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Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Old 07-08-2015, 11:30 AM   #353
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

Quote:
Originally Posted by Yukon46
But for Madden 16, I can bet they do use 40 times to create draftees Speed rating in CFM's.

So if they are gonna use this same system, I am suggesting they edit their base Roster to match this system.

And then use that Base roster as the formula for creating future CFM rookies/draft classes.

I know I could re-rate their base roster in less than an 8 hour shift...

And it's not some major departure from how they already use their ratings..but what it does do, is it Makes Sense.

But...I guess I will just be alone on this....And let everyone zip around the virtual playing field with thousands of over speed rated players for Madden 16.
I think you and Dan both agree that too many players are too fast. Your way of fixing it is just using the current system. His is looking to fix the entire system.

Do you have a roster for Madden 15? I always enjoyed the ones you did for NCAA.
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Old 07-08-2015, 11:34 AM   #354
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

Quote:
Originally Posted by charter04
I think you and Dan both agree that too many players are too fast. Your way of fixing it is just using the current system. His is looking to fix the entire system.

Do you have a roster for Madden 15? I always enjoyed the ones you did for NCAA.
No roster for 15, would not waste my time.... without CFM editing, you can not fix the draftees, so what is the point.

Have not played multiple CFM seasons in Madden since 12.
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Old 07-08-2015, 12:42 PM   #355
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

My hope is that the developers actually play the game WITH Dan's rosters to get an idea of what the possibilities really are with this level of accuracy...

I've run more than a few of the kind of interview Dan described over the past couple / few decades and I personally, wouldn't go into that call without at least having a SOMEONE at the company run a comprehensive test and submit a detailed report to me...

Y'know, since the difference is undeniable and all...

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Old 07-08-2015, 12:48 PM   #356
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by KingV2k3
My hope is that the developers actually play the game WITH Dan's rosters to get an idea of what the possibilities really are with this level of accuracy...

I've run more than a few of the kind of interview Dan described over the past couple / few decades and I personally, wouldn't go into that call without at least having a SOMEONE at the company run a comprehensive test and submit a detailed report to me...

Y'know, since the difference is undeniable and all...

It would have been nice if they did try it ahead of time. They didn't even know where to get them as they thought that I made the rosters myself and made them available for download from the site. Just search on OS for 'FBG' and 'download' and you will see how many times I have addressed this. Just saying.

Instead, they asked my impressions on how it affected gameplay. I told them to search the forums and read it themselves from other people as it takes my bias out of it.

Hoping they do just that.
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Old 07-08-2015, 02:24 PM   #357
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

It would appear a ready 'compromise that would keep both sim gamers and those who crave inflated OVR ratings happy would be to introduce dans rating system for individual attributes and apply a multiplier in order to 'artificially ' inflate the calculated OVR for marketing purposes
Looking at dans site , where JJ Watt is rated at 99 OVR , such a multiplier would have to increase as variance from 100 increases
So that if Dan rates a player at 99 the multiplier would approximate to 1 , at 90 it would be roughly 1.05 and so on ....
Pretty sure that any programmer would have no problem devising such a system
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Old 07-08-2015, 06:49 PM   #358
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

Quote:
Originally Posted by KingV2k3
My hope is that the developers actually play the game WITH Dan's rosters to get an idea of what the possibilities really are with this level of accuracy...

I've run more than a few of the kind of interview Dan described over the past couple / few decades and I personally, wouldn't go into that call without at least having a SOMEONE at the company run a comprehensive test and submit a detailed report to me...

Y'know, since the difference is undeniable and all...

I agree! Rex stated they had tried things in the past but he didn't feel comfortable with it as it broke other things or whatever. But dans ratings don't break anything. They play amazing and you not only see the difference with the way the game animates but you feel the difference as well with individual players. You can feel the difference between the superstars and average joes. You just need to play differently defensively with slower speeds and play angles and contain rather than expect to chase a player down sideline to sideline with 90 rated speed linebackers.

