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Old 05-19-2017, 12:34 PM   #25
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Re: Expanded Attributes

Quote:
Originally Posted by BreakingBad2013
This is awesome, I think "body catch" and "hands catch" should be a % split based attribute, body catches are seen as a negative in football, you never want to allow the ball to possible hit off of a pad or let the ball come into you.

I think this could really separate elite WRs from average WRs. Having a WR who catches with his hands 89% of the time as opposed to s WR who uses his body 65% of the time could be a HUGE difference.

Also tracking should be an attribute that goes into that.

The route tree ideas are excellent, and would really differentiate a deep threat from a slot, from an all around WR, from a possession WR. Etc.

Good work. Rex, get in here!
Thanks


That was my intention with the hands vs body catch (ish). So the best and most spectacular receivers would have high hands catch but by body catch I meant like catching ability with a pass aimed dead on at the chest (like a possession catch ish) as oppose to hand catch where the receiver has to snatch the ball to their side or over their head in flight. So a lot of receivers would have a good body catch but only the better ones could "snatch the catch".


Hahaha, tweet him the link by all means but the likelihood of any dev reading this and responding is likely nil to none... :S
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Old 05-20-2017, 08:54 AM   #26
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Re: Expanded Attributes

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Originally Posted by Geodude
  • Throw Release – Speed of release, so 2 QBs can have the same throwing style, but one with a faster release. Slower release QBs would need better OL around them, whereas a quick release QB might get away with releasing under pressure.
    • Quick Release – Release speed for 3step drops, under pressure and on the run
    • Standard Release – Release speed for 5step drops and standard pocket throws
    • Deep Release – Release speed for 7 step drops, hail mary wind-ups and other deep throws

Release speed should just be how fast the QB releases the ball. How fast the arm moves. And furthermore, it should only differ on the scale of hundreds of milliseconds, like in real life. This would matter if coverage is tight, just like in real life.

I don't think a QB should be automatically restricted like that. Release speed is important, but QBs with a longer wind up can compensate with a powerful arm (sometimes, not always).

So, in conclusion, release speed should function in the game exactly the same way it does in real life: someone with a fast release gets the ball out a couple hundreds of milliseconds faster than someone with an average release (ball park estimates of course).
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Old 05-23-2017, 09:21 AM   #27
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Re: Expanded Attributes

Quote:
Originally Posted by ForUntoOblivionSoar∞
[/list]
Release speed should just be how fast the QB releases the ball. How fast the arm moves. And furthermore, it should only differ on the scale of hundreds of milliseconds, like in real life. This would matter if coverage is tight, just like in real life.

I don't think a QB should be automatically restricted like that. Release speed is important, but QBs with a longer wind up can compensate with a powerful arm (sometimes, not always).

So, in conclusion, release speed should function in the game exactly the same way it does in real life: someone with a fast release gets the ball out a couple hundreds of milliseconds faster than someone with an average release (ball park estimates of course).
Yeah it would have to be fractions of a second to not make it totally imbalanced but it would mean a difference between Tim Tebow and Tony Romo.
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Old 05-23-2017, 09:23 AM   #28
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Re: Expanded Attributes

Revised Player Archetypes

There are quite a few archetypes in Madden16 which went down slightly in Madden17. This was made somewhat more restrictive with the scrapping of play scheme attached to players. In M16 you could have had a Balanced Offense-West Coast QB or West Coast-West Coast QB, now in M17 it’s just a West Coast QB no matter the scheme. M17 also scrapped the Big Mauler OL, Field General QB and Receiving Back HB archetypes in different ways. In this thread I try to introduce new archetypes in a way of further differentiating the randomness of generated rookie player attributes.

The archetypes also make the assumption that there is some further differentiation of attributes if elements are introduced into further Maddens (like morale or chemistry) like in the first post of this thread (see signature for link) which breaks down the Big 7 Summary Attributes as:

  • Physical – A grade/rating for the physical attributes at that position
  • Skill – A grade/rating for the skill attributes at that position, this can be learnt/coached
  • Intangible – A grade/rating for the more innate unmeasurable attributes at that position
  • Playmaking – A grade/rating for the playmaking attributes at that position
  • Heart– A grade/rating for the team/morale influence
  • Durability– A grade/rating for the player durability
  • Size – A grade/rating for the size rating based on scheme position archetype

So as usual, let’s start by listing the currently available archetypes in M16/17 so we all know what’s currently available.

