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Explanation of attributes?

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Old 06-27-2009, 03:02 PM   #33
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Re: Explanation of attributes?

Quote:
Originally Posted by KOTC Wayne
I think alot of people has a misconception about the awareness attribute. To me, the awareness attribute is the governing body of all the attributes and what I mean by this is it intensifies or declines the effectiveness of any particular attribute based on how high or low the awareness of that player is.

For exp., if a WR has 90 Route running and only 70 awareness , it makes his Route running(meaning the ability to run crisp routes to gain seperation from the defender to get open) more like 80 than the 90 that it's on.

For exp., if a DB has 90 Man and Zone coverage but he only has 70 awareness, it's more like his Man and Zone coverage is around 80(these are just numbers I'm throwing out but the point being that having low awareness lowers the actual attribute of that player) than 90!

Awareness plays correlation in every attribute there is!

Also, for the guy that says when you control a player, does the awareness mean anything. No most of the time and in a few occasions yes. No b/c you are now the awareness of the player that you are controling. Awareness isn't the only attribute nullified just as Man and Zone Coverage along with other attributes are nullified also!

When I say yes, I mean this mostly for the QB's. Low awareness lowers the THA of a QB as I have seen over the years and it also effects how hard you can press the D-pad in the direction you are throwing the ball. With low awareness, you will see alot more balls sail out of bounds if you were to press hard to the right while you are throwing the ball with your WR doing an out route to the right!

Awareness is defintely not a dying attribute and this isn't only for Madden, this is for most sports games!
Thanks for that. Unfortunately, until I hear straight from EA, or at least see some formulas, I am going to take what you say with a grain of salt. Everyone seems to be saying something different, which is bound to happen when we are forced to speculate about player attributes.
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Old 06-27-2009, 04:09 PM   #34
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Re: Explanation of attributes?

I think that this topic is blog worthy honestly. It is that big of a deal. No one really "knows" what the ratings do besides from what is said with the vague descriptions in game and the devs.
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Old 06-27-2009, 05:45 PM   #35
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Re: Explanation of attributes?

A full Ratings break down and comparisons needs to be done by EA and i think would do best being placed on the disk itself in a Madden help section. At least in regards to M11+

ALso, when people say "what freatures would you cut for that?" befroe you ask, if you were going to ask, you totally misunderstand what is going on there. there isn't a lack of disc space for Madden, what ian means when talking about game features and having to make cuts is when talking about in-game performance of the system. At 60frames per second, 22 men on the field, a stadium, chain gangs, 7 refs, etc, the game can only handle so much at one time. Contenet on the other hand [such as football 101 and a ratings break down] has nothing to do with performance of the hardware.

It is boring to some, but we need a help section of madden where we get a realistic explenation of each ratings, and what they are compared to. I would LOVE video of the game showing me the differences, but I doubt that will happen. For example, have an official reference that Man coverage vs route running is taking place [which Ian confirmed is one of the interactions when the defender is in man.]
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Old 06-27-2009, 08:22 PM   #36
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Re: Explanation of attributes?

From what I understand, the rating do not mean how good somebody is good at something, but how often they do it. I think all players in the game are in theory capable of doing the same things. A QB has the THP of 99 and one has it at 82, the only thing this mean is that the 99 is more likely to throw it deep. It has nothing to do with how far you can throw. Technically, you can put a halfback at QB and they could throw for 500 yards, but not likely. I think the rating should mean how good the player is at something and open up special moves and abilities. Another example, Marvin Harrison is one of the best route runners ever. In his prime, maybe a 100 by Madden standards. In theory, lets say Devin Hester could run a route just like Marvin, but not likely to. Odds are you could put a QB are WR, and if he hits that chance he could break Scrabble on a stop and go or a quick slant. Its weird. Its about how often and not how good.
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Old 06-27-2009, 10:39 PM   #37
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Re: Explanation of attributes?

The post above me is completely wrong. Take a guy with 99 spin move and compare his spin to a guy with a 60 spin move. A very noticable difference.
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Old 06-27-2009, 10:50 PM   #38
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Re: Explanation of attributes?

Quote:
Originally Posted by ChampN252
From what I understand, the rating do not mean how good somebody is good at something, but how often they do it. I think all players in the game are in theory capable of doing the same things. A QB has the THP of 99 and one has it at 82, the only thing this mean is that the 99 is more likely to throw it deep. It has nothing to do with how far you can throw. Technically, you can put a halfback at QB and they could throw for 500 yards, but not likely. I think the rating should mean how good the player is at something and open up special moves and abilities. Another example, Marvin Harrison is one of the best route runners ever. In his prime, maybe a 100 by Madden standards. In theory, lets say Devin Hester could run a route just like Marvin, but not likely to. Odds are you could put a QB are WR, and if he hits that chance he could break Scrabble on a stop and go or a quick slant. Its weird. Its about how often and not how good.



