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Madden NFL 16 News Post



Donny Moore, aka the ‘Madden Ratings Czar’, is leaving Electronic Arts as he will be “pursuing other interests.”

In an official statement on Twitter, Moore said, “After much thought & consideration, I have chosen to step away from @EASports & announce my retirement as the Madden Ratings Czar as I have opted to pursue other interests. I am especially grateful of the opportunity to rate players for some of the greatest fans in video games today. After 16 years, it is finally time to hang up the czar's mouse pad! #Czartirement"

For Moore, this ends a long tenure as the guy running the ratings and updates for Madden. Moore’s tenure spanned 16 years at EA Tiburon, which means he was easily one of the most tenured at that studio. There is no word yet on who will be replacing Moore, but we do expect an announcement soon.

The ratings position occupied by Moore has been a staple of Madden’s internet presence for years. Moore’s ratings oftentimes drew criticism, but the weekly ratings updates were always hugely anticipated by fans, despite what ire they may have drawn.

The ratings this year will likely still come in the same pacing as previous years, and it will be interesting to see if any differences in how much players move up and down the scale happens without Moore at the helm. We’ll certainly be watching it going forward!

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Member Comments
# 241 charter04 @ 07/06/15 09:24 PM
Quote:
Originally Posted by ggsimmonds
My take on it is that the two are not incompatible. There is no inherent conflict in creating realistic gameplay while "compressing" or manipulating team ratings.

The more interesting bit was about increasing the spread of player ratings. That does seem to contradict the idea of competitive gameplay. I'm not sure how they could increase the gap while maintaining parity.


The fact that X amount of players were rated 90 in speed does not really matter. It is only about the scale.

If they take your advice and alter the scale there would be no changes in gameplay. That is, if they did it uniformly and without bias. They tend not to do that though, good players tend to become faster (or stronger, you get the idea) and underperformers drop speed.

The point is that we view 90+ as being great. Madden says 90+ is good/needed for positions.

What I would like to see, and Dan you may know the answer to this, is their ratings ordinal or interval? Is the difference in gameplay the same between 70-75 as it is between 90-95? Or does the difference increase exponentially?
I will say that giving players speed based on real data lowers the overall average speed of all players and it does change the way the game plays. It starts looking and feeling more like real football and less like an arcade twitch fest.

That is really what rep/eye test speed and acceleration ratings that Donny Moore has used does. When you have over 400 players running a 90 or higher in speed it's exactly what gives Madden that weird arcade look that makes some change the game speed to slow.

FBG ratings and what Yukon does is use data. It's amazing how much more fluid and natural the animations look with those type of ratings.
 
# 242 charter04 @ 07/06/15 09:28 PM
Quote:
Originally Posted by 4thQtrStre5S
The issue would be getting the better skilled players to use a lesser team...

I am actually a life long Packer fan; parents born and raised in Wisconsin; so Badgers and Packers all the way...I will not play the Packers, often, because they are a top team that many people want to use..and I just find it hard to play the Packers for some weird reason...I would hate to be forced to play them, because honestly, I am not that good at the twitch controllers, so I would need a better team like them to compete...I have a very hard time with All-MAdden play, and even gets tough on All-Pro for me..

Though I see All-MAdden as ALL-Arcade...
But, that's already the case so I don't see how making teams play according to ratings would matter. Even game I play in online ranked all use the same five teams. I am a die hard Cowboys fan and I always use them. In the past it's been tough to win but, I just wanted to use my team.

Most ranked players just want to win so they will always take the top 3 teams anyway.
 
# 243 jpdavis82 @ 07/06/15 09:31 PM
I was told by one of the GC's that when Rex mentions competitive gameplay being the priority, he's referring to user vs CPU.
 
# 244 Skyboxer @ 07/06/15 09:34 PM
Quote:
Originally Posted by jpdavis82
I was told by one of the GC's that when Rex mentions competitive gameplay being the priority, he's referring to user vs CPU.
Still bad.. lol IF I understand right.
I want a SP experience that is a real as I can get. If I field a bad team I want to get beat.. That's the whole fun of building a team etc...

Anyways I'll hold judgement until I play for myself.
 
# 245 charter04 @ 07/06/15 09:50 PM
Quote:
Originally Posted by jpdavis82
I was told by one of the GC's that when Rex mentions competitive gameplay being the priority, he's referring to user vs CPU.

So is that why All Madden mode just gives the CPU ratings boosts and they just play unrealistically good and have Robo QB?

