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Old 01-18-2012, 04:00 PM   #28
Big FN Deal
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Join Date: Aug 2011
Re: Madden NFL 12 Ratings: Winners and Losers

Quote:
Originally Posted by Cre8
The problem with skipping out on performance is that it DOES mean something when someone has stats that jump out at you... even for one year. The problem is that SALARIES don't fluctuate with that.

Player attitude and morale needs to make a constant appearance in sports games... at least in franchise/owner modes. (Still trying to figure out why we should bother buying stadium additions)

So much of Madden's Franchise Mode is filled with fluff... I just don't know what to make of it outside of playing the games.

The ability to edit ratings has helped the longevity for me as I am in year 6, but my interest is dying as it doesn't feel like the NFL with drama and storyline.
I think I agree if what you are saying is stats/performance should affect team's interest, player value, playing time and salary demands but NOT all ratings. The ratings I can see realistically being affected indirectly by performance but more so due to playing time would be INJ, AWR, and importance(whatever that means). However, having physically limited ratings like a player's SPD, THP, STR, ACC, AGL, and JMP progress/regress because of stats instead being determined by injury and age, is unrealistic, imo. Also, trainable ratings like catching, route running, blocking footwork, coverage, etc should progress/regress based on coaching staffs with playing time, under those coaching staffs, determining how much. Tom Brady could very well have never accomplished what he has if never got the chance to not only start but start and be coached by the NE coaching staff.

It seems to be much more logical to have trainable ratings progression/regression based on coaching staffs and playing time with the physical limitations(ie height, weight, etc) along with physical ratings ratings(ie, SPD, THP, STR, ACC, AGL, and JMP) factored in to naturally cap them in a realistic manner. Have coaching staffs have some personnel unique base affect on trainable ratings along with player age and injuries having a base affect on physically ratings so there is some representation of progression/regression for every player in Madden, regardless of playing time.

This would potentially create an organic system that allows players putting up great stats to inherently progress due to maximized playing time and coaching influence, not because they put up great stats. It also would dynamically determine how much and how quickly individual players progress/regress in their Madden NFL career based on realistic factors like what coaching staffs they play under, how much they play, how healthy they stay, signing decisions and teammates.

Then make OVR a team unique value rating based on each players ratings according to each team's coaching philosophy before signing/drafting a player and have OVR increase/decrease on a signed/drafted team based on the player performance/stats with that team. So Wes Welker playing in Miami putting up marginal stats on that team could be a 65 OVR in Miami do to performance but be rated a 82 OVR by NE because of his ratings and their coaching philosophy.

This OVR would also determine depth chart positioning and team interest in signing/drafting/trading/releasing, while individual stats(2000 yds rushing, 25 sacks, 30 TD's, etc) along with player preferences(ie, sunny weather, Super Bowl contender, long term deal, etc) dictate each player's demands and eventual signing.

I often read it claimed that OVR is somewhat of a team value rating now in Madden but I have a hard time believing that since it seems a 99 OVR QB for the Raiders, is also a 99 OVR QB for the other 31 teams.

Last edited by Big FN Deal; 01-18-2012 at 04:07 PM.
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