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

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Old 12-28-2015, 09:52 AM   #513
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

So we have an EA guy who has "hands on" access to the ratings mechanism as its "currently" built in Madden 16, dip in this thread every now and then, and instead of asking him questions to help get the most out of the Current Madden ratings system, or even better, come together as a community and suggest to Kane what we actually see animate out during gameplay when "this" particular rating is increased/decreased to this level, 64 pages later there's a discussion going on about....?


So Kane!!!

1) How much of a pt difference change is needed for a player to play different during gameplay?

- Is it a 5, 10, 15+ for difference?
- Is the large increases/decreases to a player's particular rating is you're way of trying to produce a performance change within the current system?

2) On Kick Return, the return team consist of players with low RBK ratings, while the kicking team consist of defensive players with higher "Block Shed" ratings, causing them to "break out" of the blocking animations (with the swim or shove aside animation).

- Is there a way of increasing the "blocking interaction" to play out slightly longer without causing any functionality issues?
->maybe increasing any weights/boost to the KR rating to balance the Blocking vs Block Shed.
(**this will not make returns easier)

3) Since "Stamina" does impact player ratings during gameplay and we have the ability to adjust the weight of fatigue applied with the slider, is there a functionality issue as to why the "avg" of "50-60'ish" couldn't be the generated Stamina level for players?

- This is the "most important" trait/rating of a player, because if he's fatigued he can't perform at a successful level no matter what great abilities or skill set he possess.

- Although the Stamina rating should be the most important rating due to its overall impact on a player, thus gameplay, it is made the least due to the high levels at which players are given.
-> Curently, draft classes generate at 80 and above for most players.

- Is there something you can do within the next roster update to make this important rating relevant (i.e. lowering) or are we dealing with a functionality issue in regard to current high levels?

Thanks for any response you can give on these areas Kane.
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Old 12-28-2015, 12:59 PM   #514
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by khaliib
So we have an EA guy who has "hands on" access to the ratings mechanism as its "currently" built in Madden 16, dip in this thread every now and then, and instead of asking him questions to help get the most out of the Current Madden ratings system, or even better, come together as a community and suggest to Kane what we actually see animate out during gameplay when "this" particular rating is increased/decreased to this level, 64 pages later there's a discussion going on about....?





So Kane!!!



1) How much of a pt difference change is needed for a player to play different during gameplay?



- Is it a 5, 10, 15+ for difference?

- Is the large increases/decreases to a player's particular rating is you're way of trying to produce a performance change within the current system?



2) On Kick Return, the return team consist of players with low RBK ratings, while the kicking team consist of defensive players with higher "Block Shed" ratings, causing them to "break out" of the blocking animations (with the swim or shove aside animation).



- Is there a way of increasing the "blocking interaction" to play out slightly longer without causing any functionality issues?

->maybe increasing any weights/boost to the KR rating to balance the Blocking vs Block Shed.

(**this will not make returns easier)



3) Since "Stamina" does impact player ratings during gameplay and we have the ability to adjust the weight of fatigue applied with the slider, is there a functionality issue as to why the "avg" of "50-60'ish" couldn't be the generated Stamina level for players?



- This is the "most important" trait/rating of a player, because if he's fatigued he can't perform at a successful level no matter what great abilities or skill set he possess.



- Although the Stamina rating should be the most important rating due to its overall impact on a player, thus gameplay, it is made the least due to the high levels at which players are given.

-> Curently, draft classes generate at 80 and above for most players.



- Is there something you can do within the next roster update to make this important rating relevant (i.e. lowering) or are we dealing with a functionality issue in regard to current high levels?



Thanks for any response you can give on these areas Kane.

Those are some very good questions. When it comes to special teams, I think that part of the game is just flat out broken. It hasn't really been focused/worked on in years, and it is most likely entirely ratings dependent ( mainly speed and agility for returner, run block for blockers, pursuit, speed, and possibly block shed for kickoff team, as opposed to any actual technique/scheme used on special teams in the NFL.

