Madden: Editing Player Ratings in Franchise - Need Your Thoughts

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  • hobbes2d
    Rookie
    • Dec 2006
    • 10

    #46
    Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

    Originally posted by wEEman33
    One other roster issue:

    Instead of the generic "LOLB" and "ROLB" labels,

    I would love to see linebackers classified by scheme (3-4 vs. 4-3) and position (weak-side vs. strong-side).

    The skill set needed for 3-4 LBs (blitzers) is totally different from the 4-3 guys (more coverage-oriented).

    Ditto for weak-side LBs (usually lighter, athletic guys who pursue well) and strong-side LBs (stronger guys who take lead blocks head on and have to shed them).

    The same philosophy can be extended to how defensive linemen are sorted.

    3-4 linemen are mostly stationary space-eaters.

    4-3 linemen are lighter and are usually involved in more twists and stunts.

    This kind of classification system could be used to replace the useless "overall" rating.
    Having multiple player types per position and having each team philosophy have specific player position philosophies might be able to tie into how those players are rated as well. Like in Head Coach '09. If I had a 3-4 ILB type and tried to run a Cover 2 defense, his rating and potential would drop significantly. Couldn't this be a possible solution?

    Comment

    • ryan36
      7 dirty words...
      • Feb 2003
      • 10139

      #47
      Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

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      Comment

      • patsfan188
        Rookie
        • May 2010
        • 91

        #48
        well im pretty sure in the ps2 days players progressed based on how they were doing. Like this RB Collier got drafted by the Browns 3rd overall his overall was 85 and he was supposed to be really good. Then his rookie season he was league leader very good player went up to 92 throughout the season. Then the next 2 years things went downhill for him he got injured then just sucked the next year and was eventually 80 overall. Thats good progression. I then as the Steelers picked him up off RFA ( Please add this in Looman RFA'S) and made him my starting back. He had a pretty decent season went up to 84 then had a breakout season for me the next year leading the league with like 1900 rushing yards. He then shot back up to 92 and thats i think as far as i got on my franchise. This was Madden 07 EA! very good game Franchise mode wize.
        Don't let good be the enemy of great

        Comment

        • ZoneKIller
          MVP
          • Mar 2009
          • 1388

          #49
          Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

          I for one could care less about it.Just let us edit the potential.But that might not pass because we already can with the DLC.

          What I and Im sure alot of users WOULD LOVE TO SEE AGAIN is the option to edit BODY TYPES, and HAIR STYLES!! Give us the options like we had in the PS2 and XBOX days. I cant stand the fact that LT and Jat Cutlers bodies are so Much smaller than what they are in real life.Alot like other players in the game.

          Another thing we could edit was the weight and height too.Look just pop in Madden 05(PS2) to madden 11(PS2) and look and see what we can edit.Then give us that in the PS3 and 360 versions and I'll be happy

          EDITED
          It would also be a HUGE upgrade to the game if we could edit all teams Coaching options in Franchise Mode too.ALA PS2 days
          Last edited by ZoneKIller; 11-22-2010, 07:04 PM.
          Find out the Truth http://www.amazon.com/Secrets-Heaven...1163314&sr=1-1

          Comment

          • ryan36
            7 dirty words...
            • Feb 2003
            • 10139

            #50
            Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

            I like the idea of tying the players ratings to performance, at least his OVR. I mean does a player really get faster in terms of a 40 time over the years? I think that for me, I'd only edit certain things, and take away ratings for others...

            I think that the most important thing is for everyone to understand what the ratings mean and do... like how AWR is only for sim.

            The problem is that different users play different ways , so just "powering up" players may not work based on performance if a user plays every game. For instance, if a guy calls 100 % pass plays over his season , does the HB1 regress from no snaps? Or would he get better, because he's rested?

            I like the idea, but need to see how the implementation would work first.

            Comment

            • TreFacTor
              MVP
              • Oct 2009
              • 1138

              #51
              I really don't care about the stats, their insignificant numbers that really aren't truly represented on the field anyway. That being said, I would like the ability to at least start a franchise, and make management decisions prior to starting the season and then relinquishing control to the cpu afterward.

