Madden NFL 16 Player Ratings - Top 5 Running Backs
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
Hopefully regression was fixed this year... don't want to see someone with speed in the 90s drop off to 45spd just because they turned 30 and apparently no players aged 30+ in the NFL can run faster than their grandma. If Jerry Rice tried to do in Madden what he did in real life he'd probably hit negative speed at some point.
Hopefully we will see more fine tuned ratings in M17, I feel like the team is starting to pay attention and listen to the community and is finally taking a step in the right direction. I'm a little confused by the rookie speeds compared to the veteran speeds however, I hope those get adjusted.Los Angeles Lakers, Las Vegas Golden Knights, Atlanta Falcons
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
Rex did say regression is fixed.Hopefully regression was fixed this year... don't want to see someone with speed in the 90s drop off to 45spd just because they turned 30 and apparently no players aged 30+ in the NFL can run faster than their grandma. If Jerry Rice tried to do in Madden what he did in real life he'd probably hit negative speed at some point.
Hopefully we will see more fine tuned ratings in M17, I feel like the team is starting to pay attention and listen to the community and is finally taking a step in the right direction. I'm a little confused by the rookie speeds compared to the veteran speeds however, I hope those get adjusted.
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
The Cowboys only had enough cap space to sign either Dez Bryant or Demarco Murray. They definitely made the better decision. I'm not a shill for Jerry Jones and I'm not a Cowboys fan. I think Jones could be criticized for plenty, not signing Murray is not one of those things.Comment
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Dan B.
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
EA should put "new" different celebrations you activate when scoring and if you hold the left trigger or something it would activate either a group celebration or Lynch's crotch grab, both would result in a 15 yd penalty for unsportsmanlike conduct. If "its in the game" then it should be IN THE GAME, right? HAHAComment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
That looks like the same celebration that has been in Madden for years. Maybe I'm missing something.Comment
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Re: Madden NFL 16 Top 5 Running Backs
Seriously, that's Murray's knock is that he's far from dynamic in the open field and often resorts to lazily attempting to run over the last man to beat. This often results in him getting tackled on what could be a big play.I like the lowered speed ratings but one thing that sticks out to me is how jacked some of the ratings are. like juke move or spin move. seems like every one of the top halfbacks have those ratings nearly maxed. when i think of demarco murray i dont think of his juke move or spin move but on madden hes elite at both. for jukes and spins i think of a guy like lesean mccoy or jamaal charles. and charles actually has the same spin and juke as murray. it just seems so random to me. the spin/juke/stiffarm/truck/elusiveness etc ratings should seperate halfbacks and make them more unique, not just have good players with high ratings just cause they are good players.
They should have two ratings - block reading vision which Murray excels at, and next level open field vision which Murray is notoriously mediocre at.Antonio Rodrigo "Minotauro" Nogueira - UFC Hall of FameComment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
***For Straight Line Running/TestingThis is 100% not correct for the SPD and ACC ratings, and I have proven it. A while back CM Hooe made me some cutups of players with different speed and acceleration ratings to quantify the exact amount of acceleration and speed displayed in the game. A difference of one point for the SPD or ACC attribute did result in a different time for their splits (I counted frames for every 5 yards). It may work like that for other attributes, it I can assure you that for SPD and ACC, the 1 point does make a difference in straight line speed.
I get the use of such testing to draw something quantifiable (esp with Madden), but biomachanically the animations in Madden are not at a level were the data won't be skewed.
When you slow down a running animation in replay, you will see that there's glitching & gliding through out the straight line run over the distance you're timing.
Test the same player, same route with the same ratings several times and you will see that glitching/gliding differs at different measurements at various points of the tested run distance.
Some are minute during the stride, while others are very noticeable.
Because there is nothing you/I as gamer's can do during such testing, within a retail version, to minimize such animation anomalies so that the data is true every time, player gameplay speeds would require a greater/wider buffer to account for this and allow animations to look somewhat smooth/fluid.
What looks like a player running faster, often times, is the glitching/gliding distance being exaggerated and this is were the problem comes when trying to use "Hard Data" for a measurable such as this (ie measured times etc...) in a video game.
Also, it's these animation anomalies that make it difficult for data from these type of test to have the accuracy we want them to have rating wise.
I get the use of such test to gather data to pinpoint an aspect of this game and make something more definitive, I do.
But the reality is that "animations" are currently not at a level to support some things to be precise in Madden at this time (maybe M16 will blow us away and change this!!!).