QB


  • Balanced
  • West Coast
  • Mobile
  • Strong Arm
  • Pocket Passer
  • Field General – This has been totally eliminated from M16 to M17
HB
  • Balanced
  • One Cut
  • Speed Back
  • Power Back
  • Receiving Back – Whist it’s still possible to designate a receiving back or have one with a position change (WR to HB), the archetype very rarely or not at all show up in draft classes.
FB
  • Balanced
  • Blocking
  • Runner-Receiver
WR
  • Balanced
  • Speed
  • Router Runner
  • Possession
  • Red Zone Threat
TE
  • Balanced
  • Receiver
  • Vertical Threat
  • Blocking
OL
  • Balanced
  • Pass Blocker
  • Run Blocker
  • Zone Blocker
  • Big Mauler – The Big Mauler designation does not show up in draft classes and doesn’t exist as an option in Coach Schemes but a player can be changed to this in Edit Player.
DE
  • Speed Rusher
  • Balanced 4-3
  • 4-3 Run Stuffer
  • 3-4 Run Stuffer
  • 3-4 Versatile
DT
  • Balanced
  • Pass Rusher
  • Prototype
  • Run Stuffer
  • Nose Tackle
LB
  • Balanced
  • Cover 2
  • Run Stuffer
  • Prototype
  • 3-4 Tackler
  • 3-4 Pass Rusher
CB
  • Balanced
  • Zone
  • Man-to-Man
  • Run Stuffer
  • Prototype
S
  • Balanced
  • Zone
  • Playmaker
  • Run Stuffer
  • Prototype
Power K/P
  • Power
  • Accurate
  • Clutch
It looks like a lot, but when you consider every generated rookie coming into the league with each draft class has a range of attributes determined by their archetype it starts to get a bit samey after a few seasons. Existing players in Madden have a much wider array of attributes due to the fact they’re predominantly based on stats/performance over archetype. In any Madden, there will never be a Cam Newton type generated as a player archetype which means Cam Newton is the only Cam Newton style player ever available (and why he’s so valued in online leagues). Heck, there would never be a Tim Tebow either as most Mobile QBs come with elusive ratings as oppose to being set like a fullback with high strength, truck and stiff arm moves.

QB – The most important position in all of sports needs more differentiation.

