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Old 10-23-2009, 11:41 AM   #497
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Re: Ratings and The Easter Bunny

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Originally Posted by KBLover
You still have to give the exceptions a rating. Which means there needs to be a category to hold that rating. So you might as well give it every player.

As far as simulation what doesn't happen in the NFL - why doesn't it make sense?

Does Ray Rice throw halfback passes in the NFL? No because that's not in Baltimore's game plan. However, if he's on a team in Madden that DOES have a halfback pass in their playbook, and that team has Ray Rice, or any other HB that doesn't throw passes in the NFL, and that team calls a HB pass and the HB throws the ball - how does the game resolve that?

Exceptions wouldn't cut it. What if I don't have one of the exceptions, but call the play? Should it be an automatic failure? Is that realistic?
Brian Westbrook doesn't throw HB passes, why does the game need to figure out who worse at throwing the football ? Players that haven't done something in the NFL should have a N/A by that rating. If you try to get them to do whatever that something is, they should fail miserably. Now if a player who hasn't done that something, all of a sudden does it(in real life), that's what roster updates are for. My point is, the game doesn't need to figure how much worse a player is at something than another player, especially when you consider the fact that there is no data to determine that.



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Originally Posted by KBLover
Oh and as far as why has STR when you have blocking strength:

RBS/PBS = Hold long they engage the block. STR could equal how much push you get. A low STR o-lineman with high RBS could be one that holds his block forever, but doesn't drive the D-lineman 3 yards off the LOS.
This is all just speculation. I don't see the need for STR rating for a olineman when you have a strength rating for pass blocking and run blocking. RBF could effect how good a defender is at getting in position to make a block and how long he can hold the block , where as RBS would determine if he blows his lineman 3 yards of the line, pancakes him or gets very little push at all.

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Originally Posted by KBLover
RTE is for running precise routes. I.e. the WR knows where to be and when to be there. AGI could impact how square his cuts are and how fast he makes them and how much speed he loses in and out of those cuts, and how well he can shake his man in man-to-man coverage. A high AGI WR could be more adept at throwing the fake in a double move route, for example.

Those are different skills/physical traits. No problems with having those, imo.
If RTE running is for KNOWING where to be and when to be there, then what role does awareness have ? I would think that awareness would determine if a WR is where he's supposed to be, when he's supposed to be there. RTE running controls how fast the a WR comes in and out of his cuts.

Last edited by Dmacho; 10-23-2009 at 11:45 AM.
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Old 10-23-2009, 11:56 AM   #498
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Re: Ratings and The Easter Bunny

The problem here isnt the number of ratings. Its the number of ratings that actually effect the game. I feel like there should be even more ratings that are more specific then the ones we have now. I would like to see ratings like AGL and AWR broken down ever farther. But to the OP original point its all for not if it doesnt affect the game play.
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Old 10-23-2009, 12:28 PM   #499
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Re: Ratings and The Easter Bunny

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The problem here isnt the number of ratings. Its the number of ratings that actually effect the game. I feel like there should be even more ratings that are more specific then the ones we have now. I would like to see ratings like AGL and AWR broken down ever farther. But to the OP original point its all for not if it doesnt affect the game play.
EA can't handle the number of ratings they have now, adding more might make it worse , not better.
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Old 10-23-2009, 12:42 PM   #500
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Re: Ratings and The Easter Bunny

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Originally Posted by Dmacho
My point is, the game doesn't need to figure how much worse a player is at something than another player, especially when you consider the fact that there is no data to determine that.
My point is that the game doesn't figure anything out. It simply takes the rating you give the player and runs with it.

If the roster maker give Westbrook a 1 in throwing ratings, fine. The game isn't figuring that out. It's just reflecting that 1 accuracy in the game.




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Originally Posted by Dmacho
This is all just speculation. I don't see the need for STR rating for a olineman when you have a strength rating for pass blocking and run blocking. RBF could effect how good a defender is at getting in position to make a block and how long he can hold the block , where as RBS would determine if he blows his lineman 3 yards of the line, pancakes him or gets very little push at all.
You don't see the need - I described how it could work without them changing a single thing as far as which ratings are in the game (which seems more likely for a developer to do).

I see it being three distinct skills.

STR = Push/resiting push by DL (who also has his STR rating)
RBS/PBS = Ability to hold a block
RBF/PBF = Ability to "resist" moves and avoid penalties doing so (fewer holding calls)

STR could also be used to "resist" PMV. RBF/PBF could be used to "resist" FMV.

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Originally Posted by Dmacho
If RTE running is for KNOWING where to be and when to be there, then what role does awareness have ? I would think that awareness would determine if a WR is where he's supposed to be, when he's supposed to be there. RTE running controls how fast the a WR comes in and out of his cuts.
AWR comes in when knowing when to look for the pass. I.e. at the top of my route? All through the route? Initially in case it's a quick hitter, then if not, when do I look again? AWR could also determine picking the proper option on an option route.

AWR could be used for adjusting to the ball in the air. Knowing when and which spectacular catch to use. Poor awareness could have the WR making the catch harder than it needed to be.

AWR could be used to adjust a route properly. For example, if you call a quick-in, but the WR sees that they are playing a loose coverage, he might stretch the route a little more so that he could pick up the first down before making his in cut.

RTE is running the route precisely and accurately as designed by the play and with the proper timing (not too slow). AWR determines how that skill is used (running a proper option route....but is that route the right one for the situation? Things like that).

Basically AWR is a mental skill. RTE is a physical skill.

Last edited by KBLover; 10-23-2009 at 12:45 PM.
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Old 10-25-2009, 12:58 PM   #501
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Re: Ratings and The Easter Bunny

All great ideas -- I know in EA NHL there is a slider for ratings effectiveness - much like the speed slider - maybe this would help across the board and make the OL/DL matter.
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Old 10-25-2009, 05:56 PM   #502
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Re: Ratings and The Easter Bunny

Yup, hopefully they actually try and improve the game engine etc. next year, BUT doubtful.
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Old 10-26-2009, 03:29 PM   #503
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Re: Ratings and The Easter Bunny

Amen brotha
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Old 11-25-2009, 07:20 AM   #504
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Re: Ratings and The Easter Bunny

Any news if the upcoming patch will address the issue outlined in the first post here?
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