True Gameplay: Inside the Ratings

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  • khaliib
    MVP
    • Jan 2005
    • 2884

    #1

    True Gameplay: Inside the Ratings

    Well, being bored with a lot of time on my hands, I've found out why we've struggled getting the game to emulate what we see Saturdays, even with greater editing functions we now have, thanks to Xan.

    The scale is based on 100% model and our troubles begin here because the Player Ratings in their current setup do not operate within this model.

    The current in-game structure uses a scale of 40-99, but the actual scale of 0-127 needs Xan's Editor to utilize.
    But simply using this scale does/will not remedy the major problem.

    Studying the ratings, I've noticed that the game uses Generalized Ratings and Position Specific/Counter Ratings to trigger Animations. (ie Gameplay)

    Generalized Ratings are those that all Positions use on a standard best to worst scale (ie 0-127) and their use during gameplay is linear.
    The issue with these ratings is that some need to use a large gap on the 0-127 scale to see a big difference within that rating.

    Updated 8/17
    These ratings are..
    -Speed (the heaviest weight upon gameplay, min 15 pt gap to see difference)
    -Acceleration (min 40+ pt gap to see a true Explosive Burst)
    -Catch
    -Special Catch (set all WR/TE/CB/Safeties to 127)
    -Jump (0 for all Def players, WR/TE set to 127)
    -Throw Power
    -Throw Accuracy
    -Kick/Punt Power
    -Kick/Punt Accuracy
    -Stamina (set at "0", it's just a Boost that pushes gameplay further away from realism.
    **the game/ratings/animations will function better because a true fatigue element is added to "every" play from the beginning.
    (ie sub in/out, "Fumbles" etc...)
    -AWR (this is were the variation between players/teams will come from because a player and/or team consisting of players with low AWR, will not perform like those with a high rating here)


    Position Specific/Counter Ratings are those ratings that use the 0-25-50-75-100% measurables to decide/trigger Animations/outcomes.

    -Outcomes will follow a more consistent pattern in the game because we're now using the true scale the game is built on/around.
    (ie weak player/teams will play accordingly against better teams)

    So the actual scale needed for the Specific/Counter Ratings to operate properly within the 0-127 scale is....
    0% = 0
    25% = 32
    50% = 63 (the median, not 50)
    75% = 95
    100% = 127

    **So a player or team with mostly 63's (ie Cal) will play "better" than than those of 32's (Old Dominion) on a consistent basis.
    -A player or team with mostly 95's (ie Alabama) will play 'better" than 63's, but would "crush" player/teams of 32's on a consistent basis.
    **Stars on a 32'ish team can have 63 or 95's added to some of their ratings to set them apart

    These are the ratings and their counter...
    For Fumbles - (Hit Power has to be higher than Carry)
    -Carry
    -Hit Power

    Change of direction - (both are the same)
    -Agility (how fast change of direction occurs for Offense)
    -Pursuit (how fast change of direction occurs for Defense)
    **Set both at "0" for Momentum Based

    Pass Game Outcome
    -Route Run
    -Man Coverage

    -Release
    -Press

    -Catch in Traffic
    -Zone Coverage

    Run Game Outcome
    -Tackle
    -Break Tackle
    **Optional Animations (suppose to be linear, but coding makes some stronger than others, not part of the paired sum) Spin/Juke/Elusiveness/Truck/Stiff Arm

    -Play Rec (Ball Carrier Recognition for Def)
    -Vision (Tackler Recognition for Off)

    Struggle Outcome -
    -Pass/Run Blk (each is summed with Break Blk separately)
    -Break Block

    -Pass/Run Blk Strength
    -Power Move

    -Pass/Run Blk Footwork
    -Finesse Moves
    **Optional Animations
    Swim/Spin (the higher Spin rating is, the faster it animates with the Def player)

    [U]Strength is the only rating that is single in nature, but still follows the 0/25/50/75/100 scale above.
    (ie Air Force RB = 31 vs Alabama RB = 95 [harder runner]) or
    (ie 180 lb RB = 31 vs 230 lb LB = 95 [weight difference])
    -outcomes will be consistent


    How True Gameplay is accomplished:
    The key is to utilize the Position Specific/Counter Ratings on a "Team by Team" bases, and not player by player as we have been doing.
    -Meaning, each position on a team carries a set rating for every player in that position.
    (ie Strength Rating: Akron OL'n = 32 vs V'Tech DL'n = 95) or
    (ie Old Dominion WR Route Run = 32 vs Alabama DB Man Coverage = 95)


    Don't worry about every player playing the same!!!
    Variation from player to player on a team will come from the Generalized Ratings and...
    -The AWR Rating as well as...
    -Hidden metrics/measurables in the coding we can't edit, even with Xan's editor

    Update 8/19 **Special Teams
    Hum Player - Controlling Punts
    - The only thing K/P Accuracy Sliders do for Hum, is increase/decrease the window for L to R Angles "ONLY".
    - You can control the bounce by press-n-holding "RB Button" slightly before the ball touches the foot.
    - The closer to that "sweet spot" you are, the more control you will have.
    - After the kick, press-n-hold upwards, moving L to R on the "Left Stick" to simulate backspin.
    - You can also press down on the Left Stick to make the ball die on the first bounce.
    **the only catch is that you must be in that "sweet spot" with RB Button, otherwise it will bounce into the endzone.
    - The Player Punt Accuracy Rating "might" dictate how big the "Sweet Spot" is.
    - Also, rosters can have Player Punt Power Rating as low as 45 and still kick 50 yrs
    - 2nd, the Power Meter doesn't need to be maxed out to achieve distance.
    - You will actually have more control if you kick under the "Line" in the meter.