Hopefully the plan is to make the CPU realistically competitive with good play calling and playing like the real teams instead of just Madden boosts.


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# 246 StefJoeHalt @ 07/06/15 09:51 PM
Quote:
Originally Posted by jpdavis82
I was told by one of the GC's that when Rex mentions competitive gameplay being the priority, he's referring to user vs CPU.

Ok trying to have open mind about this..(only thinking user vs CPU) but why have different skill then? If they want ratings to be "balance" so it's competitive..then do away with skill level and sliders (tongue and cheek)... JP u seemed extremely shocked by this...this something different then what u been told? Or implied to u? Also Dan do they realize ur ratings don't break the game but in fact improve the play? I would hope they could see that by playing it themselves....


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# 247 DCEBB2001 @ 07/06/15 10:06 PM
Quote:
Originally Posted by GiantBlue76
That's all correct, which is why trying to cram everyone into the same size shoes will never work. Oh well. I don't expect them to hire Dan unfortunately and none of this should be surprising. Despite what they tell you every year the product shows otherwise. The product is all that matters and this is what they want to build. They have the right to build what they want, but if it's not what you're looking for then you are SOL. Hopefully they take the approach of other games that have a simulation setting in which ratings are realistically applied. Hope Dan gets the gig.
Right there with you. Before today I put the odds at 20%. Not sure how I feel now. Maybe a little less? The funny thing was the first thing Rex said was "I understand that you had conversations with us in 2011. Mind if I ask what happened then?" I told them that we had a difference in philosophy and I didn't want to attach my name to something that compromised my methodology and hard work. I also told them that I felt all they were trying to do was pump me for information on how I do stuff...some of it I couldn't answer because of the NDA or intellectual property.

I think that this conversation today was more constructive. Rex told me that he was impressed with my knowledge. That is a start. However, this is all talk at this point and it is important to reiterate that this was only the beginning of the dialogue. Asking me what role I see playing in all of this says something too. Some mixed messages, but at least they are opening a dialogue and seeking out people (who at least claim to be) in the know.

Another thing that is concerning (and I know it may piss some people off here) is that they may go to community based ratings. Just what we need, another popularity contest. They may as well put every player on every team at 99 in everything because that is what it will get to eventually. The biggest resistance my system will face is from casual gamers who are shocked an appalled at seeing starters in the 60s regularly. Some will write those ratings off immediately. Then, throw in the heat from the players themselves and we have a giant s--t storm in the making. As good the dialogue so far is, those are the things that make me think that having real grades and real ratings based on data will ever work for this franchise. Everyone is too used to having 90+ for every player in everything. It's quite sad that the real NFL isn't anything like that. Why else do you think that the average player is out in 2-3 years? The average player is not anywhere near elite.

To me, it's a start. If they bring me in, great! If not, I just hope they go to something based on data and don't open it up to idiots to vote on. You can kiss any semblance of sim goodbye if they do that.

Just my honest opinion.
 
# 248 jpdavis82 @ 07/06/15 10:08 PM
Quote:
Originally Posted by StefJoeHalt
Ok trying to have open mind about this..(only thinking user vs CPU) but why have different skill then? If they want ratings to be "balance" so it's competitive..then do away with skill level and sliders (tongue and cheek)... JP u seemed extremely shocked by this...this something different then what u been told? Or implied to u? Also Dan do they realize ur ratings don't break the game but in fact improve the play? I would hope they could see that by playing it themselves....


Sent from my iPhone using Tapatalk
I'm not shocked, just confused, trying to understand how this all fits into the simulation game that they are trying to create. Rex preaches it all the time, not just on camera, and I'm just trying to figure it all out. I wasn't really sure what to expect, now the part about creating a wider separation between average and elite players, that sounds more like it.
 
# 249 4thQtrStre5S @ 07/06/15 10:11 PM
Quote:
Originally Posted by charter04
I guess that's fine for online ranked games to an extent but, in CFM most like the challenge of rebuilding a bad team. If everyone is the same then what's the point?

Certain ratings do matter already in the game. I can tell a clear difference when I play someone with much worse team than me.

It seems strange that they want to make the ratings wider to make star players stand out more but, they don't want ratings to matter to much and override the skill of the player. It's kind of a contradiction.

That's why we just need a simulation mode. Arcade, Default, and simulation.

In sim mode the players would play purely based on ratings.
Yes, I was referring specifically to those online/tourney people that always want the best teams...As a MUT and recent CFM player, I want to rebuild teams and I want realistic ratings and progression and scouting, etc... I want a new and improved "Head Coach."
 
