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Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era

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Old 02-09-2009, 08:47 PM   #65
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

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Originally Posted by Obelysk
WTF?!?! LOL that video is crazy.
Yet I could do something similar every game with a 99 SPD player if I wanted. That has to be fixed.
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Old 02-09-2009, 08:48 PM   #66
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

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Originally Posted by Adam Dayton
It is annoying searching for ratings of the player when the ratings aren't organized. For instance, for Peyton Manning, I have to scroll through all the stuff I don't care about "break tackle, route running etc" before I can even get to the throw power/accuracy at the end.

What you need to do is have the attributes we care about for the position players be shown first. For example, the first things I should see for running backs are speed, break tackle, agility, ball carrying, etc, and I shouldn't have to weed through all the stuff that doesn't matter to find it.

I am tired of having to scroll for 5 minutes because rating attributes are in the same order regardess of the player I choose. It worked on last gen because there weren't that many ratings. Now their are over fifty, and this is an absolute must already.
The best post in this thread. Player ratings in sports games in general are some of the most draconian things in the history of video gaming. You bring up a great point about having to weed through a countless amount of worthless ratings, just to get to the ratings you need.

And on top of that, once you get to the rating you get to this number that is so vague, that it is impossible to decode it's meaning. I get what you guys are doing, trying to differentiate between fast guys and really fast guys...but to me that doesn't get to the heart of the problem. What's the difference between 98 SPD and 94 SPD.....and does it really even matter?

Too much vagueness in such a broad number rating. I actually would propose a star tiered system. 5 star being the highest, elite at that rating and 1 star being the lowest at that rating. Playing against Calvin Johnson and Ted Ginn, I couldn't tell you if one guy was 97 and the other was 95....not at all. But I could tell you that both them boys were FAST. They should have 5 star speed where a guy like Larry Fitzgerald should have 3 star speed for a WR. You could still keep the number rankings, but having a easier, visual representation of the scale makes things much simpler.
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Old 02-09-2009, 08:49 PM   #67
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

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Originally Posted by adub88
This is even better than the first anouncemnt. Ian can you talk a little bit about the Jump rating. I just don't feel that it really has had an effect in the game as it really should.

Are guys like Larry "Fitz" gonna be a problem in '10? Also I hope the jump button is made more responsive. There's nothing more frustrating than pushing the jump button and the reciever just throws his hands up.
yes, yes, yes! This is needed for receivers and cb's
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Old 02-09-2009, 08:49 PM   #68
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

The phrase "Wide Open Gameplay" raises my blood pressure.
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Old 02-09-2009, 08:50 PM   #69
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

I agree it is important to make speed actually matter and making more variety there is a good thing. One thing I really want to see when it comes to ratings is actually making ratings matter.

For instance lets say I have a WR with 80 or so spd and say 99 route running (maybe like a marvin harrison in his prime but with these rating changes) against a CB with like 90 spd but only like 70 man coverage ( maybe a rookie with good speed and physical ability but not developed yet).

If I am beating him with slants, hooks, and other quick 3-7 yard routes then if I run a slant and go or hook and go he should occasionally bite on these routes and get beat.

These double move routes like this shouldn't be just another streak route that only works if your WR is faster than the CB. These double moves in real life are basically a slower but better route running WRs way of beating faster but less skilled DBs. This will also go a long way in helping route running TEs be more effective. Therefore speed would not be the ruling rating like it is now. This could really add variety to the WRs. If you then make bigger recievers or recievers who can jump higher or win more jump balls have those skills stand out, make fast recievers good at getting deep, just make everyone play like they really do. That would be a real improvement.
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Old 02-09-2009, 08:50 PM   #70
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

I like this. We were having too many "solid" players in the 90's , where only elites should belong
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Old 02-09-2009, 08:55 PM   #71
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

On top of speed ratings seemingly counting for more with these changes, I would also speculate that ratings in general could outweigh gameplay, similar to how NCAA works when Delaware State plays at Florida. I think this needs to be treaded carefully, since the NFL has much more parity.
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Old 02-09-2009, 08:57 PM   #72
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Re: Madden NFL 10 blog 2: Ratings philosophy by Donny Moore

I was wondering what happens to someone like Tony Gonzalez who has 85 SPD but 97 RTE faces a guy like Brain Witherspoon who has 65 MCV and 98 SPD.

Edit: I just got beat to the punch by kcarr

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