It makes zero sense to have a meeting with a guy about his rosters and not have tried them out to see and feel the difference yourself. The fbg roster threads themselves are filled with positivity and guys who have played and tested with them and have seen the difference from dans rosters and EA's. It's a night and day difference in a unbelievable positive way. That many people who undeniably saw the difference and provided positive feedback can't all be wrong. The game just plays so much better with spread out ratings and with slower speed ratings. Heck, hire a intern to enter fbg ratings for 2 teams for them to test. Then have him just put in ratings for a few teams with just areas such as speed, strength, agility, jumping, throw accuracy from short, medium, long, footwork, etc. then test them all out. It's a undeniable difference in gameplay and animations. There is a better way that could change this game forever moving forward. I know it because I've seen it.

Hopefully, Rex and others take the time to test these for a week or so before talking with dan again so they know how bad this game needs a different system and how different the game plays with one. I don't understand the competitive balance argument. We just want realism. I don't want Vince wilfork having a 75 speed (just throwing a number out) instead of what he should have to make the game have a competitive balance. If a rb gets passed him no way he catches him from behind. I just want realism with real data to make players play like themselves from speed, strength, jumping ability, etc. being good or not on the stix and playing someone who is just as good as you and playing the game of chess on the field making the right play calls is the type of competitive balance I want to see.

I know this has been mentioned 1000x on here in the past, but just allowing us the ability to edit draft classes and rosters within cfm (give ability to edit on or off) would solve a lot of issues. Let us play the game we want. I'm sorry but I just can't play with EA's overrated rosters and the speed ratings alone being so high ruin the game for me. With dan's lower speed ratings it eliminates alot of skating and what not! EA's rosters feel like a arcade game to me while dan's feel and look like a real nfl simulation. It's the best way I can describe it and the difference for those that don't know or have not used them. It was frustrating last year to only be able to play 1 year of cfm with dan's roster as the draft ruined the league in year 2 as it had EA's inflated speed ratings that we couldn't fix. Once you play with the fbg rosters there is no going back to EA's. It's like playing madden 16 and then trying to go back and play madden 11.

FIFA spread out their ratings, nba2k did as well. Why can't madden innovate and why are they the last to figure this out. Think about nba2k for a second and how they have players with hot and cold zones. If you miss a release with Stephen curry you will miss. If you take a 15 foot jumper with Shaq it's a brick. My point is it's realistic, it's sim. Players don't complain about it. But in madden Tim tebow or geno smith play like tom Brady or Payton manning. They have the same accuracy on a short ball as they do a deep ball. No signature releases, no touch on passes, no real world data to back up a players ratings. Why can nba2k get away with this and players are fine with it but madden and ea is worried about Timmy or tourney players being unhappy or competitive balance? If that's what competitive balance means then I hate it! And if it's route they are taking then I highly suggest they give 2 options for gamers as far as rosters and gameplay go.

Rosters
Ea rosters for "competitive balance" for online tourney players

Fbg rosters for players who want a sim game

Gameplay
Normal gameplay they have now for online and tourney players

Sim mode for us sim guys with accurate penalties, qb's with real throwing percentages where not every pass is on target, occasional bad snaps, etc

Again this is a route NBA2k went to appease everyone and it works for 12 year old Timmy, us Die hards, and 55 year old dad. It's the only way to make everyone happy. The more options we have the better. It's another reason having more sliders for every aspect of gameplay and making sure they ALL work would solve so many issues with the game! It seems like they fixed the penalty sliders to work but I'm hesitant to believe the others were touched and work like they should.

Sorry for the long rant and touching on off the subject topics. A lot of it I believe go's hand in hand however...
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Last edited by vannwolfhawk; 07-08-2015 at 07:12 PM.
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Old 07-08-2015, 07:03 PM   #359
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

This is good news.
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Old 07-08-2015, 09:37 PM   #360
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

Quote:
Originally Posted by vannwolfhawk
I agree! Rex stated they had tried things in the past but he didn't feel comfortable with it as it broke other things or whatever. But dans ratings don't break anything. They play amazing and you not only see the difference with the way the game animates but you feel the difference as well with individual players. You can feel the difference between the superstars and average joes. You just need to play differently defensively with slower speeds and play angles and contain rather than expect to chase a player down sideline to sideline with 90 rated speed linebackers.

