Home
View Poll Results: Do you think player should have 100 Ratings
Yes 31 35.63%
No 60 68.97%
Multiple Choice Poll. Voters: 87. You may not vote on this poll

Reply
 
Thread Tools
Old 11-21-2009, 08:39 PM   #25
All Star
 
Valdarez's Arena
 
OVR: 51
Join Date: Feb 2008
Location: Austin, TX
Posts: 5,091
Blog Entries: 33
Re: Why can't players have 100 Rating

Quote:
Originally Posted by Glorious Arc
As said above me, 100 doesnt imply perfection. Under the current system 99 would be considered perfect just as much as a 100 would be if it went up to 100 instead of 99.

The way the game works is with a bunch of mathematical formulas that give you a chance of something to happen. Just because you have a 100 doesnt mean you will be able to perform said action 100% perfect. It just means you will have a higher chance to perform the action then someone who has a lower rating. In a typical system, devs wont allow any player to have a 100% chance to do something because in the NFL any given player on any given down still has a small chance to perform.(Then again Im not a dev of Madden and cant say this is so but that would be how I would want the game to be able to perform)
Makes sense. I guess when I see 100 though, I think 'perfect'. Still, I'd rather not see the numbers at all, means absolutely nothing from a football perspective.
__________________
Follow Me On Twitter: http://twitter.com/Valdarez
Read My Blog - Vision Is Everything
Valdarez is offline  
Reply With Quote
Advertisements - Register to remove
Old 11-21-2009, 10:49 PM   #26
Banned
 
OVR: 36
Join Date: Jul 2009
Location: Tennessee
Blog Entries: 6
Re: Why can't players have 100 Rating

yes players should have 100 ratings

but only one

in one category

Chris Johnson - 100 speed
True Blue Titan is offline  
Reply With Quote
Old 11-21-2009, 10:50 PM   #27
Banned
 
OVR: 36
Join Date: Jul 2009
Location: Tennessee
Blog Entries: 6
Re: Why can't players have 100 Rating

and maybe peyton manning 100 awareness
True Blue Titan is offline  
Reply With Quote
Old 11-21-2009, 11:34 PM   #28
Hall Of Fame
 
KBLover's Arena
 
OVR: 40
Join Date: Aug 2009
Blog Entries: 14
Re: Why can't players have 100 Rating

Quote:
Originally Posted by Valdarez
100 would imply perfection, and no one is perfect. But then, I don't think we should be using numbers at all. This is the equivelant of knowing Mario's speed as compared to Sonci's instead of just knowing Sonic is faster. Sports games have been extremely lazy with their design by using numbers instead of real world stats, scouting techniques, and just letting gamers enjoy the player playing the game. The ability list is one thing APF2K8 did really well (view it here).
Well you wouldn't like playing RPGs then - they are very number oriented.

However, in sports, players ARE graded and often those grades are expressed in numbers.

And, all real world stats would do is become the ratings. From a programming standpoint, there's no other way, unless you want all players to be the same.

If two players run at different speeds, one has a higher speed rating than the other. Whether or not you see it in the GUI is another issue.

Otherwise, how is the game to know to make one guy animate faster than the other?

BTW, there was a Mario game with ratings, Super Mario 2 I believe - Luigi had a 4 in jumping (highest rating) while Toad had a 4 in lifting (highest rating), etc.

So even in platformers, there are ratings.

DMC has one (different stats of weapons), Symphony of the Night did (Alucard's level, weapon stats, monster stats)

Just because I couldn't pull up a screen with all of Alucard's exact "ratings" doesn't mean the game just some how magically knew what to do.

I haven't played APF2K8, but I'm willing to bet those abilities set or modify player ratings so that those differences can be expressed in the game.
KBLover is offline  
Reply With Quote
Old 11-22-2009, 03:01 AM   #29
All Star
 
Valdarez's Arena
 
OVR: 51
Join Date: Feb 2008
Location: Austin, TX
Posts: 5,091
Blog Entries: 33
Re: Why can't players have 100 Rating

Quote:
Originally Posted by KBLover
Well you wouldn't like playing RPGs then - they are very number oriented.

However, in sports, players ARE graded and often those grades are expressed in numbers.

And, all real world stats would do is become the ratings. From a programming standpoint, there's no other way, unless you want all players to be the same.

If two players run at different speeds, one has a higher speed rating than the other. Whether or not you see it in the GUI is another issue.

Otherwise, how is the game to know to make one guy animate faster than the other?

BTW, there was a Mario game with ratings, Super Mario 2 I believe - Luigi had a 4 in jumping (highest rating) while Toad had a 4 in lifting (highest rating), etc.

So even in platformers, there are ratings.

DMC has one (different stats of weapons), Symphony of the Night did (Alucard's level, weapon stats, monster stats)

Just because I couldn't pull up a screen with all of Alucard's exact "ratings" doesn't mean the game just some how magically knew what to do.

I haven't played APF2K8, but I'm willing to bet those abilities set or modify player ratings so that those differences can be expressed in the game.
Well of course there are numbers. lol There has to be, but just because they are there doesn't mean they should be displayed to the user. I find it highly amusing that games that attempt to simulate a sport (this is all sports games, whether sony, EA, or 2K) continue to display numbers that have nothing to do with representing the sport to their end users. It just smacks of laziness.
__________________
Follow Me On Twitter: http://twitter.com/Valdarez
Read My Blog - Vision Is Everything

Last edited by Valdarez; 11-22-2009 at 03:49 AM.
Valdarez is offline  
Reply With Quote
Old 11-22-2009, 03:46 AM   #30
MVP
 
OVR: 13
Join Date: Oct 2008
Location: Illinois
Blog Entries: 3
Re: Why can't players have 100 Rating

What about Russel? He should have the highest/lowest ratings in the game: 100 Arm Strength; 0 Awareness.

