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Old 09-28-2009, 01:52 AM   #41
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Re: Ratings and The Easter Bunny

Imo...having the player ratings be truly meaningful, will be a major challenge for the developers of the next generation of Madden games.

Of course I'm just guessing, but I just don't see this issue having any real chance of going away, till maybe the next round of systems. Again...just my opinion.
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Old 09-28-2009, 01:54 AM   #42
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Re: Ratings and The Easter Bunny

anybody that loves franchise need to buy nfl headcoach.

that game has some problems and bugs but nothing to stop u from enjoying the game.

what's so funny is the head dude on headcoach worked on madden, yet franchise is still the same almost.

go fig.
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Old 09-28-2009, 01:56 AM   #43
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Re: Ratings and The Easter Bunny

Quote:
Originally Posted by Vikes1
Imo...having the player ratings be truly meaningful, will be a major challenge for the developers of the next generation of Madden games.

Of course I'm just guessing, but I just don't see this issue having any real chance of going away, till maybe the next round of systems. Again...just my opinion.
How hard could it be? It's weighted dice rolls!

For example, on a run play to left:
LT Andrew Whitworth vs DE Dwight Freeney
Weighted dice rolls say Whit should win that battle 85% of the time.
Play the appropriate "LT Wins" blocking animation.

And on a pass play:
Freeney should win 60% of the time on a pure speed rush.
Play the appropriate "DE Wins" animation.

It's not rocket science. It's simple probabilities that should be based on the underlying player ratings. Freeney should be able to defeat a punter 99.9% of the time on any play based on ratings and that isn't happening.
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Old 09-28-2009, 02:05 AM   #44
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Re: Ratings and The Easter Bunny

Quote:
Originally Posted by Vikes1
Imo...having the player ratings be truly meaningful, will be a major challenge for the developers of the next generation of Madden games.

Of course I'm just guessing, but I just don't see this issue having any real chance of going away, till maybe the next round of systems. Again...just my opinion.
ding, ding, ding.

There is nothing to make us believe this will or even can be fixed. Just like so many of the other issues. Even if they want to fix it, the problem runs so deep, they simply can't. This is down to the core game engine stuff. They're not going to mess with it.
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Old 09-28-2009, 02:14 AM   #45
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Re: Ratings and The Easter Bunny

Quote:
Originally Posted by sois

It's not rocket science. It's simple probabilities that should be based on the underlying player ratings. Freeney should be able to defeat a punter 99.9% of the time on any play based on ratings and that isn't happening.
Don't get me wrong Sois. I'm not trying to defend the ratings being nearly meaningless.

My uneducated guess is, that the program or engine [whatever] their using for Madden, may not be capable of really having ratings mean much of anything. Or...trying to really implement meaningful ratings wouldn't be cost effective. Hell, I don't know.

But I do know this...if the ratings in Madden did actually mean what they should...I may have bought it this year.
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Old 09-28-2009, 02:17 AM   #46
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Re: Ratings and The Easter Bunny

Especially with OL, I find a lot of them have conflicting ratings - like 90 RBL and 71 PBL. So I like to scout them more and find out if they have good strength or awareness. Turns out they could have 0 or 100 and it's no different.

Coupled with no formation subs (so I can sub in my run blocking OL on a run play) it just really deflates my interest.
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Old 09-28-2009, 02:47 AM   #47
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Re: Ratings and The Easter Bunny

Wait, wait, wait, wait, w-wait a second here.

Spoiler
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Old 09-28-2009, 03:38 AM   #48
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Re: Ratings and The Easter Bunny

Quote:
Originally Posted by NC State-31 UNC-27
ding, ding, ding.

There is nothing to make us believe this will or even can be fixed. Just like so many of the other issues. Even if they want to fix it, the problem runs so deep, they simply can't. This is down to the core game engine stuff. They're not going to mess with it.
True, one of the underlying problems here is the game engine. As Madden is based on animations, they will give OL animations to any player to put in your OL, WR animations to anyone you put as WR and the list goes on. Combine that with no physics engine to simulate weight, force, momentum etc. you'll see 180 lbs DBs playing OL pick up 350 lbs DT with ease. Also you'll see every player you put at WR hauling in overhead passes like they were natural gifted receivers.

As I've stated before in another post, changing DT Haynesworth into a 99 speed, 99 acceleration WR will make him a credible deep threat as he outruns almost everybody, even though he's close to twice the weight of most WRs/DBs in the game.
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