Wait... WHAT?!?! lmao. you cant be serious can you?
I mean really?
sure everyone can do the same motions just not as well as others and thats where ratings come into effect
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Old 06-28-2009, 12:04 AM   #39
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Re: Explanation of attributes?

This is from Ian in an old thread when we were talking about ratings last year.

http://www.operationsports.com/forum...breakdown.html

- Elusiveness: Replacement for "break tackle" rating when choosing what type of broken tackle animations to play. Also modifies the window and success of breaking "elusive style" tackles (jukes & spins) with our new "break out of tackles" feature for 09.

- Trucking: Replacement for "break tackle" rating when choosing what type of broken tackle animations to play. Also modifies the window and success of breaking "power style" tackles (stiff arm & truck) with our new "break out of tackles" feature for 09.

- Toughness: When injuries are calculated, determines severity of injury (if at all). So higher toughness means less likelihood of severe injuries. Also speeds up recovery of injury in Franchise mode.

- Importance: Used only in Trade Logic...teams are much less likely to trade away "Important" players.

- Pass Block Strength: Replacement for general "Pass Block" rating when choosing to win or lose while pass blocking. PB Strength determines how well the player performs when the defender is performing power moves against him.

- Pass Block Footwork: Replacement for general "Pass Block" rating when choosing to win or lose while pass blocking. PB Footwork determines how well the player performs when the defender is performing finesse moves against him. Scales the speed of initial moves at the snap, as well as the distance of kickout pass block initial moves.

- Run Block Strength: Replacement for general "Run Block" rating when choosing to win or lose while run blocking. RB Strength determines how well they can succeed in locking up a defender while run blocking.

- Run Block Footwork: Replacement for general "Run Block" rating when choosing to win or lose while run blocking. RB Footwork determines how well they can succeed in pushing a defender while run blocking. Also scales the speed of initial moves.

- Block Shedding: Defensive rating on how well defenders can "shed" blocks when in the open field (i.e. in pursuit of the ballcarrier)

- Impact Blocking: Offensive rating on how well blockers can pancake (or block normally) when in the open field - mainly special teams, turnover returns, etc.
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Old 06-28-2009, 10:57 PM   #40
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Re: Explanation of attributes?

Quote:
Originally Posted by WilesThing
This is from Ian in an old thread when we were talking about ratings last year.

http://www.operationsports.com/forum...breakdown.html

- Elusiveness: Replacement for "break tackle" rating when choosing what type of broken tackle animations to play. Also modifies the window and success of breaking "elusive style" tackles (jukes & spins) with our new "break out of tackles" feature for 09.

- Trucking: Replacement for "break tackle" rating when choosing what type of broken tackle animations to play. Also modifies the window and success of breaking "power style" tackles (stiff arm & truck) with our new "break out of tackles" feature for 09.

- Toughness: When injuries are calculated, determines severity of injury (if at all). So higher toughness means less likelihood of severe injuries. Also speeds up recovery of injury in Franchise mode.

- Importance: Used only in Trade Logic...teams are much less likely to trade away "Important" players.

- Pass Block Strength: Replacement for general "Pass Block" rating when choosing to win or lose while pass blocking. PB Strength determines how well the player performs when the defender is performing power moves against him.

- Pass Block Footwork: Replacement for general "Pass Block" rating when choosing to win or lose while pass blocking. PB Footwork determines how well the player performs when the defender is performing finesse moves against him. Scales the speed of initial moves at the snap, as well as the distance of kickout pass block initial moves.

- Run Block Strength: Replacement for general "Run Block" rating when choosing to win or lose while run blocking. RB Strength determines how well they can succeed in locking up a defender while run blocking.

- Run Block Footwork: Replacement for general "Run Block" rating when choosing to win or lose while run blocking. RB Footwork determines how well they can succeed in pushing a defender while run blocking. Also scales the speed of initial moves.

- Block Shedding: Defensive rating on how well defenders can "shed" blocks when in the open field (i.e. in pursuit of the ballcarrier)

- Impact Blocking: Offensive rating on how well blockers can pancake (or block normally) when in the open field - mainly special teams, turnover returns, etc.
Wow, thanks for that. It answers a lot of my questions, although not all of them. Great stuff tho.
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