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Ratings scale of EA?
This is a discussion on Ratings scale of EA? within the Madden NFL Football forums.
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07-26-2015, 02:46 PM | #33 |
Banned
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Re: Ratings scale of EA?
I see it more like a grading scale.
Yea, a grading scale goes 0% - 100%, but how many people in a class will actually get 0%? The worst of the worst will probably be around 50%-60%. 50-59% = F 60-69% = D 70-79% = C 80-89% = B 90-99% = A That's how I view the Madden rating scale. |
07-26-2015, 03:22 PM | #34 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MVP
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Re: Ratings scale of EA?
Zero would be the player is simply there, not doing anything. Even if entering zero in the formula returns an "error," designate "error" as simply having the player there as a moveable object on the field. Accuracy: 100 = "small circle" pinpoint accuracy. Throwing a dart and hitting the center of the dart board. 1 = "large circle" terrible accuracy. Could very well be random. Throwing a dart and hitting wherever on the dart board or even missing the board completely. 0 = error code, designate error code as lowest common denominator which is "1." Or error code, designate all error codes as person not moving. Jumping: 100 = highest standing vertical jump, either with or without knee bend. 1 = the person "jumps" 2 inches off the ground. 0 = error code, designate error code as lowest common denominator which is "1." Or error code, designate all error codes as person not moving.
Zero = If enter zero returns an "error" code, designate error code as lowest common denominator of 1. Person is simply "there" as an object on the screen. The "1" rated object can still provide some sort of friction/impediment to incoming forces because this "1" rated object is still present. "1" rated player will simply flop backwards when a #99 rated player collides. All NFL players are at least rated #50, showcasing blocking abilities. A #40 rated player will block worst than a #50. A #30 rated player will block even worst than a #40. A #20 rated player will block even worst than a #30. A #10 rated player will block even worst than a #20. A #5 rated player will block even worst than a #10. As we trend downwards, it'll be ridiculously easy for the #99 - #80 rated players to get pass a #40 - #5 rated player. Touch a #5 rated player and he says "ow/ouch." Doesn't mean a #5 rated player is any current NFL player, just that this #5 rated person is an object on the field that provides a small inkling of impediment to a defensive tackler/rusher. |
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07-26-2015, 04:09 PM | #35 |
Rookie
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Re: Ratings scale of EA?
one of the main issues in madden is that we rate based on last year. If you want to have an accurate franchise no player should be rated above 95 in anything unless they are possibly the greatest at that attribute. I'm not concerned with overall because that is a strange calculation that is mostly based on awareness.
Here is a basic example using speed since that has been the main attribute. Just because a player ran the fastest 40 time ever does not mean he should be a 99. In theory no one should ever be a 99 because someone could eventually be faster. Of course I'm considering 40 yard dash the measurement of speed even though we all know running without pads is not a measurement of speed and acceleration is definitely a part. If we consider Bo Jackson's supposed 4.12 40 yard dash and Terrance Cody's 5.71 the known extremes. The next step would be to pick the possible range. I think 4 seconds as the fastest and 6 seconds as the slowest is fair. Are there slower people out there? Yes. Will they even be athletic enough to play in the NFL? No. Using that 2 second range makes the math simple. 6 - "40 time" X 50 = Speed Rating That would make Bo a 94 and Cody a 15 if you round up. This leaves room and spreads out the ratings. Using the full 0-100 would allow players to be rated properly so guys like Barry Sanders could have mid 90's agility and accel but a low top speed while still being a dangerous weapon.
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07-26-2015, 04:34 PM | #36 | ||||||||||||||||||||||||
MVP
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Re: Ratings scale of EA?
The actual worst 40 time in the electronic scores era is Isaiah Thompson's flat 6.0 score. According to your formula, he has a zero speed rating. Meaning anyone who ran under a 6, has a negative rating, and in a simulation, a BACKWARDS motion when engaged in a formula. That can' t work. By the same token, Strawberry want's to enter a hypothetical bottom ONE rating which he will not identify because as soon as you choose a quantity for one and set a highest observable speed at 99 ( say at 4.24 a tied record in the electronic era) then the data becomes unworkable. The average range of NFL 40's is 4.55 for specialty positions ( WR/CB) to 5.36 average for guards. The entire league's 40 is within a average .81 range. That's a very tight window. |
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07-26-2015, 05:39 PM | #37 | ||||||||||||||||||||||||||||||||||||||||||||||||
Hall Of Fame
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Re: Ratings scale of EA?
