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Madden NFL 13 Title Update #3 Available Now, Post Your Impressions (360, PS3)

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Old 10-17-2012, 11:00 AM   #673
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My first game post patch

With Aaron Rodgers I threw nine (9!) Picks. The DB's especially the linebackers had some awfully quick reaction times. Throws I used to make were easily picked off. 3 were off receiver drops though.
In CCM when using a custom roster all the xp gains are reset to the way they were pre Madden roster update. So by using a custom roster you see less xp gains just like in the default rosters.

This is on All-pro.

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Old 10-17-2012, 11:18 AM   #674
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Re: Madden NFL 13 Title Update #3 Available Now, Post Your Impressions (360, PS3)

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Originally Posted by bigbob
If you paid any attention to what they said before they released Madden, they said they removed these features because they would not work properly. People bitched and complained, so they put it out and oh, what is this? It doesn't work properly?

We knew about it months before hand that it wasn't going to be in the game for that exact reason.

It's not my fault you didn't pay attention to news about the game before it was released.
I approve this message. Spot on
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Old 10-17-2012, 11:24 AM   #675
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Re: Madden NFL 13 Title Update #3 Available Now, Post Your Impressions (360, PS3)

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Originally Posted by kzdwfy
You are correct in that assertion but you have to admit that overall the Patriots are still passing more than they run. Also if you look at the Saints or Packers, they are also running much more than they pass which isn't even close to their true pass/run ratio based on the stats you see for the 2011 season.

The playcalling is still messed up in this game. Too many runs on 1st and 2nd down when the game is tied or you are up only 3. What the patch did change is if you're up 7 then the CPU teams become a 50/50 pass run team and you are up by 14 maybe a 55/45 pass/run ratio for the CPU when trying to catch up. Problem is this is the same for every team.

The saving grace is if the second controller method works for woffline CCM, we should be able to create custom playbooks for each CPU team you play against which would allow us to give the CPU more accurate pass run ratios. We shouldn't have to go to this extreme of a stretch but we'll have to do it for now.
This Isnt 2011. Teams play today, 2012, and every previous year based on the their strengths and weaknesses and the score of the game and so forth. So just because by the end of the season they passed 60% of the time doesn't mean they did it every game.
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Old 10-17-2012, 11:26 AM   #676
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Re: Madden NFL 13 Title Update #3 Available Now, Post Your Impressions (360, PS3)

Still playing just "Play Now" games on PS3, but the game feels more polished to me now. I don't know, maybe it's a placebo thing. I've been having a lot of fun though, and I'm finally looking forward to get my dynasty going.

Another thing that may just be placebo, but I've been putting teams in their 2011 uniforms and the colors just seem to pop more, if that makes sense.
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Old 10-17-2012, 11:26 AM   #677
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Re: Madden NFL 13 Title Update #3 Available Now, Post Your Impressions (360, PS3)

I read that players (not just the coach) can receive XP for what they do in practice. I ran a full practice in pre-season to test this and noticed no significant XP given to my players, including one that had two defensive TD's. Does anyone know if this was simply a false rumor, or am I just missing something?
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Old 10-17-2012, 11:46 AM   #678
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Can I take my madden 10 or11 rosters and download them into madden13. I had made the 1990 season rosters on one of them wounder if I can put it in 13. Anyone have any idea if I can.
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Old 10-17-2012, 11:48 AM   #679
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Re: Madden NFL 13 Title Update #3 Available Now, Post Your Impressions (360, PS3)

Maybe someone can answer a question that has been bugging me ever since. Do or don't players get more XP, if they fit your player role/team scheme? If so, does it work with the new changeable team schemes?
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Old 10-17-2012, 01:02 PM   #680
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Re: Madden NFL 13 Title Update #3 Available Now, Post Your Impressions (360, PS3)

Quote:
Originally Posted by trigga58
This Isnt 2011. Teams play today, 2012, and every previous year based on the their strengths and weaknesses and the score of the game and so forth. So just because by the end of the season they passed 60% of the time doesn't mean they did it every game.
It also doesn't mean they won't end up back towards 2011 levels by the end of this year either.

We don't know either way.

And did the developers know the Saints and Packers would run more, so far, in 2012? What data were the developers working off of when they made M13? Unless the tendencies are updated each week, what the teams do next week isn't really relevant if that's not the data the developers used to program the game. (Which is why it should be user customizable if they aren't going to keep on top of it but I digress...)

If they did use 2011 data, then, yes, it is not accurate. If it's changing week to week with a tuner or whatever, then a case can be made that it's working well - IF it's unique to teams and will change as those teams get new coaches, etc, going forward in the franchise.
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