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Old 06-09-2015, 07:13 PM   #166
Primo80
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Join Date: Aug 2014
Re: Madden NFL 16 CFM Impressions - Confidence, Goals, Hub & More (MyMaddenPad)

Quote:
Originally Posted by jhigginsluckow
I haven't read the whole thread to see if someone has mentioned this, but - and I know this would be taking the series an entirely different direction - have we thought about getting rid of ratings altogether? I mean if we want realism, coaches/GMs/owners don't get a spreadsheet of who is faster than who, stronger than who, etc. Sure, you can look at a 40 time, but even then it is often misleading. If a coach wants to know who his best deep threats are, they have to watch them in practice, and in games and actually SEE if a player is continually beating his opponent deep down the field.

This would make practice mode actually relevant. Who should be your back up receiver? Better throw him some balls in practice and see if he can catch. Playing the preseason games are necessary. Heck, going with a veteran guy in a big moment who you know will catch the ball because you've seen him do it a thousand times throughout his career becomes the smarter play than playing a rookie, because now you no longer can see "oh, the rookie has a 90 catch, so he'll be fine". You won't know. That will be the suspense of putting him out there.

And it just opens up so many more avenues. Now, each player can have a randomly bad game, or below average season, or whatever the case may be, and it's up to the coach to recognize this. Whereas before, you knew which guys would perform for you every year, every game, every down.
Oh yes. I think about that all the time. I think its absolutely insane that madden still uses numerical ratings to describe how a player works in game. I see the need for it on the simulation game, and obviously computers operate with 1's and 0's. Even letter grades are 0-100. But not having abilities or even tendencies assigned to players doesnt help players come to life.

It doesnt work because low ratings arent represented through animations. If a character has a low spin rating, he should be likely to fall down when trying to spin. A low CIT should give a player alligator arms. Undesirable traits arent recorded in motion capture. There are only successful individual (not tackle related) animations. A player appears to do the correct movement, the only failures appear when the ball does something unexpected. Reaching out for overthrown passes is a start, i guess.

I havent seen anything im minutely interested in with the info so far but thats not a bad thing. We havent seen it in motion. With this season, im pretty confident that the new dev team will take it in a direction a lot of us here will appreciate.
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