Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
first, as far as whether there should be 99 ovr players. It depends on what you consider 99. If you take it to mean perfect in their position then no, noone is there. If you take it to mean a top notch player compared to others in the league today, there should be a few. If you take it to mean at the top level of any who ever have or will in the foreseeable future play then it could be questionable but there would probably be a few.
Second, another concern from me. While they are out there lowering players ratings I hope they don't just lower every average player's ratings across the board. you shouldnt just take a players and because he was an 80 overall lower everything drastically to where he is a 40 overall. What I hope they do is actually look closer at the ratings so if a guy is an 80 ovr with 98 speed, 80 catch, and 78 route running for instance you probably wouldn't lower speed or maybe just lower it one or 2 but then you would lower route running to like 35 and catch to like 37 maybe. That way you get some real variety to your 40 overall players. Also, that way players who are rated 40 overall can still help their teams in the way they do in real life and can still succeed in those ways.
A good example of this would be someone likie devery henderson. Among the top of the league in drops, misses some easy passes with pretty bad regularity, doesn't run good routes, but he can catch the deep ball decently well and he is dangerous with the ball. He had crazy yards per catch this year and a really high percent of his passes went for 20 or more yards and for 40 or more yards as compared to the rest of the league. I figured those numbers up once and posted them somewhere but I cant remember what they were exactly. Just because he becomes like a 40 overall I dont want to see him become completely worthless. He should still be able to do what he does in real life
We are very much taking all the ratings into consideration. I have not done this to one single rating or one single position (blanket, across the board lowering of ratings). So while I do go in and have the intent to lower a particular rating, for a particular position...I do so by hand, for each guy and each rating.
Painful yes, but it really needs that level of attention IMO. Every single NFL player is unique and has his own set of strengths and weaknesses. You can't just go in and say Minus 10 for every player. Doesn't work like that - if you want to do it right of course!
Dev Henderson is a great example...He is super fast (95+) but his CTH and ROUTES are completely average to below average. He might be able to get deep every once in awhile, but this guy is going to falter if you try and make him your #1 and give him 10+ targets a game. He is simply not going to perform with 55 rated hands and 50 rated routes (not sure off top of my head what Devery is, but that is close).
Roy Williams the Safety is another great example...He has Linebacker quality run stopping abilities....Block Shedding, Tackle, Hit Power..But his Pass Coverage skills are very poor in Man Coverage and Zone Coverage.
That is the one thing I ALWAYS look for when creating a player for the first time, creating their ratings. I want to know, what is this guy best at and what is he worst at.Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Donny i'm not sure you are the right person to ask or if you can even go into this, but in Madden 09, as soon as you got pressure on a cpu QB he would just get rid of the ball no matter what making it almost impossible to get a realistic number of sacks against cpu teams in franchise. Has this been fixed?Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Donny, thanks for answering these questions it is very interesting. I have a question of my own, are you gonna put a large emphasis on the QB position this year? All QB's tend to play the same in Madden minus the throw power. IMHO it is extremely important to put major effort into the QB position. (The most important position in sports)Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
I disagree. I can understand why someone may not want the maximum potential rating from HeadCoach to make it into Madden'10, but the process that HeadCoach used to assess progression & regression absolutely needs to be in Madden'10 in my opinion.
I found the developer breakdown of how it works for those who may be wondering...
Originally posted by Dan BekinsNow for progression.
1. Progression is based on a player's actions in practice and the game.
A cool thing about HC09 is that we use the SuperSim engine for all CPU practices and games. SuperSim is a *very* detailed simulator, so essentially every action on the field is simulated for every player.
Each time a player makes a play, he will receive some progression points based on that play. For example, say a running back makes a ten yard run and breaks two tackles along the way. The run might contribute points to his speed and carry ratings, while the broken tackles might contribute to his trucking rating.
Once a player accumulates enough progression points for a given rating, he will level-up that rating by 1 point and start over. All players have a maximum potential for each rating, and once they reach that potential they will no longer level-up regardless of how many progression points they accumulate.
There are a few things that affect how many progression points a player will receive for each action.
Players with high learning abilities will receive more progression points. These guys will reach their potential very quickly.
Players that report to a skilled coaching staff will receive more progression points. The point multiplier is actually compounded as you walk up the chain of coaches.
For example, a running back reports to the RB coach, then the offensive coordinator, then the head coach. If all three coaches are highly skilled with running backs, he will progress extremely quickly.
2. Regression happens at the end of each season, and is based on a player's age, career phase, learning ability, and career health. Basically a player's ratings and max potentials will be lowered a bit once he gets toward the end of his career.Last edited by DLaren; 02-10-2009, 10:11 PM.
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
How will teams such as the lions be able to match up against the steelers with the new rating system? Won't people just use dominate teams more often online now?Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
We are very much taking all the ratings into consideration. I have not done this to one single rating or one single position (blanket, across the board lowering of ratings). So while I do go in and have the intent to lower a particular rating, for a particular position...I do so by hand, for each guy and each rating.
Painful yes, but it really needs that level of attention IMO. Every single NFL player is unique and has his own set of strengths and weaknesses. You can't just go in and say Minus 10 for every player. Doesn't work like that - if you want to do it right of course!