              The reason I want total control is simply because I can make Madden 10 my Madden 11. I didn't buy Madden 11 because it wasn't a big enough improvement. I am currently playing Madden 10, and the only things that are missing is the ability to make adjustments to the schedule, and the players throughout the season.

              I was just thinking about this the other day, that Madden could use a "map editor" This would allow fans of the game who don't think the next in the installment is up to par, to continue to enjoy the last Madden they purchased. The ability to make scheduling, adjust rosters, create enough players, random weather, contract extensions, hire, fire coaches. All of this would keep the franchise junkie involved,
              Proud Beta tester for NFL 2K Dreamcast
              "Nothing in the world is more dangerous than sincere ignorance and conscientious stupidity."

              Comment

              • Pacman83
                Pro
                • Jun 2009
                • 986

                #52
                Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

                Originally posted by ZoneKIller
                I for one could care less about it.Just let us edit the potential.But that might not pass because we already can with the DLC.

                What I and Im sure alot of users WOULD LOVE TO SEE AGAIN is the option to edit BODY TYPES, and HAIR STYLES!! Give us the options like we had in the PS2 and XBOX days. I cant stand the fact that LT and Jat Cutlers bodies are so Much smaller than what they are in real life.Alot like other players in the game.

                Another thing we could edit was the weight and height too.Look just pop in Madden 05(PS2) to madden 11(PS2) and look and see what we can edit.Then give us that in the PS3 and 360 versions and I'll be happy

                EDITED
                It would also be a HUGE upgrade to the game if we could edit all teams Coaching options in Franchise Mode too.ALA PS2 days



                EDIT EDIT EDIT....i'm in full agreement with the overall feeling around here. The more we can edit the better...especially body size, weight, etc...all of my NCAA classes need to be edited...

                Not only are ratings scattered everywhere, the body types are misproportioned (sp.) especially leg and head. Ratings are a good start. But in MY franchise, i should be able to change anything i want. I know the consoles are limited, but if there an option, it should be available to the user

                GT: IIx PaCmAN xII
                Rams/Mizzou/Cards

                Comment

                • jyoung
                  Hall Of Fame
                  • Dec 2006
                  • 11132

                  #53
                  Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

                  Originally posted by hobbes2d
                  Having multiple player types per position and having each team philosophy have specific player position philosophies might be able to tie into how those players are rated as well. Like in Head Coach '09. If I had a 3-4 ILB type and tried to run a Cover 2 defense, his rating and potential would drop significantly. Couldn't this be a possible solution?
                  Yep, that was one of the many great features of Head Coach.

                  My simple answer for how to fix Madden's franchise mode:

                  Follow the example set by games like Head Coach 09 and PS2 Madden.

                  Comment

                  • Palo20
                    MVP
                    • Dec 2006
                    • 3908

                    #54
                    The more we can customize, the less we can complain.

                    I would also love to edit weather for my franchise games. A lot of people complained that the Jags play their first 8 games in the rain in every franchise. I'd like the option to fix that.

                    Last year the Pats played the Titans in snow in mid October. I'd like the option to duplicate that if I want.
                    Twitter: @Palo50
                    @PFF_Steve

                    Comment

                    • dpmm07
                      Rookie
                      • Feb 2010
                      • 4

                      #55
                      Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

                      I think it should be like this; During Weeks 5, 10, and 15 players will get a set amount of points based on how players played thus far. Then they go in and distribute those points to the players attributes, and if players are playing bad they get a rating drop, and the players choose which attributes drop. Players would also only be able to distribute points to players on their team. The CPU would decide Rating changes for CPU-Controlled teams.

                      Also I'd love to see the return of Training Camp, like on PS2 etc versions. Practice Squads would be good too while I'm at it. :wink:
                      Last edited by dpmm07; 11-22-2010, 09:40 PM.