Why should EA implement players that are that low skilled? You want them to waste time making animations for guys jumping two inches? It is a monumental waster of time. I am all for stretching the current ratings but when it comes down to it, it is nothing more than an aesthetic change. What you are suggesting is much more than that. I guess I am in favor of changing the scale but you wish to change the range.
Right now Madden's cutoff is 40 or 50. If the change the scale and set the floor to a arbitrary 0 nothing would really change. The gameplay would be identical to what we see now. Guys that are rated in the low 80s would drop in their ratings, but it would not change the on field action. Last edited by ggsimmonds; 07-26-2015 at 05:46 PM. |
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07-26-2015, 06:32 PM | #38 | ||||||||||||||||||||||||
MVP
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Re: Ratings scale of EA?
Secondly, if you do set 6.0 as the bottom of the scale...accept 4.24 as the top, you have a 1.76 second variance in all speeds. Then every .17 seconds represents a point differential in speed on a 0 to 99 scale. That means every cat who runs between 4.41 to 4.58 gets an identical 97 speed rating. That could easily effect play depending on the formulas in game. I don't how EAs scale runs but I am pretty sure the variance in all WR/CB speeds is greater than 3 points on a 100 scale. |
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07-26-2015, 06:45 PM | #39 | ||||||||||||||||||||||||
MVP
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Re: Ratings scale of EA?
1) Animations available to be linked to the ratings in the scale. 2) Win/loss triggering of those animation/rating "interactions" during gameplay. The fact is that the greater number of "animations" a game has at its disposal, the more fluid/realistic the bigger the sandbox is for the developers to create/expand what plays out. A major problem is, how do you animate "bad technique"? 2nd, is that even the best players suffer from losing a battle/interaction even when they used proper technique. So technique is not the end all, be all for deciding a winner/loser in a video game. The way I've always coached, is that the loser of a battle will be the one who allowed other gameplay variables to affect him/her at the wrong moment during play. Fundamentals/technique only help to minimize that "wrong moment" happening at the right time for your opponent. How does any football video game replicate this with animations and triggering rating thresholds? The current perception that most seem to have is that because player "A" is rated ##, player "B", who is rated lower, should not be able to have moments of winning against player "A" due to their ratings (your punter example). When if you really think about it, the "Ratings" are more so just placeholders for "animation" triggering and/or to call up "die roll" formulas associated for those interactions. Next, EA has to consider giving itself the room/ability to "Add/expand" animations each release. **Maybe that's why the entire scale is not being used currently (just guessing). Something is already in place that allows them to add/expand "Animations" on without the need to tear down or rebuild every time a new animation is injected. I don't know, but the bottom line is that there are a lot of "moving parts" for games to do what they do during gameplay. As with any game that utilizes some type of rating system, the best method of use is that the "Animations" drive/dictate the rating system that's being used. Again, if the animations are not there to support the fluidness of animations transitioning, it doesn't matter what ratings system/method is used. The game will look/play in a manner no gamer will like on these NG Gaming Systems. I've finally realized that it's not the current scale that's the issue with gameplay fluidness and player differentiation. It's that a "greater" amount of animations is needed for the current scale to have some type of meaning (animation triggering wise). Your post PG just triggered some out loud thinking!!! My battle cry going forward is "more animations" in/at every phase of the game!!! I screaming, "go overboard" with it!!! The truth is, is that EA can never inject too many animations and the gaming community would fault/argue them for doing so (well some would just because it's EA lol), nor would it hurt the game. Anyways..., Bring on M16, I got a sweet tooth that needs to be satisfied!!! |
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07-26-2015, 07:06 PM | #40 | ||||||||||||||||||||||||
MVP
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Re: Ratings scale of EA?
I happen to enjoy Madden and don't mind it not being a unidentifiable amount closer to real/perfect. In fact, I am more inclined to want more fictional aspects and choices ( ie. relocation cities and logos). That's just me. |
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