    For CPU
    - The Power Slider for the CPU is so powerful, that at 100%, the AI can kick 87 yrd field goals (not the same for Hum though)
    - Turn the Punt Power to "0", but increase the Accuracy to 100% and watch what the AI does!!!


    **Don't forget to download Tdawgs latest roster that has all this done for you: PBT 2053 (make sure there's a space!!!)
    (roster is base from Yukon with these theories applied)
    Last edited by khaliib; 08-19-2013, 12:52 PM.
  • bellaballa
    Rookie
    • Nov 2007
    • 450

    #2
    Re: True Gameplay: Inside the Ratings

    This totally deserves a sticky but I am at least glad all the info is within the OP and not lost amongst the thread. My guess is this will become the new "how to fix gameplay" thread, at least on these boards. Lots of hidden gems revealed by the master that is Khaliib!
    EASHL 360: OS Knights D/C

    Comment

    • Soonerfan09
      Banned
      • Jun 2003
      • 185

      #3
      Re: True Gameplay: Inside the Ratings

      do you think this is also how ncaa 11 and 12 operate

      Comment

      • tdawg3782
        I hate you Norv
        • Nov 2003
        • 4803

        #4
        So as far as setting an entire roster this way how would that work? If I'm understanding what you've said correctly u have to set it team by team. So when I set Akrons OL vs Alabama's DL to equal 100% the next week when when those 2 teams play someone else I would have to adjust again? Also I noticed that Awr wasn't mentioned. Obviously that's a generalized rating (I think). Anymore info on that?

        And my god how do u find this stuff? All I can say is awesome bro and keep up the good work.

        Sent from my fingers to your face and since I'm using my cell short hand typing will be acceptable.
        Last edited by tdawg3782; 08-17-2013, 08:19 AM.

        Comment

        • bellaballa
          Rookie
          • Nov 2007
          • 450

          #5
          Re: True Gameplay: Inside the Ratings

          So according to this, all the talk about a 99 rating representing a "once in a generation" type of player really means that a 99 is somewhere around 75% of what a player is capable of? Or just that they have a 75% chance to have a certain animation used? Or that on the grand scheme of things, they play like an "average" player?
          EASHL 360: OS Knights D/C

          Comment

          • Mr2Nice
            # The No Movement!
            • Mar 2012
            • 1262

            #6
            Re: True Gameplay: Inside the Ratings

            I think its more simple to say the game is broke. I can't imagine having to change around ratings everytime I face a team. Though I do find this information interesting so don't take my comment the wrong way

            Comment

            • TarHeelPhenom
              All Star
              • Jul 2002
              • 7119

              #7
              Re: True Gameplay: Inside the Ratings

              So khaliib, will setting stamina at "0" make running backs sub out after 1 run or how does it factor into sub in/out? Man I got a week and a half to set all this up.

              Also what about the team overall ratings at a specific position? Would setting those ratings for each team make a difference as opposed to doing each teams individual players(referring to the counter ratings) ?
              Last edited by TarHeelPhenom; 08-17-2013, 10:08 AM.
              "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

              Comment

              • khaliib
                MVP
                • Jan 2005
                • 2884

                #8
                Re: True Gameplay: Inside the Ratings

                Originally posted by Soonerfan09
                do you think this is also how ncaa 11 and 12 operate
                It's the same because of the coding/build and how animations are linked.
                Even for Madden because NCAA is built on top of Madden with some adjustments here and there (per Raw Data).

                Comment

                • khaliib
                  MVP
                  • Jan 2005
                  • 2884

                  #9
                  Re: True Gameplay: Inside the Ratings

                  Originally posted by tdawg3782
                  So as far as setting an entire roster this way how would that work? If I'm understanding what you've said correctly u have to set it team by team.
                  This is were Excel guru's have the upper hand because it will make it easy/faster because you can just do a template for teams consisting of 32's, one based off of 63's, and one consisting of those 95's, then do a cut-n-past to those schools of similar level/status.
                  So when I set Akrons OL vs Alabama's DL to equal 100% the next week when when those 2 teams play someone else I would have to adjust again? No, I need to go back and edit and clarify the OP. I was super tired when doing this.
                  Also I noticed that Awr wasn't mentioned. Obviously that's a generalized rating (I think). Anymore info on that? Correct it's a Generalized rating, but it's the 2nd heaviest weight used (after Speed) that impacts the game greatly. This is were much of the variation from player to player will come from because it impacts every positions ratings and because it's linear (best to worst) we have a scale of 0-127 that will give variation to players/teams/conferences.