# 250 DCEBB2001 @ 07/06/15 10:12 PM
Quote:
Originally Posted by StefJoeHalt
Ok trying to have open mind about this..(only thinking user vs CPU) but why have different skill then? If they want ratings to be "balance" so it's competitive..then do away with skill level and sliders (tongue and cheek)... JP u seemed extremely shocked by this...this something different then what u been told? Or implied to u? Also Dan do they realize ur ratings don't break the game but in fact improve the play? I would hope they could see that by playing it themselves....
It seemed to me that they were skeptical about how well the game plays with these ratings, so I'm pretty sure that they haven't tried them yet. They seemed convinced that they would break the game and some things would be exploited by users - that was a big concern. Not sure about all that myself, but I don't recall getting too many impressions from users about it breaking their games.
 
# 251 jpdavis82 @ 07/06/15 10:26 PM
Quote:
Originally Posted by DCEBB2001
Right there with you. Before today I put the odds at 20%. Not sure how I feel now. Maybe a little less? The funny thing was the first thing Rex said was "I understand that you had conversations with us in 2011. Mind if I ask what happened then?" I told them that we had a difference in philosophy and I didn't want to attach my name to something that compromised my methodology and hard work. I also told them that I felt all they were trying to do was pump me for information on how I do stuff...some of it I couldn't answer because of the NDA or intellectual property.

I think that this conversation today was more constructive. Rex told me that he was impressed with my knowledge. That is a start. However, this is all talk at this point and it is important to reiterate that this was only the beginning of the dialogue. Asking me what role I see playing in all of this says something too. Some mixed messages, but at least they are opening a dialogue and seeking out people (who at least claim to be) in the know.

Another thing that is concerning (and I know it may piss some people off here) is that they may go to community based ratings. Just what we need, another popularity contest. They may as well put every player on every team at 99 in everything because that is what it will get to eventually. The biggest resistance my system will face is from casual gamers who are shocked an appalled at seeing starters in the 60s regularly. Some will write those ratings off immediately. Then, throw in the heat from the players themselves and we have a giant s--t storm in the making. As good the dialogue so far is, those are the things that make me think that having real grades and real ratings based on data will ever work for this franchise. Everyone is too used to having 90+ for every player in everything. It's quite sad that the real NFL isn't anything like that. Why else do you think that the average player is out in 2-3 years? The average player is not anywhere near elite.

To me, it's a start. If they bring me in, great! If not, I just hope they go to something based on data and don't open it up to idiots to vote on. You can kiss any semblance of sim goodbye if they do that.

Just my honest opinion.
Yeah this is my concern too, I can see it now "QB Tom Brady is a 84 in Madden 16, 2nd highest rated QB" and then Pats fans go ballistic because they think he should be a 98 or 99. That's my biggest fear with the way they may react to your ratings, but that is the reality of it, they've been trained to see ratings a certain way and using your ratings may "break the game" to them.
 
# 252 StefJoeHalt @ 07/06/15 10:31 PM
Quote:
Originally Posted by DCEBB2001
It seemed to me that they were skeptical about how well the game plays with these ratings, so I'm pretty sure that they haven't tried them yet. They seemed convinced that they would break the game and some things would be exploited by users - that was a big concern. Not sure about all that myself, but I don't recall getting too many impressions from users about it breaking their games.

disclaimer to the below statements: I'm mainly play CFM offline user vs CPU..however when friends come over I do play head to head but normally avoid online play as much as possible.

Exploited? See that is the issue..if anything when playing with ur ratings its actually help cover up issues within the game...I also notice less glitch plays and money plays..even when playing HUMvsHUM..but that is me maybe i have imported ur super special ratings lol..they really need to take a week and play with ur ratings then come back to u..my two cents


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# 253 StefJoeHalt @ 07/06/15 10:33 PM
Quote:
Originally Posted by jpdavis82
Yeah this is my concern too, I can see it now "QB Tom Brady is a 84 in Madden 16, 2nd highest rated QB" and then Pats fans go ballistic because they think he should be a 98 or 99. That's my biggest fear with the way they may react to your ratings, but that is the reality of it, they've been trained to see ratings a certain way and using your ratings may "break the game" to them.

