Hands Rating Question

Hands Rating Question

Postby Iorwerth » Tue Jan 05, 2021 4:06 pm

I have been going through the ratings and am slightly confused about the Hands rating when it comes to OL and DL. Hands affects hand-placement in blocking according to the description, though that is not its main function. However, when I examined the players I found that OL players have Hand ratings far inferior to the DE and DTs, and Hands is not included in the default OVR calculations for T, G or C, but it is for DE and DT. In reality hand placement is an important part of an OL player's skillset, but in the game it doesn't seem to be, despite what is said under Hand rating description re blocking. Am I missing something? Should I just ignore it for T,G and C? Is the fact that DE and DT have it higher and as part of their OVR calculation to do with avoiding/nullifying blocks or more to do with intercepting the ball?
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Re: Hands Rating Question

Postby brooks_piggott » Tue Jan 05, 2021 5:45 pm

The OVR calcs you see in the "custom ovr" section is a "sample" OVR calc. Internally we use different calcs. And yes, hands matter for OL, though not as much as strength and blocking attributes (those are amalgamation of hand placement, etc.)
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Re: Hands Rating Question

Postby Iorwerth » Tue Jan 05, 2021 6:21 pm

Thanks for the information. It is really interesting that the actual calcs used are different!!

However, I have a slight confusion - when you say internally you use different calcs, I see three things you could possible mean:

1. The OVR we see is not based on the default calcs in the advanced setup, but on your internal ones

2. The OVR is determined by the default calcs we see in the advanced set-up, but those default numbers don't reflect actually what goes on inside the ME and the importance of the ratings from position to position e.g. Speed of a RB is not twice as important as that of a TE, despite the default OVR rating being 50 for a RB speed and 25 for a TE speed. SO OVR is determined by the calc we see, but the default is not particularity accurate compared to how internally the ratings impact the play of each position.

3. The AI uses the OVR rating of your internal calcs, while as a user we just see the OVR rating determined by the default OVE calcs we see in the advanced screen.

I presume it is 2, but want to check.

Also, a follow up - if I start inputting my own numbers into the OVR calculations, what parts of the game will it impact? I have read that it won't impact the match engine itself, which just uses the ratings not OVR, but I presume it will impact contracts and how the AI views players, and also how players value themselves. Does the AI look at ratings and not at OVR when judging the value of player for their team?

Lastly, does it matter if some positions have generally lower or higher OVR than other positions? Will it only make the higher OVR position players have higher contract demand, or will it screw with the AI and how it judges players?

What I am trying to figure out is if I start messing with the OVR calculations, can I create problems for how the AI operates?
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Re: Hands Rating Question

Postby Invisible Witness » Tue Jan 05, 2021 6:54 pm

Brooks_Piggott wrote:The OVR calcs you see in the "custom ovr" section is a "sample" OVR calc. Internally we use different calcs. And yes, hands matter for OL, though not as much as strength and blocking attributes (those are amalgamation of hand placement, etc.)


This completely threw me off. "Custom ovr section is a sample OVR...we use different calcs". I spent weeks trying to create realistic NFL roster mod based on those calculation from OVR section only to find out that you guys use different calculation???? Could you actually post them somewhere so we can create an accurate and realistic mod??
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Re: Hands Rating Question

Postby brooks_piggott » Tue Jan 05, 2021 8:20 pm

Sorry, I don't plan on posting the code we use to generate OVR. The sample one is "close" but as OP posted there are a few attributes that aren't 100% comparable to the internal calc. You shouldn't need my OVR calcs to create a mod... the game runs on the attributes and skills of the players, not the OVR, so as long as you're getting results that you like the ratings you used should be fine.
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Re: Hands Rating Question

Postby Invisible Witness » Tue Jan 05, 2021 9:53 pm

As long as the "sample" one is close then it's all good. You made it sound from previous post that it was just random numbers.
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Re: Hands Rating Question

Postby Iorwerth » Wed Jan 06, 2021 5:18 am

I am still a bit confused. If I change the default OVR settings does it change how the AI views players and how much money the players want in a contract, or does it just impact the OVR I see?

If I change the contract settings, for example, so that a player with 80+OVR will want a minimum of $6m, is that based upon the internal OVR or the OVR that I set through advanced settings?
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Re: Hands Rating Question

Postby brooks_piggott » Wed Jan 06, 2021 10:45 am

If you enable the custom OVR by checking the checkbox it uses your OVR calc anywhere that it needs OVR (whether it's displays or salary calcs, etc.)

The point of the custom OVR was to allow people to fine tune the OVR ratings to whatever data set they were using. If you have a historical mod, or a custom roster, or you're importing some other non DDS league where you have trouble getting OVR's up to 95-100 range, or if your OVR's don't have a good mix of 60-100, or if you just feel the internal calc doesn't match how you want the game to view players, then the custom OVR is there for you tweak and get it exactly how you want.
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Re: Hands Rating Question

Postby Iorwerth » Wed Jan 06, 2021 11:19 am

Ok great, thanks!
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Re: Hands Rating Question

Postby Iorwerth » Fri Jan 08, 2021 7:57 am

To train Hands, would that be covered by Position Drills or Athletic Training?

Also, though not to do with hands, would training for a QB arm and accuracy, or a kicker ratings, be positional drills or athletics?

What about tackling? Is that Position Drill as well?
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