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Madden NFL 16 Player Ratings - Top 5 Running Backs

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Old 07-21-2015, 09:16 PM   #73
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

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Originally Posted by ATLBrayden
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.
Rex did say regression is fixed.
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Old 07-21-2015, 09:18 PM   #74
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

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Originally Posted by iloveparkmin
Jerry Jones and Stephen Jones are most dumb owners/GM and vice president as Father and Son who let Demarco Murray go and signed with Eagles
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.
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Old 07-21-2015, 09:41 PM   #75
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Re: Madden NFL 16 Top 5 Running Backs

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Originally Posted by td7
Hey Dan, when will the ratings be updated on FBG?
Well, it was going to be by camp, but I got my big data dump a month late this year so I am pushing for mid-August.
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Old 07-21-2015, 10:47 PM   #76
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

I'm surprised they have lynch doing a pose that he was fined for. I'm surprised that wasn't a big no, no from the NFL.
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Old 07-22-2015, 01:50 AM   #77
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

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Originally Posted by apollon42
I'm surprised they have lynch doing a pose that he was fined for. I'm surprised that wasn't a big no, no from the NFL.
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? HAHA
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Old 07-22-2015, 02:15 AM   #78
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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.
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Old 07-22-2015, 02:46 AM   #79
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Re: Madden NFL 16 Top 5 Running Backs

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Originally Posted by BleedGreen710
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.
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.

They should have two ratings - block reading vision which Murray excels at, and next level open field vision which Murray is notoriously mediocre at.
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Old 07-22-2015, 03:39 AM   #80
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Re: Madden NFL 16 Player Ratings - Top 5 Running Backs

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Originally Posted by DCEBB2001
This 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.
***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".

Last edited by khaliib; 07-22-2015 at 03:48 AM.
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