Back on topic, they should keep the overall, but make it based on the teams position philosophies, like Head Coach. For example: Jamarcus Russel would be a high 90's for the Raiders because of their philosophy is set at Strong Arm/Tools, but he be a low to mid 60's on the Colts because they would have their philosophy set at Field General or Pure Passer.
__________________
Kris Bryant doesn't hit homeruns, he destroys pitcher's dreams. #Bryantwatch
twl221 is offline  
Reply With Quote
Old 11-22-2009, 10:08 AM   #31
MVP
 
OVR: 20
Join Date: Sep 2008
Re: Why can't players have 100 Rating

Quote:
Originally Posted by Valdarez
Well of course there are numbers. lol There has to be, but just because they are there doesn't mean they should be displayed to the user. I find it highly amusing that games that attempt to simulate a sport (this is all sports games, whether sony, EA, or 2K) continue to display numbers that have nothing to do with representing the sport to their end users. It just smacks of laziness.
I think numbers are the easiest way to differentiate 2 characters to the user, whether in a sports game or otherwise. The difference with sports games is that the user has to constantly make personnel decisions deciding between one player and another. For a casual gamer the current system is nearly as easy as it could possibly be and it is about as easy for the programmers as it could possibly be.

That said, it isn't the most realistic system. There are three other options that I like, any of which I would prefer to the current system. Within any of these systems though you still need to have basically the same ratings system running the gameplay behind the scenes. All we are really discussing here is a different way to show those ratings to the user.

Probably the toughest one both for the programmer and for the end user but one that could be kinda interesting would be written reports something like the scouting reports in the original head coach, From a programming standpoint this presents some problems having enough text so things don't get repetitive or to easy to scan for keywords and know the exact results but it is obviously possible because to some extent it has already been done. For the user though this requires a lot of reading which would be a problem. If they were to do this I think I would prefer it going along with another one of the systems.

The next option is an ability style system like APF used. Here, based on a players ratings a few icons or abilities or some representation of their strengths and weaknesses are displayed rather than actually displaying the numbers. This system has its strengths and weaknesses. The biggest strength is that it is a more realistic way of presenting the info to the user and it leaves some of the ambiguity that makes real football personell decisions more interesting that those in the current system. The main weakness is how the CPU interacts with this system. Either it interacts with the numbers in the same way as it currently does which puts the user at an extreme disadvantage because the cpu would still alway be right and the user would be guessing, or you have the cpu interact with the icons or abilities like the user would putting the CPU at a huge disadvantage because it doesn't have all the knowledge of players the the user might have and if we get actual draft presentation it wouldn't have the same way to know things about the incoming players that the user would. This would lead to a need for way more house rules than their already are. Also, this system leaves very little in the way to show any progression to the user which would lead to a whole new set of complaints.

The third system, and in my opinion the best, would be the one I described in the thread about eliminating the overall rating. Basically it takes the positional philosophy system from HC 09 and the range system from the original HC and combines them with a few anvancements. I am not going to write it out here as it is a pretty long explanation with a lot of details.

The advantages of this system is there is still a real way to differentiate between the players while still leaving a good deal of ambiguity to most decisions. It also leads into a lot of interesting possibilities with scouting and also with making the preseason actually matter and also with the ranges adds in some inconsistancy to the players opening up possibilities for cold streaks, hot streaks, players playing at the lower end of their range getting benched and cut leading to gems in free agency or trades or playin at the top of their range leading to busts in free agency or trades. Also, it brings in the production grade from HC which allows players who put up big numbers to retain starting spots and get realistically larger contracts without falsely increasing their ratings. With the philosophies it allows differentiation between what different teams want at different positions as well. Also, this being a number based system makes it easier to put the CPU on an equal level with the user.
kcarr is offline  
Reply With Quote
Advertisements - Register to remove
Old 11-22-2009, 10:12 AM   #32
All Star
 
Valdarez's Arena
 
OVR: 51
Join Date: Feb 2008
Location: Austin, TX
Posts: 5,091
Blog Entries: 33
Re: Why can't players have 100 Rating

Well said kcarr. I agree, it's just how it's displayed. I'd prefer a combination of scouting reports + descriptions. Not really sure I even want the bronze, silver, gold stuff that APF2K8 uses, because that's not realistic either. I want to be able to look at a player and determine if they are a good pick up based on how the scouts make their determination (though to be honest, I couldn't tell you how they do it). Even if that means being able to sort players based on their ability, without seeing a number. i.e. This guy runs good routes, but this guy runs them better. Or, he's really good at slants, but has problems with out patterns and getting off bump coverage. I would totally geek out on stuff like that because it would make the game feel far more realistic to me.

I think a good way of doing it would be to have a search mechanism, where you tell the scouts what's important to you. Route running, speed, other, and the scouts come back with the list of players that fit your needs, and then you whittle them down from there.
__________________
Follow Me On Twitter: http://twitter.com/Valdarez
Read My Blog - Vision Is Everything
Valdarez is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football > Madden NFL Last Gen »


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 12:18 AM.

Top -