Player Ratings
A place to discuss player ratings from the game and ratings for edited roms.
37 topics in this forum
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We know for certain that, in the game, each player has a base value between 0-6 for each of their skill attributes (weight is a number given in a 0-15 scale). But, as many of you have noticed, there will be games where a player feels "off" or "hot". That is because the game adds some "bonuses" to these base values, to give them and the team a more "realistic" feel. I was looking at the game code to see if I could minimize them, when I came across some new findings. Some of these topics have already been covered in other threads, but I'll rehash them quickly. Special thanks to @smozoma and @kingraph for their help with this. Before we go over bonuses, I want to c…
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- 7 replies
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- 2 followers
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This has been asked a bunch, so here it is. This Google Sheet has all of the NHL'94 players, duplicates removed, and their ratings. This is useful for draft leagues or anyone interested in the player attributes. https://docs.google.com/spreadsheets/d/1Vr9sVwLbLhpp3baIKDvk-VaA2aom2IonjEB84u5wgqc/edit?usp=sharing I added the ability to customize the player overall scores as compared to the original version. For reference, here is how the overall calculation works in NHL'94 (thanks @smozoma! - original reference) OVERALL CALCULATION Wayne Gretzky is 87 overall! But what does that mean? The default overall calculation that the game uses fo…
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- 13 replies
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Here I'll explain the effects of different attributes.. I'll have graphs and stuff, comparing the attributes of players from 94 to their 1992-93 season statistics. some quick notes: Weight: higher weight reduces acceleration. without the "weight bug fix", lower weight means better checking with the "weight bug fix", higher weight improves checking. if it's the "simple weight bug fix", checking is based solely on weight. If it's the normal weight bug fix, the checking attributes affects it. Roughness: Doesn't exist! It is actually the Passing Bias Passing Bias: 0: player passes a lot, gets lots of assists Shooting Accuracy: In NHL94, this attribute was bas…
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- 9 replies
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Thanks, Halifax, for setting up this new forum section! I guess we will evolve an organization scheme, but I'll start off by creating topics for a few of the teams, and you guys can copy the technique or maybe come up with something better. The idea is, you rate the players on teams you are familiar with, in order to help people out with making their own ROMs. Give us the skinny on all those no-name players. If you need some numerical help with rating players, here are some resources: http://www.hockey-reference.com/teams/LAK/2012.html (note the "OPS" and "DPS" (offensive, and defensive, Point Shares) columns). http://www.nhl.com/ice/playerstats.htm?fetchKey=20122A…
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I am running a quick test right now, and I recall running a similar test (with 93) many years ago. That is, I set one team to all players having zero endurance in an effort to increase line changes, and force the computer to use the 2nd and checking lines more. Honestly I'm saying very little difference, if any. It seems maybe the zero endurance team is making changes on the fly a bit sooner than the regular team, but the differences are trivial at best. Even when they're a bit tired, the computer seems to just keep plugging both line 1s out there over and over. Any thoughts on this? Curious if there's another way to cause BOTH teams to switch up the lines more. My goal w…
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- 460 views
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Discussions on speed and agility ratings go here Speed is quite obvious. Agility appears to affect turning ability. Some other things it might affect are: acceleration/stopping. deking speed. some say ability to take a check.
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- 13 replies
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(Not quite sure where to put this, I went with the Player Ratings area since it is (or rather will be) mainly about how home/away advantages affect the players. Home/Away Advantages Analysis Plabax's Plea for making the home/away advantages equal in future seasons of (Genesis) Classic League made me wonder, what does the data say about these advantages, and how do they actually work? I'm ignoring PP/PK as that wasn't part of the discussion, but that would an interesting thing to check out as well, using a similar technique. What are the Home/Away Advantages*? *Not the proper name, as we shall learn shortly. Each team has a pair of attributes that modifies their beh…
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- 32 replies
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Thanks to @Puck Junk, here's a page from Igor Kuperman's original ratings for the Blackhawks. Interesting that Shot Accuracy isn't specifically listed there, but we know that was a direct link to shooting percentage. I also notice that offensive awareness isn't there (was that also based on a stat?) and fighting is there, futher proving this was originally in the game and taken out at the end. Here's his Tweet:
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- 13 replies
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I was reading the NHL'94 Sega Genesis manual (I have a goal to read books this summer), and came across a few "clues" that can help us understand parts of the game we don't fully grasp yet. I found these to be of particular interest: During use (p.2) "Rest for at least 10 minutes per hour while playing a video game" Ummmm, this was before the 2v2 ROM was created, so they didn't know resting 10 minutes per hour was going to be impossible. The Face Off (p.18) "As you learn the game you will find that certain centers are tougher than others, and that some are more skillful with the stick. You will want to be aware of your center's particular stre…
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- 14 replies
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- 1 follower
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So since joining the site and participating in all of the draft leagues I've always thought it would be interesting to know which players stack up speed-wise. We know that there are 3 attributes that play into a player's speed: Weight (higher weight reduces acceleration) Speed (top speed) Agility (acceleration) Now, we all know who the speedsters are - but how do the heavier weights stack up? This is an important topic when you get to the later rounds of a draft. I did not test the entire league, and have only tested 3 teams (CGY/VAN/QUE 69 players total) - but think the results are important. My test was simple, how fast could a pla…
