Why are players rated for us?

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  • Bremser_Rules
    Pro
    • Aug 2004
    • 583

    #1

    Why are players rated for us?

    Of course we need some general ratings so we know who to recruit, but once they are on campus and practicing, it is the coaches who decide who starts and who sits. The ratings are so exact it takes making a depth chart nearly pointless. I suggest that players are rating as following:

    A=99-90
    B=89-80
    C=79-70
    D=69-60
    ect.

    When recruiting a player all we have are letter grades to go on. This way a player could be an A for speed but that could mean anywhere between a 90 and a 99 for speed. During spring practice coaches could find out who is the faster runner or the quicker accelerator. Simple drills could be added to decide this. We as coaches could then assign their ratings and have to live with the consequences. I think this could put more emphasis on "coaching" and practice, which then leads to more ownership of our players.

    Just a thought
    They call me Mr. Thread Cooler
  • matt2053
    Rookie
    • Feb 2009
    • 315

    #2
    Re: Why are players rated for us?

    Yes.

    Comment

    • boxboy99
      MVP
      • Feb 2006
      • 2320

      #3
      Re: Why are players rated for us?

      I have always said they just need a fog of war option for hardcore players. Let us figure out these guys ourselves. I think under this system we should only be provided a list of measureables. ie 40 time, bench, verticle. Then have an option to turn the fog of war on or off for people that prefer ratings. Seems simple to impliment.
      MLB the Show - Cubs
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      2017: 93-69 - Swept by Red Sox in World Series
      2018: 100-62 - Swept by Dodgers in NLCS
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      • Fenrir
        Rookie
        • Oct 2004
        • 116

        #4
        Re: Why are players rated for us?

        Originally posted by boxboy99
        I have always said they just need a fog of war option for hardcore players. Let us figure out these guys ourselves. I think under this system we should only be provided a list of measureables. ie 40 time, bench, verticle. Then have an option to turn the fog of war on or off for people that prefer ratings. Seems simple to impliment.
        Would be easy for talented developers.

        However these are the guys who have had the same bugs in the game for 4 years.

        This has been previously implemented in games like Football Manager.

        Comment

        • yanks26ngoin
          Pro
          • May 2008
          • 865

          #5
          Re: Why are players rated for us?

          You want letter grades instead of number grades? No thank you.
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          • canes21
            Hall Of Fame
            • Sep 2008
            • 22949

            #6
            Re: Why are players rated for us?

            I want to recruit guys based off of simple things... Their high school stats, their 40's, verticals, 225 reps, etc. Then when they come into your dynasty and are on your team, you aren't shown ratings, but the measurables still and their pros/ cons. Here is an example...

            I am in my Miami dynasty. I recruit a 4* RB Jamar Dawkins. In his player card I can view the following:

            "High School Stats"
            - 1,466 Rush Yards
            - 316 Rush Attempts
            - 4.6 YPC
            - 22 Rushing TD's

            - 653 Receiving Yards
            - 27 Receptions
            - 24.2 YPR
            - 12.3 YAC
            - 9 Receiving TD's

            "Measurables"
            - 4. 47 40 Yard Dash
            - 36" Vertical
            - 11 Reps 225lbs
            - 4.11 Cone Drill

            "Build"
            - 5 Feet 11 Inches
            - 217 Pounds

            "Pros/ Cons"
            - Has Good speed(Player has good speed for his position)
            - Above Average Strength(Player has above average strength for his position)
            - Less Than Average Hands(Player is not the most dependable receiver)
            - Poor Ball Carrying Skills(Player is prone to trying to make a big play and fumbles more so than not)
            - Undisciplined(Player will make many mistakes like false starts for example)

            Now, thats just an example of something I would like to see when recruiting a player. You could rate his Speed/Strength/Hands by a system like Terrible, Poor, Less than average, Average, Above Average, Good, Elite.

            Then when you sign the player, you will start to uncover more of his pros/cons until you can't receive any more info on him. Also, the only ratings I would like to see are: Experience, Composure, Consistency, Work Ethic

            Experience - This rating will determine how often your player will play to his full ability and will avoid mistakes. This will more often than not start off around a D when the player first joins the team. Until you start giving him snaps it will stay there too. Say he is a backup his Freshman year and only has 35 snaps total for that year. It will raise to a D+. The in his Sophomore year he gets more snaps and it raises to a C-. Then his Junior Year he starts and by the end of that year its a B+. Then midway through his senior year it finally reaches A. What games and situations they play in should effect this. If your starter gets injured and the Freshman goes in during a bowl game, his experience should go up 50% faster than normal. So getting 60 snaps in that game should take him to a C/C+ instead of D+/C-.

            Composure - This is how well your player comes back and performs in bad situations. If your QB throws a interception on the 2nd drive of the game, this may rattle him and he may not play to his full ability. But if he has B+ Composure, it will barely effect him. This should gradually get better over time, but is usually a set item. Players don't get better at taking in mistakes. Some QBs handle it better than others. They do get better at handling it, but not a great improvement. So a freshman QB may come in with C Composure and graduate with B.

            Consistency - This is pretty much self explanatory. If you recruit a great QB, but his consistency is only a D+, then he will have some great drives, but he'll also have some where he is just terrible off target. This rating will get better over time, but much like composure, it will not raise too much. A good QB should come in the B consistency and leave with A-/A. The great QBs like Peyton Manning type QBs will come in with B+ and leave with A+.

            Work Ethic - This rating determines how well your player progresses in the off season. You may land a great recruit, but he has a D- in Work Ethic and only adds one point to his overall after his freshman year. So even though he comes in at a 78, he will only be an 80 his junior year. Then you may land an okay recruit that comes in at a 70, but he has an A in work ethic and by his Junior year he is an 83 and starts over the "better" prospect he came in behind.

            I think having all this in place of the ratings system we have now would be much much better. It would add that strategic level back to dynasties. Do you go for the RB who has a great player card, but has a questionable Work Ethic that stands at a C, or do you take that 3* RB that has an above average player card, but has a B+ in work ethic?

            Also, to keep the Work Ethic rating fro dominating, having an A+ won't guarantee 5+ points progression every year. If the guy has a bad consistency rating, that may effect his progression. EA would have to balance it out so you don't always go for the player with a great work ethic rating.
            Last edited by canes21; 05-08-2010, 04:59 PM.
            “No one is more hated than he who speaks the truth.”


            ― Plato

            Comment

            • Palo20
              MVP
              • Dec 2006
              • 3908

              #7
              Re: Why are players rated for us?

              I like having numbers and I like having OVRs. When I edit rosters, it's a lot easier to compare players and get them rated properly. That drives me nuts on The Show where they use the bars and it's more difficult to compare players.
              Twitter: @Palo50
              @PFF_Steve

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