Simple solutions to that..recalculate what causes a 99 overall..overall ratings all together...no? That isn't the perfect answer but maybe something that can be done to make everyone happy


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# 254 khaliib @ 07/06/15 10:42 PM
Quote:
Originally Posted by ggsimmonds
What I would like to see, and Dan you may know the answer to this, is their ratings ordinal or interval? Is the difference in gameplay the same between 70-75 as it is between 90-95? Or does the difference increase exponentially?
In it's current state, actual gameplay differences (animations wise) are based off of tier/levels of "10".
It's 50, 60, 70 etc... with 90 for whatever reason being their (EA) threshold to trigger some of the defined animations, especially by the AI, with greater frequency (not that lower ratings don't drive such animations to occur).

In between values simply let you know how far to the next tier/level pts must be gained (ie Exp Points which play into building a player over multiple seasons).

One of the main problems is not knowing the weights they've applied to each rating.
Some have heavier weights (per Xbox 360 game install data) applied to them than others which affects animation triggering between two apposing ratings...

- Tackle vs Elusiveness with more weight given to the tackle rating to drive more tackle animations rather than the elusiveness rating to cause AI players to avoid potential tacklers with greater occurrence (M15 marketing was about "Defense")

The Avg tackle rating of defensive players in CFM draft classes (players are pre-defined, not generated anymore) is above 80 (not including corners that avg at 65), where as, the Elusive rating for ball carriers is near 70.

Remember that EA has set 90 (per EA Gameplay Blog) as the triggering threshold for the type of tackle avoidance moves (stiff arm, spin or juke move) to occur.
So when the tackle rating is lowered, it minimizes the extra weight programmed to this rating, allowing the tackle avoidance moves to occur more.

I would say that the Elusive Rating is even positional because if you set this rating to 90+ for QB's (main reason for sack issue is that this rating is set to below 30 for them), they will climb, maneuver in the pocket like crazy.

You can also see this difference between a WR/DB on a Special Teams return compared to when a RB is utilized.
RB's tend to show more tackle avoidance due to more weight being given for there avoidance rating (naturally) than WR/DB's.

In a nutshell, these hidden weights are causing such a big mess because "one person" had the say-so on the gameplay that animated and for some reason, allowing every rating and it's counter, to have an "even" 50/50 chance to animate without weights was not desired.

This applies to the other ratings as well such as, Off Accelleration vs Def Pursuit (catch-up speed) ratings.
There's a greater weight given to Pursuit (M15 was about "Defense") allowing the angle/run-down animation to occurs more.


DC, I believe the issue is not making competitive gameplay, it's that so many ideas/hands have been applied to the ratings programming and how it's so linked to the core of driving their animations, doing something along the lines of what you've done, would require them to build from scratch that everything meshes properly.

We know that's not going to happen!!!


Some quick Ratings notes:
Create-a-Player reveals that 65 (which means the 60's tier/level) is the actual "middle/avg" of their ratings scale, not 50 on the 0-99 scale.

Most positional ratings (except OL and some defensive ratings like Tackle, Man/Zone Coverage etc...) of Draft Clases tend to be around this mark.

Stamina is killing gameplay because of how it's been programed to impact in an regressive manner on ratings.

Because the applied weight is unknown, it makes a monkey-mess of the entire ratings system and its impact on animation triggering during gameplay.

Default of "50" places such a steep drain on ratings (and we don't know how much each rating is weighted to be impacted) during a single play, it's causing us to fight to balance between Gameplay and Sub-Out functionality.

Thus, the higher you raise the Stamina Slider, the more "ratings are adjusted".
Where as, the lower the slider, the less ratings are adjusted, but also the less Sub-out will occur (even with adjusting the Sub-out sliders).

So it's continued "Animations" over the course of the game vs "Sub-outs" over the course of the game.

Go figure!!!
At least Ratings discussion is at the forefront not like in past times.

Sorry for the long post on a reply.
 
# 255 StefJoeHalt @ 07/06/15 10:49 PM
Quote:
Originally Posted by jpdavis82
I'm not shocked, just confused, trying to understand how this all fits into the simulation game that they are trying to create. Rex preaches it all the time, not just on camera, and I'm just trying to figure it all out. I wasn't really sure what to expect, now the part about creating a wider separation between average and elite players, that sounds more like it.