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- 5 replies
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This is for the Boston and Minnesota guys who asked about the Smozoma Spreadsheet that Tex had printed out and was using to set his lines. I lost your e-mail contact information so I am posting it here. blitz_nhl94_players.xls
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- 4 replies
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I apologize because I'm sure its explained some where in this forum but I cant find it. What is the deal with the ratings formula being different one ROM to another. In Nose ROM A will have an overall rating number that reflects the value you see in the game (an 85 is an 85) Then ROM B will have that weird formula where an 85 is like a 200. I wish I could change the complicated ROM to what I call normal because I cant tell what their overall will be until I turn the game on and I cant copy and paste when I have two ROMS uploaded in NOSE. Now Ive memorized that a 230 rating is approx a 93 ovr etc but whats killing me is I cant copy and paste a player ROM t…
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- 10 replies
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Hi guys! Been reading the forums in the last few days trying to learn everything I need to create my own ROM. I've learned a lot, thanks to your input and very interesting discussion! You guys are beasts. So I had this idea of creating a new ROM with, for example, the following teams (please add any suggestions!): - All-time* best [country] born (federov with ovechkin, for example) - All-time best [franchise] players (have crosby w/ lemieux, gretzky/mcdavid, laine/selanne, etc.) - Rookie team (Rookie Lemieux, Selanne, Crosby, Bossy, Nieuwendyk, Larmer...) - Undrafted / late picks? - Small Form factor, jumbos, ... - Etc. *all time, or maybe si…
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- 6 replies
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I know there has been discussion in the player ratings forum about how various parts of the player ratings were broken down and weighted. My question in these older EA sports games, were the player attribute ratings implemented via a lookup table structure. So, if there is a breakaway in the third period or any period and I am Jeremy Roenick or Wayne Gretzky , the statistical probability is called upon a lookup table ( to look at the all player attribute info and the goalie info) to pull the probability value of scoring vs the goalie they are facing into the main algorithm. I heard many of these games implemented a pre-computed lookup table, thus eliminating processing ti…
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- 6 replies
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I know a lot of guys draft or assemble all-star teams in the draft leagues (or for fun), but I'd be interested to see what guys would consider a dream team. You can use actual players from the game, or make up your own (show the stats, and reasons). Assume we are using the original rom, and rules (weight bug). You you have a team of high-velocity shooters? Are they hard-checking speedsters? Do you like a balanced line-up? Forwards with different strengths?
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- 13 replies
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I tweaked my formulae to plug and play with crucial advanced statistics that I pulled from behindthenet.ca before it stopped updating. the guy does not plan to redo the code that automated that project from the old nhl.com data dumps. I am desperately seeking current data. I want relative plus/minus, quality of competition, zone progress/loss for each current NHL player. please advise if you can help in any way. thank you for your time.
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Coach Mac’s NHL 94 Original 6 Player Ratings Template Skating (Speed and Agility) = Reputation. Mostly 3 and 4 for Forwards. Mostly 2 and 3 for Defensemen. Better teams will typically skate better. Shooting (Shot Power/Shot Accuracy) = Goals Scored. *Reputation in very isolated situations. Forwards Defensemen 50+ = 5/5 40-49 = 4/5 30-39 = 4/4 20-29 = 3/3 4/3 10-19 = 2/2 4/2 0-9 = 1/1 3/1 …
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- 6 replies
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Some players take more PIMs than others. Why? What attributes contribute to high PIMs? (I had always thought that Checking and Aggressiveness led to PIMs, but I have read elsewhere that Aggressiveness isn't even used for anything? But I am sure that Checking plays into it, because the more checks the AI takes, the more chances for crosschecking, roughing, etc.)
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I know that weight figures heavily (no pun intended) in checking ability, and that (strangely) checking does not! (That is, Checking is actually how often a player will check when controlled by AI.) But weight is not the only stat that matters. Some guys, like Gretzky, are light, yet still don't easily send people to the ice like a Gilmour, Theo or Roenick, among others. So what other attributes affect checking? Or is it something else? (Not sure what else besides stats it could be, but who knows?)
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- 20 replies
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NHL93 Fighting has 0 14 28 42 57 71 85 100 values i would like to see values inbetween those... 0 7 14 21 28 35 42 49 57 64 71 78 85 92 100
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- 7 replies
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When I make a rom...... I don't want players rated accurately by Speed, Agility, Shot Power, etc..... I want the best players to be the best players. That is the most real to me.
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- 19 replies
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Ever wondered if your gimme slapper over the middle with Jeff Brown simply missed b/c he's a victim of his own jersey number? Probably not... unless your some kind of sicko... ... which is why I put together an analysis that summarizes player attributes by jersey number range. Not the most exciting analysis but I thought I would share... who knows, it may spark new ideas! (I couldn't figure out how to attach excel file so I put it in PDF. If someone lets me know, I'll post the excel pivots so you can play around with the tables yourself) NHL94 Player Attribute Table.pdf
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Since we are talking about all this stuff, I was wondering if anyone's ever brought up the Goalie Puck Control being way too inflated in NHL '94. I love throwing a pass from my goalie to my winger streaking for a breakaway, but how often do you see that in a real hockey game? Has anyone considered making ROMs where most goalie's have 0 for PC and the best ones are only a 2 or 3?
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- 16 replies
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