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Special abilities in Madden

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View Poll Results: Special abilities in future Madden
Yea 12 38.71%
Maybe if implemented correctly 15 48.39%
No 4 12.90%
Voters: 31. You may not vote on this poll

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Old 01-22-2018, 08:55 AM   #25
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Re: Special abilities in Madden

no thanks, and the rating system sucks given than 56-99 is where players end up. awr affect ovr which affects salary not production. correctly rate players and that may mean a roster with lots between 20-50. ie like FoF and use APFF ratings to differentiate
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Old 01-22-2018, 12:24 PM   #26
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Re: Special abilities in Madden

I think people are in danger here of confusing their fond memories of an old game and it's systems with the realism and effectiveness of a system when transferred into another game
The type of system described ( and operated in APF) would indeed work for a roster comprised of a handful of HOF level players and a bunch of generics...as indeed would pretty much any system . Those HOF players would stand out in a roster full of generics in Madden tbh
That doesn't mean that implementing this in Madden today would in any way improve or add any realism to today's game
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Old 01-22-2018, 01:11 PM   #27
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Re: Special abilities in Madden

Quote:
Originally Posted by briz1046
I think people are in danger here of confusing their fond memories of an old game and it's systems with the realism and effectiveness of a system when transferred into another game
The type of system described ( and operated in APF) would indeed work for a roster comprised of a handful of HOF level players and a bunch of generics...as indeed would pretty much any system . Those HOF players would stand out in a roster full of generics in Madden tbh
That doesn't mean that implementing this in Madden today would in any way improve or add any realism to today's game
It is also illogical because Madden's foundation is not built upon such a system.

2K's basketball product has a similar range of numerical ratings to Madden, but still uses "badges" (abilities) to differentiate player types by awarding individual players specific animations based on their skill set.

It's all about the animations. You need deeper, more meaningful animations to illustrate these differences.
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Old 01-22-2018, 01:24 PM   #28
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Special abilities in Madden

APF used a 0-100 rating system, it was just hidden and was very basic, all gold QB had same ratings, all bronze QB had same rating, etc, which made sense. How would you rate Otto Graham or Deacon Jones, the resources are not there has we have today, everyone knows each players physical stats. So to differentiate players they were given the abilities. Ex gold guard has 90 run bock has his base, give him Bulldozer gave him 95 run block, etc.
A few abilities gave 2nd level moves to the player, ankle breaker gave you different juke animation, arm of steel, quick release, etc. Most of the abilities gave on +5 to initial base rating in that tier to make players feel different, and then some abilities gave a max number for position. Speed burner gave 97 speed to Wr while speed burner to QB gave him 75? speed, I think. It was dependent on tier and position.

Now trying to translate on we view players in real life to a video game can be tricky, what's the difference between Tom Brady vs Aaron Rodgers. How do we make these players feel different but at the same time on par with each.


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Old 01-22-2018, 02:12 PM   #29
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Re: Special abilities in Madden

Why can't we just have ratings that actually mean something rather than a bunch of gimmicks such as weapons(madden), and badges(nba 2k)...ratings should determine the player's abilities...just my opinion.

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Old 01-22-2018, 02:58 PM   #30
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Re: Special abilities in Madden

Quote:
Originally Posted by Koosa1027
Why can't we just have ratings that actually mean something rather than a bunch of gimmicks such as weapons(madden), and badges(nba 2k)...ratings should determine the player's abilities...just my opinion.

~Koosa10:27~

Exactly
Increasing the variance between individual players is more a matter of increasing the potential number of animations and adding more and closer spaced thresholds to trigger those animations than spending resources on changing how the rating system is visualized by the user on the front end
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Old 01-22-2018, 03:10 PM   #31
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Re: Special abilities in Madden

Quote:
Originally Posted by briz1046
Exactly
Increasing the variance between individual players is more a matter of increasing the potential number of animations and adding more and closer spaced thresholds to trigger those animations than spending resources on changing how the rating system is visualized by the user on the front end
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Old 01-22-2018, 03:51 PM   #32
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Re: Special abilities in Madden

Quote:
Originally Posted by Koosa1027
Why can't we just have ratings that actually mean something rather than a bunch of gimmicks such as weapons(madden), and badges(nba 2k)...ratings should determine the player's abilities...just my opinion.

~Koosa10:27~
If we are talking shiny bells and whistles; Yeah, I'm with you. A picture or a badge that lights up when "activated" doesn't legitimately solve the issue.

I'm talking more along the lines of what 2K basketball used to call "Signature Styles". Specific animations that efficiently illustrate player differences and differentiate them based on effectiveness.
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