Unfortunately JP...its them trying to fit simulation into tourney..and make one game..which in the end does not make simulation...they give us some stuff but not everything...but to fix that would be allow total free editing...we could use Dan's and be able to play for "Madden years.." While the tourney community would get there even play..and random NFL player will not boycott the game


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# 256 DCEBB2001 @ 07/06/15 10:53 PM
Quote:
Originally Posted by StefJoeHalt
Simple solutions to that..recalculate what causes a 99 overall..overall ratings all together...no? That isn't the perfect answer but maybe something that can be done to make everyone happy
One thing I mentioned in another post was how I would have each player's profile look:

10: 1.69
20: 2.77
40: 4.71
Vertical: 34.5
Broad: 110
Shuttle: 4.32
Cone: 7.12
Bench: 340
Squat: 400
Clean: 280

Overall Grade: 9.47
Arm Strength: 2.9
Footwork/Scrambling: 1.2
0-10 Accuracy: 2.6
10-25 Accuracy: 3.3
>25 Accuracy: 3.2
Toughness/Leadership: 3.9
Reads: 2.9
Timely Release: 2.2
Ball Security: 1.3
Special Teams:
Injury: 0.3


This would force gamers to get used to a new system, the same as how this particular scouting groups would rate their players and do away with the 0-100 scale. It would be strange at first, but in all honesty, if scouts (who essentially grade or rate these players) don't use a 0-100 scale, why should a video game? Just because it has been done like that forever? That doesn't seem to be a good reason to keep it as is even though that is what people are used to.

Not saying this is a parallel, but the concept is the same: even Einstein's theory of relativity took decades to be accepted by the mainstream, and we are now better off in understanding our universe because of it. Why not change our Madden universe in this way if it makes the game more realistic, or at least give us the option to use it for the hardcore armchair GMs out there.
 
# 257 StefJoeHalt @ 07/06/15 10:55 PM
Quote:
Originally Posted by khaliib
In it's current state, actual gameplay differences (animations wise) are based off of tier/levels of "10".
It's 50, 60, 70 etc... with 90 for whatever reason being their (EA) threshold to trigger some of the defined animations, especially by the AI, with greater frequency (not that lower ratings don't drive such animations to occur).

In between values simply let you know how far to the next tier/level pts must be gained (ie Exp Points which play into building a player over multiple seasons).

One of the main problems is not knowing the weights they've applied to each rating.
Some have heavier weights (per Xbox 360 game install data) applied to them than others which affects animation triggering between two apposing ratings...

- Tackle vs Elusiveness with more weight given to the tackle rating to drive more tackle animations rather than the elusiveness rating to cause AI players to avoid potential tacklers with greater occurrence (M15 marketing was about "Defense")

The Avg tackle rating of defensive players in CFM draft classes (players are pre-defined, not generated anymore) is above 80 (not including corners that avg at 65), where as, the Elusive rating for ball carriers is near 70.

Remember that EA has set 90 (per EA Gameplay Blog) as the triggering threshold for the type of tackle avoidance moves (stiff arm, spin or juke move) to occur.
So when the tackle rating is lowered, it minimizes the extra weight programmed to this rating, allowing the tackle avoidance moves to occur more.

I would say that the Elusive Rating is even positional because if you set this rating to 90+ for QB's (main reason for sack issue is that this rating is set to below 30 for them), they will climb, maneuver in the pocket like crazy.

You can also see this difference between a WR/DB on a Special Teams return compared to when a RB is utilized.
RB's tend to show more tackle avoidance due to more weight being given for there avoidance rating (naturally) than WR/DB's.

In a nutshell, these hidden weights are causing such a big mess because "one person" had the say-so on the gameplay that animated and for some reason, allowing every rating and it's counter, to have an "even" 50/50 chance to animate without weights was not desired.

This applies to the other ratings as well such as, Off Accelleration vs Def Pursuit (catch-up speed) ratings.
There's a greater weight given to Pursuit (M15 was about "Defense") allowing the angle/run-down animation to occurs more.


DC, I believe the issue is not making competitive gameplay, it's that so many ideas/hands have been applied to the ratings programming and how it's so linked to the core of driving their animations, doing something along the lines of what you've done, would require them to build from scratch that everything meshes properly.

We know that's not going to happen!!!


Some quick Ratings notes:
Create-a-Player reveals that 65 (which means the 60's tier/level) is the actual "middle/avg" of their ratings scale, not 50 on the 0-99 scale.

Most positional ratings (except OL and some defensive ratings like Tackle, Man/Zone Coverage etc...) of Draft Clases tend to be around this mark.

Stamina is killing gameplay because of how it's been programed to impact in an regressive manner on ratings.

Because the applied weight is unknown, it makes a monkey-mess of the entire ratings system and its impact on animation triggering during gameplay.

