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Madden NFL 11 News Post



I recentely sat down for a talk with FBGRatings.com's Dan Berens to discuss his site's vision and what's going on over there today. The site is currently working on getting accurate ratings for every player using real hard data converted into the Madden ratings universe. Dan claims that when these numbers are plugged into the game, it plays much better and much closer to real life. Check out the interview below and also check out Dan's website to see what he's got going on!


Interview with Berens on the OS Radio Show on BlogTalkRadio

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Member Comments
# 61 DCEBB2001 @ 01/28/11 10:53 AM
Quote:
Originally Posted by Crimsontide27
The only question I have is since a majority of the ratings have been found to have zero impact on the players and the game, then what use does this really have?

Anybody can plug a series of well thought out and well rounded numbers into an empty database, if it makes no difference on the field, then its a waste of time. Year after year...after year....after year its been shown that the majority of the ratings do not have any impact whatsoever.
The goal is to have a set of ratings based off of hard data to be used in correlation with ratings that do work. Now, because some ratings have been shown to be useless, we have to wait for EA to fix those bugs. Once they do, we will already have the data and the attributes computed. This system takes what we know about data distribution and the ratings distribution and makes a series of ratings that spreads out the results in the game. If EA uses the same ratings range (12-99) they will still work. If they change the range, we simply change the correlation based on the hard data which we already have. It's a simple conversion and process should things change.
 
# 62 RedZoneD25 @ 01/29/11 06:03 PM
I'm curious to see how this works, and if it has a dramatic effect on the gameplay style.
 
# 63 DCEBB2001 @ 01/29/11 09:00 PM
Quote:
Originally Posted by WTFitsDaveyJ
I'm curious to see how this works, and if it has a dramatic effect on the gameplay style.
The biggest thing you will notice is it eliminates some of the goofy things that happen in-game like WRs getting ran down by LBs, DTs accelerating like RBs, and WRs having STR ratings in the 80s. Those attributes that absolutely make no sense whatsoever are nullified. Low AWR is gone as is OLmen having extremely unbalanced run blocking and pass blocking attributes (don't you hate having an OG with 95 RBS but only 68 PBS? If they guy isn't strong, how can he excel at one and be horrible at the other after being drafted and making it to the NFL...makes no sense!). Think of it as having balance in your ratings.
 
# 64 RedZoneD25 @ 01/29/11 09:39 PM
Quote:
Originally Posted by DCEBB2001
The biggest thing you will notice is it eliminates some of the goofy things that happen in-game like WRs getting ran down by LBs, DTs accelerating like RBs, and WRs having STR ratings in the 80s. Those attributes that absolutely make no sense whatsoever are nullified. Low AWR is gone as is OLmen having extremely unbalanced run blocking and pass blocking attributes (don't you hate having an OG with 95 RBS but only 68 PBS? If they guy isn't strong, how can he excel at one and be horrible at the other after being drafted and making it to the NFL...makes no sense!). Think of it as having balance in your ratings.

Hmm. That brings up a question that MAY have been asked, but won't that aesthetically and physically seriously mess up the ratings? For instance, DTs will drop hard from their lack of speed, making them uncharacteristically low in OVR compared to the other positions where more is asked such as a LB? If that were the case, these would be stuck as a "Play Now" roster set. You seem to know what you're doing, so I'll give you benefit of the doubt.
 
# 65 DCEBB2001 @ 01/30/11 01:47 AM
Quote:
Originally Posted by WTFitsDaveyJ
Hmm. That brings up a question that MAY have been asked, but won't that aesthetically and physically seriously mess up the ratings? For instance, DTs will drop hard from their lack of speed, making them uncharacteristically low in OVR compared to the other positions where more is asked such as a LB? If that were the case, these would be stuck as a "Play Now" roster set. You seem to know what you're doing, so I'll give you benefit of the doubt.
The simple answer is no. All it does is keep them stretch from 12 to 99 based upon the data distribution and allow other attributes to take hold on how players are rated. Football is a game of knowledge, IMO. Any athlete can run well if trained well, but to do all the other things it takes to be successful in the NFL takes a lot of mental work and technique. When a DT is say dropped from a speed of 60 to 50 for instance, those points are distributed in ratings that MAKE him a successful DT such as the BSH, PMV, TAK attributes...where it really matters. Those players that have elite raw attributes (SPD, ACC, AGI, STR, and JMP) who grow to also acquire those qualitative skills (BSH, PRC, PMV, FMV, etc) that are learned and fine-tuned will become the beasts of the league at that position. Remember, it's the COMBINATION of raw athleticism and learned knowledge that makes a player great in the game of football.
 