                      Comment

                      • xirdneh132
                        Rookie
                        • Jan 2009
                        • 46

                        #56
                        I've always advocated being able to edit player ratings whenever you want, NBA 2K does it, MLB 05 did it, EA needs to do it with Madden and NCAA Football. Some guys that we thought were going to be good turn out to be terrible and some turn out to be much better than we thought (Mike Williams, Tom Brady). This should be offered in offline franchise because it allows us to make the players in the game more accurate, especially with NCAA and the problems they have had with recruiting in the game. I understand why you don't want it for online games but for offline franchises a way should be found because people like me want players to be as accurate as possible.

                        Comment

                        • jfsolo
                          Live Action, please?
                          • May 2003
                          • 12965

                          #57
                          Re: Editing player ratings in Franchise - need your thoughts

                          Originally posted by Ian_Cummings_EA
                          I wish that was an acceptable answer, but unfortunately the powers that be that approve our game (i.e. Sony and Microsoft) won't allow a game through that has known crashes, even if you do "stupid user tricks" as we call them.

                          Keep the suggestions and comments coming guys - this is helpful discussion.
                          This is quite problematic, because I've always felt that if the User was foolish enough to edit their Franchise into non functionality, then they deserved to have their game crash and burn.

                          The main reason, IMO, for in season editing, has less to do with individual players, and almost everything to do with having another tool to mitigate design decisions, or mistakes that greatly impact the game in a negative way.

                          For example Imported or created RB's from draft classes all have carry ratings in the 60's or lower. CB's and Safeties have MCV and ZCV ratings that are too high relative to the Route running ratings of Wide Receivers.

                          In a perfect world these things would be tuned to be balanced correctly, but we all know that some things fall through the cracks. We just want another way besides sliders and patches to ameliorate the short comings with the A.I. or other aspects of the gameplay mechanics.
                          Jordan Mychal Lemos
                          @crypticjordan

                          Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

                          Do the same thing tomorrow. And the next. Now do it forever.

                          Comment

                          • RedZoneD25
                            MVP
                            • Aug 2008
                            • 2963

                            #58
                            Re: Editing player ratings in Franchise - need your thoughts

                            One thing I'd like to see is the POT rating be a "guess" of how good that player will be regarding rookies. It sort of relates to the post that said it should be a soft cap rather than a hard cap on ratings.

                            Say my 68 OVR WR puts up 1900 yards, 25 TDs and completely burns the Revis' and Samuel's of the NFL..He should have his OVR go up, and his POT go up as well. However, if he slumps back, his OVR goes down, but his POT now remains at an A because he has done this before.

                            Here's an example of what the heck I'm trying to spit out:

                            - Have multiple points in a season where the game re-evaluates the players OVR/POT (once every 4 games sounds good, then nothing else until the off-season for the postseason progression). This requires a more-stat based progression system from what M10 and M11 have offered. Here is an example:

                            DeSean Jackson puts up MONSTER numbers in year 5 of a franchise. His OVR is at a 96, and all seems well. So he starts the next season as a 96, and slumps hard through the first 4 weeks. His OVR "drops" to a 90, because he still has the POT to get out of it. He slumps even harder the next 4 weeks, and drops to an 84. He rebounds in the final 8 weeks of the season, which brings his OVR back to an 89-90. All the while his POT being an A. This would also be accentuated with the addition of hot/cold streaks, player roles, morale, and perhaps even a value rating.

                            If there were to be a hot/cold streak system implemented, it could be as a ghost rating which reflects how the player has performed over the past 4 week period. Every quarter of the season the player has the opportunity to break that tag of "cold streak". So DeSean's true rating would still be a 96, but his ghost rating would be the 84 and he would play perhaps not as well so you'd have to try harder to snap him out of it.

                            Player roles/morale is pretty self explanatory, it was in previous iterations of the game and would help to liven up the experience. However, the CPU needs to be able to do everything the user can regarding draft trades, drafting a steal and utilizing him, drafting a bust and attempting to fix their mistake once they know it, season trades, benching, signing, and all those little things that make it feel like the other 31 teams offline are being controlled by living, breathing people.