Default of "50" places such a steep drain on ratings (and we don't know how much each rating is weighted to be impacted) during a single play, it's causing us to fight to balance between Gameplay and Sub-Out functionality.

Thus, the higher you raise the Stamina Slider, the more "ratings are adjusted".
Where as, the lower the slider, the less ratings are adjusted, but also the less Sub-out will occur (even with adjusting the Sub-out sliders).

So it's continued "Animations" over the course of the game vs "Sub-outs" over the course of the game.

Go figure!!!
At least Ratings discussion is at the forefront not like in past times.

Sorry for the long post on a reply.

Even more reason to allow the community to edit "fix" after game is released..I have already this post 3 times and still learning from one post thank you!


Sent from my iPhone using Tapatalk
 
# 258 Jet Sufferer @ 07/06/15 10:57 PM
Quote:
Originally Posted by DCEBB2001
Right there with you. Before today I put the odds at 20%. Not sure how I feel now. Maybe a little less? The funny thing was the first thing Rex said was "I understand that you had conversations with us in 2011. Mind if I ask what happened then?" I told them that we had a difference in philosophy and I didn't want to attach my name to something that compromised my methodology and hard work. I also told them that I felt all they were trying to do was pump me for information on how I do stuff...some of it I couldn't answer because of the NDA or intellectual property.

I think that this conversation today was more constructive. Rex told me that he was impressed with my knowledge. That is a start. However, this is all talk at this point and it is important to reiterate that this was only the beginning of the dialogue. Asking me what role I see playing in all of this says something too. Some mixed messages, but at least they are opening a dialogue and seeking out people (who at least claim to be) in the know.

Another thing that is concerning (and I know it may piss some people off here) is that they may go to community based ratings. Just what we need, another popularity contest. They may as well put every player on every team at 99 in everything because that is what it will get to eventually. The biggest resistance my system will face is from casual gamers who are shocked an appalled at seeing starters in the 60s regularly. Some will write those ratings off immediately. Then, throw in the heat from the players themselves and we have a giant s--t storm in the making. As good the dialogue so far is, those are the things that make me think that having real grades and real ratings based on data will ever work for this franchise. Everyone is too used to having 90+ for every player in everything. It's quite sad that the real NFL isn't anything like that. Why else do you think that the average player is out in 2-3 years? The average player is not anywhere near elite.

To me, it's a start. If they bring me in, great! If not, I just hope they go to something based on data and don't open it up to idiots to vote on. You can kiss any semblance of sim goodbye if they do that.

Just my honest opinion.
I wouldn't take the job or compromise one iota (unless you really need the money, lol). They may just want you for "sim cover", and then just release the same game they always do.

As far as the deviation and hurt player feelings, I always thought there could be a "secret sauce" to massage egos. Example, once you get below like 77 each rating point is secretly a 2 point drop and under 72 or something is a secret 3 point drop, etc. so no one has the "indignity" of being rated a 42 or something like that.
 
# 259 DCEBB2001 @ 07/06/15 11:01 PM
Quote:
Originally Posted by StefJoeHalt
Unfortunately JP...its them trying to fit simulation into tourney..and make one game..which in the end does not make simulation...they give us some stuff but not everything...but to fix that would be allow total free editing...we could use Dan's and be able to play for "Madden years.." While the tourney community would get there even play..and random NFL player will not boycott the game
Oh man, when I mentioned today that I don't play the game because I am an offline franchise guy and I can't use my ratings because of the lack of ability to edit the rookies, things got really quiet. I didn't get a response to that comment.

Speaking of which, I for the life of me can't remember the names of the other 3 devs on the call. If they are reading this, sorry, but I am terrible with remembering names off the bat.
 
# 260 DCEBB2001 @ 07/06/15 11:05 PM
Quote:
Originally Posted by Jet Sufferer
I wouldn't take the job or compromise one iota (unless you really need the money, lol). They may just want you for "sim cover", and then just release the same game they always do.

As far as the deviation and hurt player feelings, I always thought there could be a "secret sauce" to massage egos. Example, once you get below like 77 each rating point is secretly a 2 point drop and under 72 or something is a secret 3 point drop, etc. so no one has the "indignity" of being rated a 42 or something like that.
No I don't need the money. I am a business operations analyst full time so I can afford to do my site as a hobby. Granted, I want to be paid as a consultant (because of the time it would take), however. I would be fine if they released a Madden Sim version too. Some of the same features but with more Head Coach aspects added into it.
 


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