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Old 03-17-2011, 05:50 PM   #1
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Modified Ratings Idea

Deep breath ... okay, so once upon a time I committed down to writing a skeleton idea of how I would implement ratings in the game. I posted it at NCAA Strategies and it was pretty well received.

Based on a few recent posts, I figured I'd throw it up here. It'll give a simple demonstration of how I see the game functioning from a in-game perspective. It'll also show how I would try to remove the plethora of over-skilled players and the fact that there is no differentiation between glut groupings.

I'm sure there are holes, and I've only committed the offensive players to paper, but I think this is how I would rewrite the ratings.

Without further ado ... here's the concept:

First, they ought to get a deal done with Nike's SPARQ, as this is one of the best measurements of a football players that I've been exposed to.

Second, all player makeups (outside of measurables) are done on a percentile index rather than a pure ability. (ie. Player A is in the 80.02% group when it comes to elusiveness) This will give relevancy to the numbers that you see rather than just knowing 88 > 85.

To start, in my concept, there are two different categories for rating a player:
1) Attributes: Attributes are the athletic prowess and overall makeup of the athlete. These are broken up into Measurables, Primary and Secondary Attributes.
2) Skills/Abilities: Skills/Abilities are the actual football-based talents an athlete has. These are broken up into primary and secondary. Further, there are general skills that go across all positions and position specific skills.



MEASURABLES
Every player has a tangible set of attributes called "measurables". The entire rating system is built around these core attributes. These ratings are specific ratings that could be tested and verified. The measurables are the only CONCRETE things a coach would know about a particular athlete when recruiting. The others would be guesstimate percentages and grades (ie. Player A is very elusive. Among the top 20% of his class.).

Basic
Height (height in inches)
Weight (weight in pounds)
Wingspan (maximum reach in inches)
GPA (GPA of athlete)

Speed & Acceleration Factors
40-Yard Sprint Time (a measure of top speed)
10-Yard Split Time (a measure of acceleration & speed)
Broad Jump Distance (a measure of first step acceleration & speed)

Agility, Body Control & Balance Factors
3-cone Time (a measure of change of direction, body control, balance and agility)
Short Shuttle Time (another measure of speed, explosion and change of direction)

Strength, Power, Conditioning & Explosiveness Measures
Vertical Jump Distance (a measure of maximum height on a jump and explosive power)
Bench Reps (a measure of upper body strength and conditioning using 225)
Bench Max Pounds (a measure of max upper body strength)
Squat Reps (a measure of lower body strength and conditioning, no weight)
Squat Max Pounds (a measure of max lower body strength)
Power Ball Toss (a measure of power)

Reaction Measures
Near/Far Vision (timed measure of ability to react and focus)
Reaction Tap (another timed measure of ability to react by pressing a button on cue)

PRIMARY ATTRIBUTES
The above measurables are used to round out a players primary attributes:

* Speed - The top speed a player can reach on a straight line
* Acceleration - The time it takes to reach top speed
* Agility - Used to measure speed when changing direction.
* Endurance - Used to determine how long a player can function at any given full capacity.
* Injury - A players susceptibility to serious injury.
* (NEW) Knicks - A players susceptibility to small bruises and hits taken throughout the game. Kind of a hit point system, as it were.
* (NEW) Upper Strength - The upper body strength of a player. Helpful on the line for handling bull rushes, punches in pass blocking, rips on defense, beating press coverage.
* (NEW) Lower Strength - The lower body strength of a player. Helpful on the line for handling run blocking, bull rushes on defense, breaking arm tackles and pushing a pile as a RB.
* (NEW) Vertical Jumping - The maximum height a player can get on a jump. Great for receivers and corners, as this combined with height and wingspan help determine ball pinnacle.
* (NEW) Reaction - The speed at which the player sees the field and can react once it is recognized.
* (NEW) IQ - The overall knowledge of the player. Helps determine composure, playbook knowledge, formation shifts and calls, and recognizing the opposition.
* (NEW) Dedication (film) - The overall dedication the player has to film study. A highly dedicated player will have better increases to IQ and Reaction as the years progress.
* (NEW) Dedication (training) - The overall dedication the player has to weight training. A highly dedicated player will have better increased to strength/speed measurables year to year.
* (NEW) Seniority - The length of time the player has been in the system.
* (NEW) Playing Time - A general estimation of playing time an individual has seen. 0 - Scout Unit, 1 - Special Teams, 2 - Third String, 3 - Backup, 4 - Starter

