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Old 06-22-2010, 01:26 PM   #81
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Re: NCAA '11 Ratings Discussion

Luther Ambrose, 3rd in the NCAA 100 meters, is a 92?

I'd be surprised if this wasn't mostly about hype and school prestige.
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Old 06-22-2010, 01:40 PM   #82
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Re: NCAA '11 Ratings Discussion

Quote:
Originally Posted by Brnto4life
Wow. All I can say is that Texas' roster is incredibly overrated on offense. No running back should be higher than an 84 and no QB besides Gilbert should even be in the 80s (Gilbert should be an 84).
My bigger wow was Connor Wood having 94 thp and 84 tha. It's going to be nice having him come up in my dynasty, but for his to have those, plus 80 speed and 85 agility makes me scratch my head. Does awareness affect the QB if you are playing the game? I mean you might as well start Wood because Gilbert is only 88thp and 85tha and is slower.

I'd say Texas' RB are fine when you compare them to other teams. Unfortunately we don't have the benefit of player ratings being stretched out.

Not sure how they figured it to be that James Kirkendoll is faster then Marquis Goodwin either.
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Old 06-22-2010, 03:12 PM   #83
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Re: NCAA '11 Ratings Discussion

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Originally Posted by Brian52682
They really screwed over Florida this year
in what way?
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Old 06-22-2010, 03:24 PM   #84
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Re: NCAA '11 Ratings Discussion

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Originally Posted by olliethebum85
My bigger wow was Connor Wood having 94 thp and 84 tha. It's going to be nice having him come up in my dynasty, but for his to have those, plus 80 speed and 85 agility makes me scratch my head. Does awareness affect the QB if you are playing the game? I mean you might as well start Wood because Gilbert is only 88thp and 85tha and is slower.

I'd say Texas' RB are fine when you compare them to other teams. Unfortunately we don't have the benefit of player ratings being stretched out.

Not sure how they figured it to be that James Kirkendoll is faster then Marquis Goodwin either.
Awareness effects the CPU's QB

In fact it is the most important rating in the game for all QB's

A guy can have tons of speed and a big cannon arm for the CPU but if his awareness sucks he'll suck on the field during games that are actually played vs a human player.

I've created QB's with only 84 Throwing Power and 86 Accuarcy and they've been effective for the CPU because their awareness is very good on the field.

There are like 5 different ratings in the game overall that effects QB's in some way or the other
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Old 06-22-2010, 03:33 PM   #85
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Re: NCAA '11 Ratings Discussion

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Originally Posted by TigerBait07
Speaking of overrated and unerrated, Bama has 3 DB's higher rated(95,94,94) than LSU's #7 patrick peterson(93), who is considered the #1 cover corner in the nation this year, and a top 5 draft pick. Peterson only shut down the two top recievers in this game A.J. Greene and Julio Jones last year. EA needs to fix this.
Yeah keep waiting for EA to fix it.....LOL

you guys crack me up at times. Do you really think EA is going to release rosters and then edit them for YOU after release?

I think you better start rolling up your sleeves and fixing your own rosters
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Old 06-22-2010, 06:37 PM   #86
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Re: NCAA '11 Ratings Discussion

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Originally Posted by Playmakers
Yeah keep waiting for EA to fix it.....LOL

you guys crack me up at times. Do you really think EA is going to release rosters and then edit them for YOU after release?

I think you better start rolling up your sleeves and fixing your own rosters
This coming from the guy who claims that AWR makes a difference with QBs without giving a real reason as to how it actually does
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Old 06-22-2010, 07:26 PM   #87
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Re: NCAA '11 Ratings Discussion

im pretty sure he said the awareness makes the quarterbacks smarter. so even with lower physical attributes they perform better due to not making dumb throws into coverage
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Old 06-22-2010, 08:34 PM   #88
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Re: NCAA '11 Ratings Discussion

The big problem folks fail to realize in all the player ratings talk, is that if player's are not rated to how the "In-Game" generates it's player's, you will have a busted game after 4 yrs and complaining the game s****.

The reason for this is that after folks edit the initial ratings, "GAME SLIDERS" are tweaked towards those edited ratings to produce the desired game play.

Then the CPU generates player's different to the edited roster's (usually player's are edited with high values to meet gamer's idea of the overrated/exaggerated OVR rating a player should be), and after 4 yrs when all/most edited player's are no longer in the game, gameplay suffer because the tweaked slider's were for a different set of edited player's.

Also, EA's progression formula consist of an increases to ratings (SPD/ACC/AGL) that are the foundation to player movement in this year's game. So that guy you say should be rated faster etc..., will actually meet your perceived spd rating, and then surpass it if he's a FR or Soph. So he will become faster than what he really is, if you rate him too high in the beginning. (unless they have made changes to the progression formula)


Something to Note (Further TESTING is needed!!)
From what I see in the demo:
The ACC rating is a combination of both player "Speed & Explosion/Burst".

The SPD rating is the "Duration" at which the ACC can be applied during a play

That's why player's with with a Low SPD rating and a "High ACC" rating get out faster, but then are caught/passed by player's with a "High SPD" rating and a Low ACC rating over distance.
The SPD rating seems to represent more of a 'Stamina" rating/feature which gives an "Illusion" a player is getting caught or out runned.
(Keep in mind, the Fatigue rating in past versions, basically decided how the frequency CPU sub'd player's out vs an actual representation of a player's Fatigue)

We're just going to have to wait for the retail version to see how the sliders will affect gameplay, then ratings can be edited to maximize gameplay.

Otherwise, folks are setting themselves up for much frustration!!!
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