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Originally Posted by KingV2k3 |
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The current EA rating system inflates things that can easily be determined by "measurables" and devalues AWR...
That's EXACTLY why there's so many gameplay issues triggered by SPD, STR, JMP, ETC. and also why players rated below about 60 AWR are useless...
The current system creates super human lug heads...
Purplepower_NC did / is doing a NCAA12 roster based off some conclusions that Gotmadskillzson came up with that do exactly that...
Here's a link:
http://www.operationsports.com/forum...on-ncaa12.html
In that system, the lowest AWR is 70...which has a huge positive impact...
Make the players smarter and less "jacked"...
Plays great / works wonders...
I have no doubt that same principles would work for Madden...
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As it stands currently, I have about 2% of the total database (400 players) with an AWR over 90. AWR is also scouted and is on a scale that currently deviates from 4.5 to .1. Note that the scale initially goes from 5.0 to 0, but the highest player in the database has retired and tragically died this summer (Seau). His AWR grade was a 4.8.
What do you all think about utilizing a hybrid approach to the ratings?
In this hybrid, the raw attributes (STR, SPD, ACC, AGI, JMP) would have upper and lower bounds set to 99 and 1 with all of the averages set to 70. For STR, I have some great data that reflects the 1RM for a player's squat and bench. You would be surprised how much some of these guys can squat for their positions (yes, some kickers can out-squat some OL, believe it or not).
The hybrid portion would come in where all of the dynamic skills would reflect something similar to how EA evaluates dynamic skills. This would allow for some overlap with the system provided for in the game, while still maintaining the integrity of a true "average" being considered in the raw attributes.
Or am I to understand that setting an upper/lower bound and average for the skills as they pertain to a postion is still the way to go.
I raise this question because it is hard to determine what the average for a dynamic skill should be.
An example: BCV for RBs.
EA uses a range of 98-42 with an average point of 79 for BCV in Madden 12.
FBG dictates that this range should run from 99 to 41 with an average of 70, as currently represented by the ratings presently on the site.
FBG has increased the upper bound, lowered the bottom bound, and lowered the "average" for a ball carrier to see the field and blocks developing.
The range for this attribute from the scouting data runs from 4.5 (MJD) to .1 (several players). The average for this data is 2.2. To me, I like the present approach that avoids the over-inflation of the BCV rating. An average RB with an average score of 2.2 being at a 70 BCV allows the guys at the top to really stand out. While the average for EA's ratings for the same attribute, 79, makes the attribute more top heavy. In essence, you would have more players at 70+ with EA's way of determining an average and fewer players at 70+ with the FBG system.
For the sake of variation and player differentiation from the mean, I prefer the FBG standard. What do you guys think?