  • Balanced
    • Okay Physical, lower mobility but good throw power
    • Decent Skill, mixed but generally decent accuracy but average fake, play action etc
    • Varying Intangibles,
    • Low Playmaker,
    • Varying Heart,
    • Okay Size, between 5’11 and 6’5 200 – 240lbs
    • Varying Durability.
    • Summary: This QB is your super middle of the line QB, not overly proficient in any one thing but no main weaknesses. E.g. Sam Bradford.
  • West Coast
    • Decent Physical, better mobility than Balanced QB but lower Throw Power
    • Decent Skill, higher play action, release and short accuracy
    • Varying Intangibles,
    • Decent Playmaker,
    • Varying Heart,
    • Okay Size, 5’10 to 6’4 and 200 – 230lbs
    • Varying Durability
    • Summary: The main point of this QB archetype would be that they would have great short accuracy and very quick release, great at working under centre with moderate playmaking and mobility skills. E.g. Alex Smith
  • Gunslinger (Strong Arm)
    • Okay Physical, very high arm strength but with low mobility, moderate strength
    • Okay Skill, okay accuracy skewed with better deep accuracy but lower fake, PA, cadence.
    • Varying Intangibles,
    • Low Playmaker,
    • Varying Heart,
    • Good Size, between 6’2 and 6’7 200 – 260lbs
    • Varying Durability.
    • Summary: This QB is your cannon, poor to average in most things except that arm strength which no one can beat. E.g. Mike Glennon
  • Pocket Passer
    • Okay Physical, moderate to high arm strength but with low mobility,
    • Good Skill, high all round accuracy with moderate fake, cadence, PA etc, but the best throw across body
    • Varying Intangibles,
    • Low Playmaker,
    • Varying Heart,
    • Good Size, between 6’3 and 6’6 220 – 250lbs
    • Varying Durability.
    • Summary: This QB is your sniper, they enter the league with higher accuracy than most but are a bit more of a statue in the pocket. They don’t have the arm strength of a gunslinger or prototype but can get it done. E.g. Tom Brady
  • Prototype/Project
    • Okay Physical, high arm strength but with medium to low mobility,
    • Okay Skill, okay to low accuracy but lower fake, play action, cadence,
    • Varying Intangibles, but generally higher popularity, progression & regression,
    • Low to moderate Playmaker,
    • Varying Heart,
    • Good Size, between 6’3 and 6’8 210 – 250lbs
    • Varying Durability.
    • Summary: This QB is a project, passes the eye test for size and arm strength, can be mobile in the pocket but accuracy and other fundamentals need work, they drafted in the hope they meet their potential. E.g. Blake Bortles
  • Playmaker (Mobile)
    • Great Physical, variable arm strength but with very high mobility
    • Okay Skill, okay but varying accuracy with varying play action, throw on run, fake, cadence but generally good to great TOR
    • Varying Intangibles,
    • High Playmaker, very elusive but lower truck and stiff arm
    • Varying Heart,
    • Great Size, between 5’9 and 6’4 180 – 230lbs
    • Varying Durability.
    • Summary: The new breed of option QBs, these players might be smaller in stature but they are the nimblest on the field. They can suffer from lower accuracy and fundamentals but higher TOR and throw across body. Careful you don’t run them onto IR though E.g. Russel Wilson
  • Field General
    • Okay Physical, moderate to high arm strength but with low to moderate mobility,
    • Good Skill, moderate to good accuracy with very good fake, cadence, PA etc,
    • Varying Intangibles,
    • Low to moderate Playmaker,
    • Great Heart,
    • Good Size, between 6’ and 6’5 200 – 250lbs
    • Varying Durability.
    • Summary: This QB is your team leader. They have a build similar to a pocket passer or a balanced QB and similar skill sets too but they come with the best play action, fake, cadence etc AND they are touted for the Heart! These QBs make great locker room leaders and boost morale. E.g. Drew Brees
  • Iron Man/Tower
    • Okay Physical, moderate to high arm strength but with moderate mobility, mainly strength with lower speed
    • Good Skill, moderate accuracy with varying fake, cadence, PA, etc, but higher TOR
    • Varying Intangibles,
    • Moderate to good Playmaker, mainly stiff arm and truck
    • Varying Heart,
    • Good Size, between 6’4 and 6’8 240 – 280lbs
    • Great Durability.
    • Summary: This QB is an unshakeable beast. They tower over most OL to see the field and have the strength to shrug of the DL, they play through most injuries. E.g. Ben Rothlisberger
  • Athletic Freak
    • Great Physical, high arm strength but with high mobility and strength
    • Okay Skill, okay accuracy with varying play action, throw on run, fake, cadence.
    • Varying Intangibles,
    • High Playmaker, reasonably evasive and strong but not as high as Playmaker QB
    • Varying Heart,
    • Great Size, between 6’4 and 6’10 220 – 300lbs
    • Varying Durability.
    • Summary: This QB is rare as they combine great mobility with strength and throw power. E.g. Cam Newton
  • One of a Kind
    • Great Physical, high arm strength and with good mobility and moderate strength
    • Okay Skill, okay accuracy with good play action, throw on run, fake, cadence.
    • Varying Intangibles,
    • Moderate to high Playmaker, reasonably evasive and strong
    • Varying Heart, but generally moderate or higher
    • Great Size, between 6’4 and 6’10 220 – 300lbs
    • Good Durability.
    • Variation: Also has higher blocking, receiving, tackling and coverage skills.
    • Summary: This QB combines all the decent aspects of the archetypes into a hybrid the league rarely sees. They don’t exceed the relevant Archetypes best strength but its close and they combine it all into one package. The chance of this Archetype existing and they could still suffer from low intangibles but if present in a draft class they’re a sure bet to go No1. No example as they don’t exist mwahahaha.
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Old 05-23-2017, 06:05 PM   #29
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Re: Expanded Attributes

There is a danger in too many ratings. They begin to water the whole down by making the sum of the parts regress toward the mean until no player is better or worse overall than the next.

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Old 05-23-2017, 06:39 PM   #30
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Re: Expanded Attributes

I wasnt trying to call you out Geo just that i prefer defence
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