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FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Old 01-26-2011, 11:19 AM   #41
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

While I applaud Dan's hard work for doing what Tiburon should have done in the first place, I personally feel it's a waist of time. Ratings that reflect "hard data" won't necessarily translate into more realistic gameplay unless we have a complete understanding of how ratings affect gameplay. As it is now I don't think anyone, including the developers really, have that overview.

The best "ratings" system I've seen so far in football video games has been the "no-ratings" approach by 2k. If Tiburon really want to make their game "Simpler, Deeper, Quicker" they'll have to take a long, hard look at that approach, because 50+ ratings with little to no transparency makes it, IMO, very hard to distinguish weaknesses from strengths in Madden regardless of "hard data" or not.
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Old 01-26-2011, 11:39 AM   #42
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Dan , This is a Quick one if lets say use the ratings for ex. Big Ben is OVR 85 , The Champ Aaron Rogers has a OVR 95 if they we're to play in Madden edit the ratings to whats on FBGratings I'd say Rogers would out play Big Ben with those ratings. Should he be rate higher like 94 the guy has won 2 rings.
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Old 01-26-2011, 11:48 AM   #43
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by guaps
While I applaud Dan's hard work for doing what Tiburon should have done in the first place, I personally feel it's a waist of time. Ratings that reflect "hard data" won't necessarily translate into more realistic gameplay unless we have a complete understanding of how ratings affect gameplay. As it is now I don't think anyone, including the developers really, have that overview.

The best "ratings" system I've seen so far in football video games has been the "no-ratings" approach by 2k. If Tiburon really want to make their game "Simpler, Deeper, Quicker" they'll have to take a long, hard look at that approach, because 50+ ratings with little to no transparency makes it, IMO, very hard to distinguish weaknesses from strengths in Madden regardless of "hard data" or not.
That's where I am a step ahead. I have spent the last 2 years analyzing how ratings affect gameplay. It has been broken down attribute by attribute via testing of m10 and m11. It took almost 2 years to do it, but it also helped me develop a working slider and threshold setting. Why else do u think it took so long. If I get some time I will write up a post about what I found.

The big difference is how those ratings are measured and implemented. One example would be agility. My findings indicate that the agility rating has less of an impact on making agile moves than the RB specific ratings. So much so that it is nearly negligent. However, that rating has a bigger impact on performance for an OT...even though an OT still has footwork ratings.

It's possible to understand how these ratings work but it takes time to do it all. The disappointing thing is EA keeps changing their motion. So the next best thing is to use the hard data we have to break down the ratings distribution and create a system of uniformity and cohesion, which I have attempted.
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Old 01-26-2011, 11:53 AM   #44
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

If we use these roster attribute adjustments, how will the draft classes effect the game, since those players do not have the ability to be re-rated?
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Old 01-26-2011, 11:54 AM   #45
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

if it wasnt for that site, I wouldnt have found MM and OS.
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Old 01-26-2011, 11:55 AM   #46
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by PanthersGM305
Dan , This is a Quick one if lets say use the ratings for ex. Big Ben is OVR 85 , The Champ Aaron Rogers has a OVR 95 if they we're to play in Madden edit the ratings to whats on FBGratings I'd say Rogers would out play Big Ben with those ratings. Should he be rate higher like 94 the guy has won 2 rings.
Well keep in mind that these ratings were last updated in July. Now Ben would be higher I am sure. But keep in mind that ratings are based on individual scouting data and not team performance.
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Old 01-26-2011, 11:58 AM   #47
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

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Originally Posted by Vizen
If we use these roster attribute adjustments, how will the draft classes effect the game, since those players do not have the ability to be re-rated?
Well the good thing is that rating distributions are similar. The issue is you still have to deal with low AWR in rookies and high OVR ratings. That's the only drawback unless they change the system.
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Old 01-26-2011, 12:27 PM   #48
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Re: FBGRatings Seeks to Recalibrate Madden Ratings, Change Game

Quote:
Originally Posted by DCEBB2001
That's where I am a step ahead. I have spent the last 2 years analyzing how ratings affect gameplay. It has been broken down attribute by attribute via testing of m10 and m11. It took almost 2 years to do it, but it also helped me develop a working slider and threshold setting. Why else do u think it took so long. If I get some time I will write up a post about what I found.

The big difference is how those ratings are measured and implemented. One example would be agility. My findings indicate that the agility rating has less of an impact on making agile moves than the RB specific ratings. So much so that it is nearly negligent. However, that rating has a bigger impact on performance for an OT...even though an OT still has footwork ratings.

It's possible to understand how these ratings work but it takes time to do it all. The disappointing thing is EA keeps changing their motion. So the next best thing is to use the hard data we have to break down the ratings distribution and create a system of uniformity and cohesion, which I have attempted.
Based on my own testing with M10 and M11 I've found many of the attributes to be inconsistent. That is; if you change one rating you get a certain outcome - hence an idea of how the ratings work - but if you change multiple ratings the engine behaves differently. For example I tested receivers running routes and saw that if I changed only agility for the receivers I got one outcome, but if I changed both the agility and the receiver-specific route running rating the game started producing outcomes that were different from my expectations.

As for agility being different from ballcarrier-specific agile moves, I think it can be explained by animations. The agile move rating determines the effectiveness of the animation, not the agility rating, which only affects how well a ballcarrier turns while running. Yet even when you think you've got an understanding of how the agility rating works, you discover that the 1-yard, 90-degree turns at full speed are present in the game, which, IMO, destroys the illusion that the agility rating has a significant affect on gameplay at all.

I'm looking forward to your ideas and perceptions on how a single rating works and affects gameplay to how the combination of multiple ratings affect the gameplay

Last edited by guaps; 01-26-2011 at 12:32 PM.
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