First off, we need a COMPLETE special teams depth chart. That way, we won't have to manually make special teams substitutions every game. We should be able to set specific blockers, the entire kickoff team, gunners on our punt team, etc. I liked what NFL 2k5 did in terms of letting us make substitutions based on specific plays of the playbook in the Franchise MENU. If madden implemented that, making subs would no longer be a hassle like it currently is. 2k5 even gave us the option to completely set our special teams, through the playbook menu. Implementing something like that into madden would make A LOT of people happy.


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Old 12-28-2015, 01:10 PM   #515
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by DCEBB2001
Ah yes, the same PFF who declared Brad Jones as a budding star right before GB cut him.

https://www.profootballfocus.com/blo...ar-brad-jones/

If I may ask, where did you learn to break down game film? Did you coach or serve as a GA somewhere?

Just asking because I first learned from Mike O'Connell (http://www.wifca.org/news_article/sh...rrer_id=480362) while coaching at EC-Regis about a decade ago before being formally taught by David Te' Thomas (http://bleacherreport.com/users/153363-dave-te-thomas) while serving as a midwest regional scout at NFLDS from 2005-2009.

It just goes to show you that everyone gets a start somewhere and I wanted to know where you got yours.
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Old 12-28-2015, 01:12 PM   #516
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

I like the way NBA 2K did their ratings this year, where 100 is the best of all time. I mean, why have a 0-100 rating scale when the bottom part of it is not used. You do this for not only overalls but also individual ratings, and you can get to a point where each player has their own makeup and personality.
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Old 12-28-2015, 01:31 PM   #517
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

Somehow I missed pages 59-60 or so. While I love the idea of making Madden better, I also totally agree with the argument that it might not be genteel to have an open forum discussion on one man's qualifications to do his job. Since I went on record in support of a ratings overhaul, I need to go on record and agree with those who have suggested PM as the best place for such dialogue.
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Old 12-28-2015, 02:42 PM   #518
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by Gman 18
Those are some very good questions. When it comes to special teams, I think that part of the game is just flat out broken. It hasn't really been focused/worked on in years, and it is most likely entirely ratings dependent ( mainly speed and agility for returner, run block for blockers, pursuit, speed, and possibly block shed for kickoff team, as opposed to any actual technique/scheme used on special teams in the NFL.

First off, we need a COMPLETE special teams depth chart. That way, we won't have to manually make special teams substitutions every game. We should be able to set specific blockers, the entire kickoff team, gunners on our punt team, etc. I liked what NFL 2k5 did in terms of letting us make substitutions based on specific plays of the playbook in the Franchise MENU. If madden implemented that, making subs would no longer be a hassle like it currently is. 2k5 even gave us the option to completely set our special teams, through the playbook menu. Implementing something like that into madden would make A LOT of people happy.


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Old 12-28-2015, 07:10 PM   #519
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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I'm sorry... Tell me again what you've done, if anything for the community, or this forum. Because I'll tell you that Dan has done more on behalf of this community, than you could ever dream to.

Yeah... I'll stop right there, and you should too.


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Old 12-28-2015, 07:32 PM   #520
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Re: Donny Moore, the 'Madden Ratings Czar', Leaving EA

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Originally Posted by SECElit3
I'm sorry... Tell me again what you've done, if anything for the community, or this forum. Because I'll tell you that Dan has done more on behalf of this community, than you could ever dream to.

Yeah... I'll stop right there, and you should too.


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Way to create an artificial dick measuring contest when Dan was never personally insulted or challenged. What you quoted was a way of poking fun at the fact HE personally bragged about his own qualifications and did so at the expense of criticizing a developer personally. I'm not afraid to criticize EA, and do so often, but the whole point was that there's a line which should not be crossed.

There's a point those criticizing Dan are trying to make. You have obviously missed it. Stop making things personal.
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