# 66 RedZoneD25 @ 01/30/11 05:47 PM
Quote:
Originally Posted by DCEBB2001
The simple answer is no. All it does is keep them stretch from 12 to 99 based upon the data distribution and allow other attributes to take hold on how players are rated. Football is a game of knowledge, IMO. Any athlete can run well if trained well, but to do all the other things it takes to be successful in the NFL takes a lot of mental work and technique. When a DT is say dropped from a speed of 60 to 50 for instance, those points are distributed in ratings that MAKE him a successful DT such as the BSH, PMV, TAK attributes...where it really matters. Those players that have elite raw attributes (SPD, ACC, AGI, STR, and JMP) who grow to also acquire those qualitative skills (BSH, PRC, PMV, FMV, etc) that are learned and fine-tuned will become the beasts of the league at that position. Remember, it's the COMBINATION of raw athleticism and learned knowledge that makes a player great in the game of football.

Sounds good.
 
# 67 DCEBB2001 @ 02/03/11 05:18 PM
Just an update here for those who are interested:

I have completed about 1/4 of all the players in the database as far as basic info and raw attributes. I am considering updating the OVR ratings after the Super Bowl and filling in the rest of the attributes for this 1/4th of the database to allow users to see some progress and give you all an idea on how players will be rated...sooo keep an eye out for that.
 
# 68 KingV2k3 @ 02/03/11 05:31 PM
Thanks for the update!
 
# 69 DCEBB2001 @ 02/03/11 05:48 PM
Quote:
Originally Posted by KingV2k3
Thanks for the update!
No problem. I received a ton of emails and PMs regarding some updates and some more info so people can try plugging in the attributes into their own game rosters. This will help do that and give people some clue as to how things work.
 
# 70 Playmakers @ 02/03/11 09:25 PM
Quote:
Originally Posted by DCEBB2001
If you read a few pages back you can find the answer in detail.

All basic info and raw attributes (Ht, Wt, DOB, College, Draft status, SPD, ACC, AGI, JMP, STR) by June.

All other attributes and updated OVR ratings by late July-August.

OVR ratings again before Week 1.
As you know i use these ratings for NCAA Football 11

Every single Classic team i creat with players that are currently in Madden 11 use these attributes assigned from your site and IMO it's the most realistic gameplay i've ever seen on the field.

Those agility ratings really makes things on the field much more believable because not every guy is turning on a dime anymore.....i see DB's and LB's blwo coverages simply because their agility ratings don't allow them to turn on a dime anymore.

There is nothing more beautiful than running a play action pass in NCAA football with these ratings and having it actually work more often because DT's are no longer moving like LB's or DB's....
 
# 71 DCEBB2001 @ 02/03/11 11:12 PM
Quote:
Originally Posted by Playmakers
As you know i use these ratings for NCAA Football 11

Every single Classic team i creat with players that are currently in Madden 11 use these attributes assigned from your site and IMO it's the most realistic gameplay i've ever seen on the field.

Those agility ratings really makes things on the field much more believable because not every guy is turning on a dime anymore.....i see DB's and LB's blwo coverages simply because their agility ratings don't allow them to turn on a dime anymore.

There is nothing more beautiful than running a play action pass in NCAA football with these ratings and having it actually work more often because DT's are no longer moving like LB's or DB's....
Well thank you! I am glad to hear that all this hard work is paying off for someone out there! Just wait until all these ratings are set for Madden! I would love nothing more than to get involved on the NCAA side of things as well in the near future, so feel free to drop me a PM to discuss such a possibility.
 
# 72 Old_V3 @ 02/04/11 09:10 AM
This sounds pretty cool, I'm using this as a base for some rosters for NFL 2K5 and I have to admit, it is a complete difference using these speed and agility ratings that you have posted so far. Feels like a brand new game. But I have one question, since you are using the draft combine 40-times and agility times for the game, how do you rate like the short pass accuracies and things of that nature.
 
# 73 DCEBB2001 @ 02/04/11 09:29 AM
Quote:
Originally Posted by Old_V3
This sounds pretty cool, I'm using this as a base for some rosters for NFL 2K5 and I have to admit, it is a complete difference using these speed and agility ratings that you have posted so far. Feels like a brand new game. But I have one question, since you are using the draft combine 40-times and agility times for the game, how do you rate like the short pass accuracies and things of that nature.
I have scouting data that is updated daily for about 30000 players in college and the NFL. This data is used to measure the other ratings that are not objectively acquired. This is the more fluid set of ratings, if you will. I have all the data that corresponds to THP, SAC, MAC, DAC, etc... attributes for QBs and other positions. This system is probably the most complete as far as the amount of convertible data out there. The best part, is it can easily be turned into useful numbers and attributes for the game. Pretty cool huh?
 