SECONDARY ATTRIBUTES
The secondary attributes help modify outcomes and give distinction to unique skillsets among players. The ratings are created using measurables and primary attribute combinations to modify in-game outcomes:

* (NEW) Burst/First Step - Determines an explosiveness out of cuts or reacting to them, the jump off of the LOS and the time needed to burst out of a change of direction. Uses a combo 10 yard splits and broad jump.
* (NEW) Body Control - Used to measure a players overall balance and body control. An attribute that combines with others to aid in block shedding, route cutting, keeping balance on a tackle attempt, or making that crazy catch. Uses combo of 3-cone, shuttle and reaction.
* (NEW) Power/Explosiveness - The sheer force of an initial contact with the player. Helpful for initial contact drive as a lineman, ripping by a player or over a player. Uses combo of power ball, vertical jump and upper, lower strength, weight and height.
* (NEW) Composure - The athlete's innate ability to avoid being rattled or nervous. Combo of IQ, seniority & actual playing time.
* (NEW) Inertial Force - The athlete's innate impact force when moving. Combo of height, weight, speed, power/explosiveness, lower body strength.
* (NEW) Game Wear - The toll a game takes on a particular player. A player will wear down through use in a game over the long haul. A player with more conditioning and experience will tend to have higher game wear resistance and less of a dropoff in performance. A combo of upper & lower strength, seniority, playing time, endurance, knicks and injury.


PRIMARY SKILLS & ABILITIES
The attributes help determine the overall impact of each of the skills, whereas the skills are a measurement of the players ability in a particular skill, regardless of attributes. For instance, a low strength WR might have wonderful run blocking technique.

General
* O. Playbook Knowledge - A measure of the athlete's understanding of the playbook.
* D. Playbook Knowledge - A measure of the athlete's understanding of the playbook.
* Offensive Deception - A measure of the athlete's ability to make moves that deceives the defenders, whether it is on a route or in the open field or in PA.
* Defensive Deception - A measure of the athlete's ability to make moves that deceives the offense, whether it is disguising a blitz, fake press, overplaying routes to make them look open.
* Defensive Play Recognition - The ability of the player to read and understand what the defense is doing. Modified by their deception.
* Offensive Play Recognition - The ability of the player to read and understand what the offense is doing. Modified by their deception.
* Elusiveness - The ability of the player to make shifty moves without player control.
* Tackling Technique - The general technique of the athlete's tackling skill.
* Instinct - A gut level skill that randomly impacts certain skills such as pursuit, coverage and play recognition. It's effects would be equivalent to "luck".
* Defensive Discipline - A modifier that will help a defender remain on his assignment and not fall for fakes.
* Player Discipline - A modifier that helps determine non-user penalties and penalties by non-user controlled players. (ie. False Start, Offsides, Pass Interference)

QB
* Arm Strength - A measure of far downfield the QB can get the ball.
* Arm Accuracy - A measure of how accurate any given pass is.
* (NEW) Pass Release - The measure of how quick a QBs release is.
* (NEW) Pass Mechanics - A measure of the QB mechanics.
* (NEW) Under Center - A measure of the QB's ability and comfort under center.
* (NEW) Shotgun - A measure of the QB's ability and comfort in shotgun and recovery of bad snaps.

OL
* Run Blocking Technique - A measure of how skilled the athlete is at run blocking.
* Pass Blocking Technique - A measure of how skilled the athlete is at pass blocking.
* (NEW) Under Center Snapping - A measure of how skilled the athlete is at snapping the ball with QB under center.
* (NEW) Long Snapping - A measure of how skilled the athlete is at snapping the ball long and recovery to block.

WR
* Catching - The general ability to catch the ball.
* Route Running - The ability to break a defender down on the route move.