Dev Henderson is a great example...He is super fast (95+) but his CTH and ROUTES are completely average to below average. He might be able to get deep every once in awhile, but this guy is going to falter if you try and make him your #1 and give him 10+ targets a game. He is simply not going to perform with 55 rated hands and 50 rated routes (not sure off top of my head what Devery is, but that is close).
Roy Williams the Safety is another great example...He has Linebacker quality run stopping abilities....Block Shedding, Tackle, Hit Power..But his Pass Coverage skills are very poor in Man Coverage and Zone Coverage.
That is the one thing I ALWAYS look for when creating a player for the first time, creating their ratings. I want to know, what is this guy best at and what is he worst at.
My 65 Catch, 65 Route Running WR might become a 85 Catch and 95 RR in his 2nd year because of how the progression works in the game.Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Head coach's biggest flaw was players like matt ryan would never become super stars no matter what would happen because of the cap they put on their overall stats. it was also flawed in that its growth system had less to do with how well players performed as to how well a coach would increase their stats.
the 49's was the best example. you could take andre woodson and have him be the next HOF QB after one season even if you used a balanced attack. also players didnt grow in several key stats because of the over sight of the dev(no offense) but honestly a QB would never grow in his speed.
I want the coaches to effect player growth yes but i dont want it to dominate it like it was in head coach. i want to be able to see players grow if the perform and because the head coach trains them.Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Please stay tuned to Operation Sports and insideblog.easports.com for the latest Madden 10 player rating news and updates!
DonnyLast edited by Donny_Moore; 02-10-2009, 10:42 PM.Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
You are talking about an 0-16 team, first of it's kind. I believe the expectation (and rightfully so IMO) from most people who care to dabble in this kind of thing, I think that expectation for the Lions in Madden 10 the video game is for them to be the very worst of all 32 teams in the league. I'm talking clear-cut, 32 of 32.
And on paper, aside from Megatron as mention above, the Lions will be pretty bad. Kevin Smith will get a nice bump, he shows signs which is OK, but then you have first round pick Gosder Cherilus....he had a Joe Average year, so he's not much to build around. Ernie Sims is the one nice thing on defense, not much else to get excited about. Name the Lions Corners. See what I mean...
Your turn, now you tell me. If you had two average, evenly matched All-Pro Mode players playing against each other....And they went heads up Steelers vs Lions....each getting to be the Steelers 5 times...what would you EXPECT/WANT the Madden 10 results to be?
Would you want a 50/50 (5-5) Detroit/Pittsburgh split? A 10-0 Steelers sweep?
I have a very strong opinion on this one (as you may or may not tell from this post). Would love to hear where everyone stands on this!Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Will it now be impossible to tackle Chris Johnson with my likely slow D?Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Lions shouldn't match up with the Steelers...They didn't win a game this year. And from what I understand, people already use dominate teams a majority of the time.Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Would you want a 50/50 (5-5) Detroit/Pittsburgh split? A 10-0 Steelers sweep?Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
Calvin Johnson should be fun at least.
You are talking about an 0-16 team, first of it's kind. I believe the expectation (and rightfully so IMO) from most people who care to dabble in this kind of thing, I think that expectation for the Lions in Madden 10 the video game is for them to be the very worst of all 32 teams in the league. I'm talking clear-cut, 32 of 32.
And on paper, aside from Megatron as mention above, the Lions will be pretty bad. Kevin Smith will get a nice bump, he shows signs which is OK, but then you have first round pick Gosder Cherilus....he had a Joe Average year, so he's not much to build around. Ernie Sims is the one nice thing on defense, not much else to get excited about. Name the Lions Corners. See what I mean...
Your turn, now you tell me. If you had two average, evenly matched All-Pro Mode players playing against each other....And they went heads up Steelers vs Lions....each getting to be the Steelers 5 times...what would you EXPECT/WANT the Madden 10 results to be?
Would you want a 50/50 (5-5) Detroit/Pittsburgh split? A 10-0 Steelers sweep?
I have a very strong opinion on this one (as you may or may not tell from this post). Would love to hear where everyone stands on this!. I understand your point completely and you hit dead on about the lions players.
I played in 2 sim leagues this past season. One with my lions and one with the pats. I ended up 8-8 with the lions and won the other league with the pats. I can tell a tremendous difference between the 2 teams because i used them both all year. It just frustrated me at times with the lions because I was limited with what I had to work with. Guys dropping passes on D that hit them square in the hands only because of their poor ratings. Fumbles by kevin smith way to often. Couldn't get pressure on the QB's blitzing and non blitzing. Basically, things out of my control. These are just some examples i noticed as there were more.
I would like to come up with a way that won't punish me for playing good ball using poor teams. I understand the lions were terrible this year, but why should that affect how i use them and what I can do with them? I don't like to be a disadvantage from the start just because I use a poor team. One way i could think of, if you have online franchises this year, recieve + to ratings if I'm using players that are performing well. Basically like in NCAA 09. If I'm not in a league and I jump online to use the lions against someone, I'm basically at a handicap using a poorly skilled team. There is where my problem lies and if anything could be done about it besides picking another team lol would love to hear some ideas!Comment
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Re: Madden NFL 10 Blog: Player Ratings - A New Philosophy, A New Era
I understand that. What I'm getting at, It's not my fault they went 0-16. I didn't coach the team, calls the plays they did. I shouldn't be at a disadvantage because of what they did. Maybe they didn't use the talent they had to the best of the team? Who knows.Comment
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