doing something wrong?
We remove them every offseason before the draft and place the revised attributes on the site before training camps open. New data from some 3000 new players often means we have to make some minor changes....to over 27000 players.
 


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