                            Value has been a rating I've been a big advocate of because it would help for more realistic trades. If a player has appeared to "bust" (think Moss in Oakland), he will come in a trade much cheaper than a player who is putting up numbers. Obviously you can't use legal issues to lower the value a la Santonio Holmes or Donte Stallworth..but maybe low stats is a start? The rating itself should not be a hard number or letter grade, because it is in the eye of the beholder. If I'm the Colts, and I try to trade Peyton Manning, I could think of at least 20-25 teams who would be ringing off the hook depending on what I wanted for him. If I'm trading Alex Smith out of SF, I should maybe get one or two calls from OAK and BUF. There needs to be some sort of system to determine who is most valuable to what team and at what point that value is lowered or raised. If I'm the Cowboys and I draft Dez Bryant, Roy Williams value APPEARS to go down, causing other GMs to potentially ask me about trading him. I want to see that in Madden. Same thing if I cut someone like QB Kevin Kolb because his value rating to my Eagles took a drop with the emergence of Vick. I tried to trade him, but teams wouldn't offer me enough because they knew I have Vick too...So I cut him because he has a low value rating to what I already have in place, but that doesn't mean he isn't valuable. Immediately he signs with another team who is willing to pay that big money and who needed a young QB to go with for the next 5 years. The CPU needs to have that sort of smarts as far as who it cuts as well. Just because a guy may not be good as a Packer doesn't mean he couldn't have a resurgence with a different scheme and team in the AFC West.

                            That is the last of my mega-essay, hopefully I made it clear enough for others to understand too. Obviously I have no experience in game creation, so I can only try to make the many ideas floating around in my head make some sort of legible sense.

                            The only other things I'd like to ask for are:

                            -Working IR
                            -RFA
                            -Future Draft Pick Trade (Current/Next)
                            -Practice Squad (maybe 3-4 players)
                            -Have CPU trade amonst themselves and initiate deals with user controlled teams.
                            -Training camp a la PS2 or preseason with potential rating boosts (for CPU teams AND user), so I have a reason to play it.*

                            *= Isn't really a mandatory addition but would help to liven up the franchise experience

                            and last but not least....a draft class editor/sharer like the EA Locker in NCAA

                            Thank you Ian and have a great day (night time now, but you know what I mean haha)
                            Last edited by RedZoneD25; 11-22-2010, 11:03 PM.

                            Comment

                            • Blue Line
                              Banned
                              • Nov 2010
                              • 37

                              #59
                              Re: Madden: Editing Player Ratings in Franchise - Need Your Thoughts

                              I would just like to say that I think performance should have a huge impact on the player rating. If I have a HB that is a 70 OVR and ends up rushing for 1600 yards with lets say 15 TD's, his OVR should jump up to about an 85 or so, however I agree with some that their other ability ratings shouldn't go up (speed, strength, jump, etc.) I guess the way to accomplish that would be to have a separate rating just for performance

                              also Ian, I would like to ask you to fix some stat issues in the game if possible. I used to play defense in college and although it might not be a big deal to most I would really like to see the assisted tackles be included in the total tackles. when you look at the player career stats in madden you see total tackles, however that number doesn't include their assists....and it should. also, when using super sim i noticed the sack numbers are very high...please address that as well. thanks for listening.

                              Comment

                              • JAYMO76
                                MVP
                                • Aug 2008
                                • 1361

                                #60
                                I fully agree with a number of these posts. Simply put, GIVE THE USER 100% GLOBAL EDITING ABILITIES. I want to be able to:
                                1. Edit my players
                                2. Edit other teams players
                                3. Change the cpu depth chart for ALL teams
                                4. Override a rejected trade (if I want to "create" realism in my game)
                                5. Sign/re-sign players for CPU teams

                                As the purchaser of the game, it's MY game. Let me play it as I wish. Now I see no problem if you want to only allow this for offline dynasty. The reality is that we are buyinng the game so let us play it the way we want.
                                Roar you Lions roar!

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