RB
* Carry - The ability of the athlete to hold onto the ball.
* (NEW) Carry Speed - The speed modifier of the athlete when they have the ball.

DL
* (NEW) Power Move Technique - The overall technique in power moves.
* (NEW) Finesse Move Technique - The overall technique in finesse moves.

CB/Safety
* Man Coverage Skill - The ability of the athlete to perform in man coverage.
* Zone Coverage Skill - The ability of the athlete to cover his assigned zone.

SECONDARY SKILLS & ABILITIES
The primary skills and attributes help combine to create secondary skills that cannot be modified.

General
* (NEW) Audible Adjustments - A measure of the athlete's ability to understand and react to an audible adjustment. Combo of IQ, Composure, Offensive or Defensive Playbook Knowledge.
* (NEW) Juice - How long a player can run with turbo pressed. Combo of Endurance, Knicks, Game Wear.
* (NEW) Adjustment - A modifier that activates to combat too much usage of one move or play. An athlete that has a high adjustment will gain a ratings boost against the play. Combo of IQ, Play Recognition, Reaction.

QB
* Defensive Read Ability - A measure of the QB's ability to read the defense. Combo of IQ, Composure, Defensive Play Recognition, Reaction.
* Audible Playbook - A measure of the QB's knowledge of the playbook and thus the plays that can be called from a formation at the LOS. Combo of IQ, Composure, Offensive or Defensive Playbook Knowledge.
* Duress - The measure of skill at handling a rushed pass. Combo of Composure, IQ, Pass Release, Throw Accuracy.
* Touch - The measure of skill at touch passing. Combo of Throw Accuracy, Composure, Duress, Height, IQ, Mechanics.
* Bullet - The measure of skill at bullet passing. Combo of Throw Power, Composure, Duress, Mechanics, Upper Body Strength, Lower Body Strength.
* On The Run Accuracy - The measure of skill at passing while scrambling. Combo of Throw Accuracy, Composure, Duress, Body Control, Passing Mechanics.
* Field View - The measure of how fast the QB can pull up their passing windows after a sprint or on a three step drop. Combo of Composure, Duress, Reaction, Game Wear.
* Blitz Awareness - A QB's ability to recognize blitzes. Is modified by defenders ability to disguise blitzes. Combo of IQ, Composure, Game Wear, Defensive Read Ability, Offensive Playbook Knowledge.
* Awareness Throws - A QB's ability to pass in places that the defender cannot intercept the ball. Combo of IQ, Composure, Duress, Game Wear, Defensive Read Ability, Arm Accuracy, Touch Pass, Reaction, Bullet Pass.

OL
* Run Blocking Strength - The strength the blocker can impart on his run blocks and drives. Combo of lower body strength, upper body strength, power/explosiveness, burst/first step and run blocking technique.
* Run Blocking Footwork - The skill of the player to move and react to the opposition. Combo of IQ, Body Control, Composure, Reaction.
* Pass Blocking Strength - The strength the blocker can impart on his pass blocks. Combo of lower body strength, upper body strength, body control, and pass blocking technique.
* Run Blocking Footwork - The skill of the player to move and react to the opposition. Combo of IQ, Body Control, Composure, Reaction.
* Recognize Assignment - The measure of skill at reading the proper assignment. Combo of Composure, Playbook Knowledge.
* Deceptive Blocking - The modifier at showing one block style to deceive the opponent. Great for PA, Draws, Counters, Screens and block outlet TE. Combo of Run & Pass Block Techniques, Offensive Deception, IQ.
* Counter Reactive Blocking - The modifier that activates to react to a defenders moves. Combats swims, shivers, shucks. Combo of Run & Pass Block Techniques, Adjustment, Reaction, Body Control, Footwork, Agility, Composure.