Since this was about RB's, I noted this from how SPD/ACC is actually noticeable during gameplay as the "Ball Carrier" incorporating all the weights:
- Stamina
- Difficulty level
- Sliders (gameplay/player speed threshold)
- Tackle and Avoidance Move ratings that increase their radius and slows runners down to enter into these animations (that's why tacklers don't break down, it's the ball carrier that's slowed down to enter into the animation)
- Defenders Pursuit rating (catch up speed)
etc...
that may be applied that regress SPD/ACC during a run, that a "10 pt" SPD/ACC difference between the "Ball Carrier" and the defender is needed after the application of the weights to see a noticeable difference as a "Ball Carrier".Last edited by khaliib; 07-22-2015, 02:48 AM.Comment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
I think there is a difference between a "noticeable" difference and a "measurable" one. The difference is measurable, even when the difference in ratings is only 1 point for straight line ACC/SPD. One thing that CM Hooe did was have different players of different heights and weights run straight line sprints and I came to find that players hit the same 5 yard marks in the exact same number of frames no matter their height. In this case, the amount of gliding/glitching that you cite (and we noticed) was the same. It was this testing that allowed me to reach the conclusion that the SPD rating only affected the maximum velocity and the ACC attribute only affected how quickly that maximum velocity is attained, long before EA defined it in writing.***For Straight Line Running/Testing
I get the use of such testing to draw something quantifiable (esp with Madden), but biomachanically the animations in Madden are not at a level were the data won't be skewed.
When you slow down a running animation in replay, you will see that there's glitching & gliding through out the straight line run over the distance you're timing.
Test the same player, same route with the same ratings several times and you will see that glitching/gliding differs at different measurements at various points of the tested run distance.
Some are minute during the stride, while others are very noticeable.
Because there is nothing you/I as gamer's can do during such testing, within a retail version, to minimize such animation anomalies so that the data is true every time, player gameplay speeds would require a greater/wider buffer to account for this and allow animations to look somewhat smooth/fluid.
What looks like a player running faster, often times, is the glitching/gliding distance being exaggerated and this is were the problem comes when trying to use "Hard Data" for a measurable such as this (ie measured times etc...) in a video game.
Also, it's these animation anomalies that make it difficult for data from these type of test to have the accuracy we want them to have rating wise.
I get the use of such test to gather data to pinpoint an aspect of this game and make something more definitive, I do.
But the reality is that "animations" are currently not at a level to support some things to be precise in Madden at this time (maybe M16 will blow us away and change this!!!).
Since this was about RB's, I noted this from how SPD/ACC is actually noticeable during gameplay as the "Ball Carrier" incorporating all the weights:
- Stamina
- Difficulty level
- Sliders (gameplay/player speed threshold)
- Tackle and Avoidance Move ratings that increase their radius and slows runners down to enter into these animations (that's why tacklers don't break down, it's the ball carrier that's slowed down to enter into the animation)
- Defenders Pursuit rating (catch up speed)
etc...
that may be applied that regress SPD/ACC during a run, that a "10 pt" SPD/ACC difference between the "Ball Carrier" and the defender is needed after the application of the weights to see a noticeable difference as a "Ball Carrier".
That darn gliding/glitching is a problem though, but I think I know a way around it that I would ask to have implemented should I be brought into the fold at EA/Tiburon. Since we are able to map out how every player accelerates and decelerates using the cubic function of the split times, we can successfully map every player to their own unique path. This isn't without consequence, however. I posit that it would likely require that the SPD/ACC attributes be replaced with the 3 split times. The SPD and ACC attributes would no longer be necessary, and would only add to the confusion if you tried to map them to the 3 split times.
With using the splits, you gain more realism, but lose what Madden gamers are used to with their habit of analyzing the SPD and ACC ratings to see who is fast. One thing we could do is map the SPD and ACC ratings to the maximum velocity and time to maximum velocity and rank it, but in all honesty, that wouldn't even be necessary.Dan B.
Player Ratings Administrator
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
@DC....
"BE CAREFUL"!!!!!
Man, making a suggestion to remove "SPD" rating from Madden is blaspheme and will get you stoned for sure.
Even thinking about such a thing is worthy of a nice fat brick being tossed your way.
You are a brave man!!!Comment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
Well, do you want an accurate game or not?
LOL! This post just made my day!!!
If you are ever in the DFW, the first round is on me khaliib!












Dan B.
Player Ratings Administrator
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
I like the speed/acceleration idea a ton.
How can you re-rate or re-image actual position based attributes?Comment
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs
Well to me, one thing we can avoid is this huge translation issue. Use the attributes that the data uses as well as the scale that the data uses.
I know...expect more bricks...or tomatoes...
I really, really, want EA to use the 0.0-5.0 scale for these attributes. Probably won't happen, but if it did, then I wouldn't need to translate anything.
Once again, how REAL does EA want this to be? If your team in CFM has "scouts and GMs", then why aren't we using scales (either from in-house sources, like my own, or BLESTO/National) that the most reputable scouting services use? They don't use 0-100 point scales, so why should Madden.
The biggest problem would be shifting perception and sacrificing that perception for realism. The highest grades you would see would be pegging 4.5/5.0, which is about the same as having a 90 as the highest grade in Madden for any attribute. The highest one I have ever seen is Junior Seau's field savvy attribute, which correlates best to the AWR rating in the game, and that was only a 4.8 (96 in Madden). Most others don't even come close.
The other side of this is getting the game to play out better on the field with the new ratings. It would be a massive undertaking, perhaps too large for the unstoppable machine that Madden currently is.
I guess a guy can dream though.Dan B.
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