# 74 Old_V3 @ 02/04/11 09:44 AM
Quote:
Originally Posted by DCEBB2001
I have scouting data that is updated daily for about 30000 players in college and the NFL. This data is used to measure the other ratings that are not objectively acquired. This is the more fluid set of ratings, if you will. I have all the data that corresponds to THP, SAC, MAC, DAC, etc... attributes for QBs and other positions. This system is probably the most complete as far as the amount of convertible data out there. The best part, is it can easily be turned into useful numbers and attributes for the game. Pretty cool huh?
Sounds cool to me, so the overall ratings that are currently on the site will be updated or will they be around the same
 
# 75 DCEBB2001 @ 02/04/11 10:16 AM
Quote:
Originally Posted by Old_V3
Sounds cool to me, so the overall ratings that are currently on the site will be updated or will they be around the same
First of all, most of these questions were answered previously in the thread, but for you I will address this again. All of the OVR ratings you presently see were from last July. I will update all OVR again after the Super Bowl and will do complete attributes for the first 1/4 of the 16000+ player database so people can see how players are, in fact, rated.
 
# 76 RJTurneR @ 02/04/11 10:28 AM
Sounds very cool. I'm sure if you combine the ratings, a great set of sliders, GamePlans (Which don't work anymore), and the Coaching Schemes, franchise could be a lot of fun, or just the game in general.

I noticed you lived in Dallas DCEBB, you at the Super Bowl or watching from home?
 
# 77 DCEBB2001 @ 02/04/11 10:48 AM
Quote:
Originally Posted by RJTurneR
Sounds very cool. I'm sure if you combine the ratings, a great set of sliders, GamePlans (Which don't work anymore), and the Coaching Schemes, franchise could be a lot of fun, or just the game in general.

I noticed you lived in Dallas DCEBB, you at the Super Bowl or watching from home?
I live in Dallas now, and you can imagine how thrilled I am to be in the host city for the Super Bowl with my Packers in it! It's awesome, but it is snowing like crazy! We got about 6 inches last night and it's still coming down...reminds me of home LOL! I don't have a ticket to the game, but will be going to a party to watch my Packers win their 13th title!

Go Pack, Go!
 
# 78 Playmakers @ 02/06/11 04:28 PM
Quote:
Originally Posted by DCEBB2001
Well thank you! I am glad to hear that all this hard work is paying off for someone out there! Just wait until all these ratings are set for Madden! I would love nothing more than to get involved on the NCAA side of things as well in the near future, so feel free to drop me a PM to discuss such a possibility.
Yeah man the speed ratings are awesome for me.....

For example this is Rocket Ismail who has like 94 speed blowing by a USC CB Daylon McCutcheon with 88 speed. The DB had no chance in hell at catching him once Rocket got a step deep on him. I was shocked at how many players aren't truly a 90 speed, agility or acceleration the way EA rates these players

Thanks again for the site

 
# 79 DCEBB2001 @ 02/07/11 12:17 PM
Quote:
Originally Posted by Playmakers
Yeah man the speed ratings are awesome for me.....

For example this is Rocket Ismail who has like 94 speed blowing by a USC CB Daylon McCutcheon with 88 speed. The DB had no chance in hell at catching him once Rocket got a step deep on him. I was shocked at how many players aren't truly a 90 speed, agility or acceleration the way EA rates these players

Thanks again for the site
Yeah, it makes a huge difference in the game too. The thing that I do that EA obviously does not is use hard data and its distributions to determine how the ratings should indeed be realistically distributed at each attribute and OVR rating. This makes the other ratings that are skill-based that much more important.

For instance, by measureable means, Adrian Peterson has average agility. His AGI is 79 and the average since 1998 is 79 for RBs. However, the scouting data that correlates to his JKM, SMV, TRK, and position-specific skills are in the 90s. It makes you think twice about looking just at the raw attributes when scouting or playing a player as well.
 
# 80 DCEBB2001 @ 02/14/11 08:58 PM
Just another update here:

This week most of the 16000 players in the database will have their appropriate basic data entered. This includes name, dob, college, experience, and raw attributes. This includes spd, str, agi, acc, and jmp attributes. Shortly after ovr updates from last season will be completed for players with last names F through Z. Then, prior to the draft all players will receive end of season updates with new ovr ratings and full attributes. I will keep you all updated and will also be adding a Facebook page for the site so stay tuned.
 


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