WR
* Route Breaks - An assist in route running that determines the break the receiver made on the route move. Combo of Body Control, Burst/First Step, Route Running and IQ, Offensive Deception.
* Catch In Traffic - The ability to catch the ball with people around the player. Combo of Body Control, Composure, Catching, Reaction.
* Pinnacle Catch - The ability to catch the ball at it's highest point. Combo of Vertical Jump, Wing Span, Height, Catch In Traffic, Catching, Reaction, Body Control.
* Hold On Hit - The ability to catch the ball while being hit. Combo of Catching, Reaction, Power, Composure, Body Control, Knicks, Height, Weight.
* Release - The ability to beat bump and run coverage. Combo of Power, Reaction, Composure, Body Control, Knicks, Upper Body Strength, Burst/First Step, Defensive Play Recognition.

RB
* Break Tackle - An assist to the ability to break a tackle. Combo of Body Control, Inertial Force, Reaction, Lower Body Strength.
* Impact Force - Does the player go downhill or get pushed back. Combo of Burst/First Step, Inertial Force, Weight, Knicks and Speed.
* Juke Moves - An assist to the ability to break a defender down. Combo of Acceleration, Body Control, Burst/First Step, Offensive Deception, Elusiveness.
* Spin Move - An assist to the spin move to break a defender down. Combo of Carry Speed, Body Control, Burst/First Step, Elusiveness, Carry.
* Stiff Arm Move - An assist to the stiff arm move to avoid a defender's tackle. Combo of Upper Body Strength, Break Tackle, Body Control, Power/Explosiveness.

DL
* Bull Rush - The ability of the athlete to bowl over the offensive player. Combo of Power/Explosiveness, Weight, Lower Body Strength.
* Speed Rush - The ability of the athlete to blow past the offensive player. Combo of Burst/First Step, Speed, Reaction.
* Shuck Move - The ability of the athlete to execute a shuck maneuver on the offensive player. Combo of Reaction, IQ, Upper Body Strength, Bull Rush, Body Control, Defensive Deception, Power Move Technique.
* Shiver Move - The ability of the athlete to use the forearm shiver move. Upper Body Strength, Speed Rush, Body Control, Defensive Deception, Power Move Technique.
* Rip Move - The ability of the athlete to rip by a defender. Upper Body Strength, Speed Rush, Power/Explosiveness, Power Move Technique.
* Swim Move - The ability of the athlete to rip by a defender. Elusiveness, Upper Body Strength, Speed Rush, Elusiveness, Finesse Move Technique.

LB
* Block Shedding - The ability of the athlete to take on an oncoming block and shed it. Not a defensive line technique, but for linebackers, corners, safeties. Also used for Blitzing defenders. Combo of Elusiveness, Reaction, Body Control, Offensive Play Recognition.
* Block Overpowering - The ability of the athlete to take on an oncoming block and overpower it. Not a defensive line technique, but for linebackers, corners, safeties. Also used for Blitzing defenders. Combo of Inertial Force, Body Control, Lower and Upper Body Strength.
* Tackling Power - The ability of the athlete to impart his momentum and strength into a crushing tackle that interrupts play. Combo Weight, Speed, Lower/Upper Body Strength, Tackling Technique, Inertial Force.
* Pursuit - The ability to diagnose the play and pursue at the right angle and speed. Combo Discipline, IQ, Reaction, Offensive Play Recognition.
* Blitz Disguise - The ability to fake the QB read system into thinking there might be a blitz or not. Combo Defensive Discipline, Defensive Disguise, Defensive Playbook Knowledge.

CB/Safety
* Recovery - The ability of the athlete to recover in blown man coverage or when they are initially beat on the move. Combo Defensive Discipline, Reaction, Speed, Body Control, Composure.
* Press - The ability of the corner to press the receiver at the LOS. Combo of Upper Body Strength, Reaction, Burst/First Step, Body Control.
* Coverage Disguise - The ability of the athlete to disguise his job in the defense to a QB both before the play and during a route. A higher coverage disguise can play off a receiver with enough space to recover. Combo of Defensive Disguise, Speed, Reaction.
* Backpeddling - The speed and ability of the athlete to run backwards and adjust on defense. Combo of Body Control, Speed, Burst/First Step.
* Jump Route - The speed and ability of the athlete to jump a route. Combo of Instinct, Speed, Reaction, Coverage Disguise, Recovery.
* Contact Pass Breakup - The ability of the athlete to break up a pass on contact. Combo of Tackling Technique, Reaction, Inertial Force, Discipline.