                  And my god how do u find this stuff? lost's of time, way too hot and not a lot of money floating around to just get out of the house and go do something.

                  Sent from my fingers to your face and since I'm using my cell short hand typing will be acceptable.
                  The weird thing is that I get more enjoyment doing this stuff vs actually playing the game.
                  Last edited by khaliib; 08-17-2013, 12:42 PM.

                  Comment

                  • khaliib
                    MVP
                    • Jan 2005
                    • 2884

                    #10
                    Re: True Gameplay: Inside the Ratings

                    Originally posted by TarHeelPhenom
                    So khaliib, will setting stamina at "0" make running backs sub out after 1 run or how does it factor into sub in/out?
                    What's weird is that I made "NO" adjustments to sub in/out sliders, yet the AI subbed in/out for me and AI on a realistic bases. Even more strange, was that it depended on what happened during the play (short vs long run and/or fighting for extra yards etc... This is a rating that has established measurables that dictate the sub in/out process. I say this because QB's, OL nor DB's never subbed out like the other positions
                    Man I got a week and a half to set all this up.

                    Also what about the team overall ratings at a specific position?
                    I thought it did because I manually put Alabama at 127 and Akron at 25 and thought this impacted the game, but forgot I had heavily edited these teams to get them to consistently obtain the outcomes that would normally occur. This is were the OP originally materialized from.

                    Would setting those ratings for each team make a difference as opposed to doing each teams individual players(referring to the counter ratings)? The OVR's are just for show. As a matter of fact, to add a new element I "0" all the OVR's for Teams and Players. The CPU will always use these according to pre-programmed measurables no matter what we do to them. So they're just for us to have a visual aid to follow/use the linear bad to good scale. Now I have to really scout the stats to see were a teams strengths and weaknesses are. Same goes for players, especially dealing with Recruits. The CPU knows and will go after the best players. The Hum player now does not know what type of player they're getting unless they do in-depth scout
                    Using the Generic Editor, it's actually much faster than what it initially looks like just in words.

                    Knowing how to use Excel to cut-n-paste is even faster

                    Comment

                    • tdawg3782
                      I hate you Norv
                      • Nov 2003
                      • 4803

                      #11
                      Originally posted by khaliib
                      The weird thing is that I get more enjoyment doing this stuff vs actually playing the game.
                      Beautiful. Excel, that's right up my alley. So basically as far as the counter ratings go I just have to stick to the 5 point scale(0%, 25%, 50%, 75%,100%) and determine what teams deserve what ratings correct? I feel another excel project brewing up lol. And then use the generalized ratings on a 0-127 point scale?

                      Im getting super excited to mess with this stuff. Great find man.

                      Sent from my fingers to your face and since I'm using my cell short hand typing will be acceptable.

                      Comment

                      • khaliib
                        MVP
                        • Jan 2005
                        • 2884

                        #12
                        Re: True Gameplay: Inside the Ratings

                        Got to get something to eat real quick, then will post a Position Template to make it easier of what to edit for those not real in-depth with the Editor's.


                        Side note:
                        Out of 7 games using Akron vs Alabama tester, I have lost by a minimum of 4 TD's every game without any goofy AI stuff going on.

                        Found myself playing to at least get into Field Goal distance.
                        This set-up has made field goals and kickers very relevant now.

                        Which is what I want to happen when I am obviously over-matched.

                        Also, these edits are doing something to PAT/Punt block, because players are just barely missing blocks now on both.
                        - this includes players coming through the middle as opposed to just outside.

                        Comment

                        • tdawg3782
                          I hate you Norv
                          • Nov 2003
                          • 4803

                          #13
                          Are u using just default sliders to? That would be freaking awesome.

                          Sent from my fingers to your face and since I'm using my cell short hand typing will be acceptable.

                          Comment

                          • TarHeelPhenom
                            All Star
                            • Jul 2002
                            • 7119

                            #14
                            Re: True Gameplay: Inside the Ratings

                            I'm not a pro with Excel but I'm willing to learn to get this in my game as quickly as possible!
                            "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

                            Comment

                            • khaliib
                              MVP
                              • Jan 2005
                              • 2884

                              #15
                              Re: True Gameplay: Inside the Ratings

                              Originally posted by tdawg3782
                              Are u using just default sliders to? That would be freaking awesome.
                              I use Sliders for slight tweaking, which should be the purpose and not for overhauling. The issue is that sliders follow 0/25/50/75/100 which is a issue because the true scale is 0-127, but I wouldn't put it past that they are based on EA's default 40-99 scale.

                              Sent from my fingers to your face and since I'm using my cell short hand typing will be acceptable.
                              Originally posted by TarHeelPhenom
                              I'm not a pro with Excel but I'm willing to learn to get this in my game as quickly as possible!tdawg's your man
                              going to add a position template to the OP listing all the non-labeled fields needed specific to each Position.
                              Last edited by khaliib; 08-17-2013, 04:39 PM.

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