It makes zero sense to have a meeting with a guy about his rosters and not have tried them out to see and feel the difference yourself. The fbg roster threads themselves are filled with positivity and guys who have played and tested with them and have seen the difference from dans rosters and EA's. It's a night and day difference in a unbelievable positive way. That many people who undeniably saw the difference and provided positive feedback can't all be wrong. The game just plays so much better with spread out ratings and with slower speed ratings. Heck, hire a intern to enter fbg ratings for 2 teams for them to test. Then have him just put in ratings for a few teams with just areas such as speed, strength, agility, jumping, throw accuracy from short, medium, long, footwork, etc. then test them all out. It's a undeniable difference in gameplay and animations. There is a better way that could change this game forever moving forward. I know it because I've seen it.

Hopefully, Rex and others take the time to test these for a week or so before talking with dan again so they know how bad this game needs a different system and how different the game plays with one. I don't understand the competitive balance argument. We just want realism. I don't want Vince wilfork having a 75 speed (just throwing a number out) instead of what he should have to make the game have a competitive balance. If a rb gets passed him no way he catches him from behind. I just want realism with real data to make players play like themselves from speed, strength, jumping ability, etc. being good or not on the stix and playing someone who is just as good as you and playing the game of chess on the field making the right play calls is the type of competitive balance I want to see.

I know this has been mentioned 1000x on here in the past, but just allowing us the ability to edit draft classes and rosters within cfm (give ability to edit on or off) would solve a lot of issues. Let us play the game we want. I'm sorry but I just can't play with EA's overrated rosters and the speed ratings alone being so high ruin the game for me. With dan's lower speed ratings it eliminates alot of skating and what not! EA's rosters feel like a arcade game to me while dan's feel and look like a real nfl simulation. It's the best way I can describe it and the difference for those that don't know or have not used them. It was frustrating last year to only be able to play 1 year of cfm with dan's roster as the draft ruined the league in year 2 as it had EA's inflated speed ratings that we couldn't fix. Once you play with the fbg rosters there is no going back to EA's. It's like playing madden 16 and then trying to go back and play madden 11.

FIFA spread out their ratings, nba2k did as well. Why can't madden innovate and why are they the last to figure this out. Think about nba2k for a second and how they have players with hot and cold zones. If you miss a release with Stephen curry you will miss. If you take a 15 foot jumper with Shaq it's a brick. My point is it's realistic, it's sim. Players don't complain about it. But in madden Tim tebow or geno smith play like tom Brady or Payton manning. They have the same accuracy on a short ball as they do a deep ball. No signature releases, no touch on passes, no real world data to back up a players ratings. Why can nba2k get away with this and players are fine with it but madden and ea is worried about Timmy or tourney players being unhappy or competitive balance? If that's what competitive balance means then I hate it! And if it's route they are taking then I highly suggest they give 2 options for gamers as far as rosters and gameplay go.

Rosters
Ea rosters for "competitive balance" for online tourney players

Fbg rosters for players who want a sim game

Gameplay
Normal gameplay they have now for online and tourney players

Sim mode for us sim guys with accurate penalties, qb's with real throwing percentages where not every pass is on target, occasional bad snaps, etc

Again this is a route NBA2k went to appease everyone and it works for 12 year old Timmy, us Die hards, and 55 year old dad. It's the only way to make everyone happy. The more options we have the better. It's another reason having more sliders for every aspect of gameplay and making sure they ALL work would solve so many issues with the game! It seems like they fixed the penalty sliders to work but I'm hesitant to believe the others were touched and work like they should.

Sorry for the long rant and touching on off the subject topics. A lot of it I believe go's hand in hand however...

It would be great if EA released 2 separate rosters to the public- Dan's FBG ratings roster and the " competitive balance " rated rosters. That would be the only way to please both the casuals and sim players. Too bad it has taken EA so long to even THINK about an overhaul to their ratings system, especially considering their communication with some of the sim community, including some youtubers and gamechangers. You would think they would have at least utilized some of Dan's speed/strength/agility/jump ratings considering they knew for years he has a well respected ratings system that WORKS and gives the gameplay more potential


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