Last edited by Bama83; 03-17-2011 at 06:38 PM.
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Old 03-17-2011, 08:03 PM   #2
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Re: Modified Ratings Idea

i think this is something that might work well in Madden since they have access of all player ability...

To expect EA to even remotely know how a FR from Idaho or Iowa St is going to play is asking too much IMO.

They have eough ratings as is where they struggle to indentify college players tendencies. If they went this route they'd probably get even more public outcry over ratings than they do now when the games are released.

So for Madden sure expanding the ratings seem like a great idea for NCAA without them knowing half the players on each team i'd say keep it simplified
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Old 03-17-2011, 08:10 PM   #3
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Re: Modified Ratings Idea

VEry nice Post
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Old 03-17-2011, 08:55 PM   #4
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Re: Modified Ratings Idea

Playmakers,

I agree. It would be difficult to get that information perfect, which is why I would place information into percentiles rather than a flat "rating". It's far easier to say Player A is in the top 20% of the league in the ability to break up passes. Or Player B is one of the top 5% at straight bullrushing.

Further, I've always said that they should hire rivals to do the rating information for the teams. They generally have loads of data at their disposal.

At the end of the day, while I'd love to get an accurate roster, I think the general community would be pretty content if the top 30 teams were very accurate. From there, the accuracy could decrease the further you get from #1.

Let the roster creators work out the minutia.
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Old 03-18-2011, 11:59 AM   #5
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Re: Modified Ratings Idea

Awesome read man. What I like about more attributes is it really makes players stand out from one another. It would really make you think twice for recruiting certain players. Good stuff :-)
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Old 03-18-2011, 12:39 PM   #6
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Re: Modified Ratings Idea

Way too much and too nuanced. I looks good on paper but when you start getting into things like "deceptive" anything, which is based purely off of scheme, things could get out of hand.

Now if a lot of this stuff was put in on the back end and integrated into the current ratings it might be nice. Swim move, rip move, and all individual ratings are unnecessary but can be integrated into the current finesse and power move on the back end.

When the awareness rating isn't even used for anyone other than QB, according to the devs, we should hold off on any improvements to the ratings until we actually use the ratings that we have now effectively.

We don't know what a lot of ratings do so show us your books devs, lol.
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Old 03-18-2011, 02:19 PM   #7
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Re: Modified Ratings Idea

This looks like something more from a 2k style football game.
Very in-depth that would really spread out the talent level.

I've always said the 0-99 scale does not fit the College level.
It's good for the Pro's because the separation of abilities is minute.

But for College, which has several layers of talent level even within each conference, it's jut too small of a scale to use.
An All-Conference lineman in the SWAC, is totally different from an ALL-Conference lineman in one of the Power Conferences.

In thought, your idea basically takes current Sliders which are a general application, and applies them to individual players.

Of course you would have to have two modes or something because some gamers want simple.

I would thin your list down a little, but great idea.

Last edited by khaliib; 03-18-2011 at 02:21 PM.
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Old 03-18-2011, 02:37 PM   #8
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Re: Modified Ratings Idea

EA hire this man....I am dead serious:

he is talking about concepts that matter in football. Yes I know it will give alot of negative feedback initially but these changes would bring "complaints" that are no different from what many (not all) complain or have a problem with, with the current system. I feel as if this could be "introducing Windows 7" like good. The ratings and attributes in the current style don't give us any more of a realistic representation than this would IMO. The most important thing that a person can do in this series is "build a champion" yeah in the first 4 years guys (whom don't edit rosters) might say why does T. Richardson have a 70 in "knick" or why is G. Reid a 80 in "defensive deception" but lets be real hear either way we are going to complain so in the process of our complaining give us something that we can edit to our liking that represents what football is all about. As it stands right now I can recruit a 5'10 DT and stick him at nose in my 3-4 scheme as long as he has high block shedding I will be good I HATE THIS WITH A PASSION. And yes young man please keep spreading the word about this and hopefully in NCAA21 we can get something like this. For the sake of everything that is football and worth working at I hope I am wrong about having to wait that long.
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