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Madden NFL 11 News Post


The Madden NFL 11 patch is available now for PS3 users.

Will update this post when the 360 patch is available.

UPDATE: The patch is now available for 360 users.

Please post your impressions here.

NFL Football is in full swing, and so is the latest title update for Madden NFL 11. Many of the features and fixes associated with this patch came directly from you, our loyal Madden NFL community. For this update, the team focused primarily on improving gameplay, online, and general game stability & improvements. Read on to find out more about what to expect when the download completes.

Content Updates:
  • Tuned play action blocking to be more effective.
  • Tuned kick return blocking to be more effective.
  • Tuned injuries to occur in more realistic percentages.
  • Tuned GameFlow play calling logic, including lesser chances of same / similar plays being called concurrently.
  • Tuned general defensive effectiveness, including locomotion improvements for defenders and miscellaneous pass coverage improvements
  • Fixed QB spy 'nano-blitz' exploit.
  • Fixed an issue in online team play that allowed defensive captains to force offensive captains in to a no-huddle situation
  • Fixed crash bug that was introduced that could occur for some PS3 gamers that were using "My Skill" setting.
  • Fixed bug that didn't allow gamers to invite friends to ranked games. Now this is 100% allowed.
  • Added new alternate uniforms for Colts and Patriots.
  • Corrected a feedback issue related to stat tracking when a player quit during the first half of an online game
  • Fixed an issue in Madden Moments LIVE related to stat tracking for those who used the "Play Again" option after completing the game.
  • Added multiple stability fixes across a variety of game modes.
We hope the updates you see above released with title update 3 will give you everything you need to keep Madden NFL 11 in your disc tray for weeks and months to come. See you on the gridiron!

Source - Madden NFL 11 Blog

Game: Madden NFL 11Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 96 - View All
Madden NFL 11 Videos
Member Comments
# 1 EmmittSmithx22x @ 09/23/10 06:18 AM
Quote:
Originally Posted by crucifixx
finally !!

havent actually tried to download it yet but a few users are being prompted to download it so i might aswell go and try it !!

woooooooo
I was very suprised to see them sneak it in at 1am. But I guess that's a normal update time since there is low internet and game traffic. Hopefully, these improvements....for lack of a better term. "improve" gameplay lol!
 
# 2 bcruise @ 09/23/10 06:21 AM
Haha...I thought they might, so I decided to stay up.
 
# 3 bcruise @ 09/23/10 06:24 AM
FWIW, I'm on PS3 downloading it now, 88 MB. No idea about the 360 version.
 
# 4 emac444 @ 09/23/10 06:36 AM
The Patch does seem to make the game a little more fluid. . Still not better than NCAA though
 
# 5 bcruise @ 09/23/10 07:00 AM
Keep in mind this is coming from someone who's dead last in offense in his online franchise before the patch (that means I really suck):

I can definitely see a difference in the Zone D after just a short time in practice mode, even on default all-pro. They just seem to shade the WR's entering their zone better, more than anything. I found myself taking coverage sacks because I simply could not make a throw I was confident in - that didn't happen very often pre-patch. Better WR's can still beat their coverage though - it got a lot easier when I switched off the Broncos and chose the Colts.

I'm not sure if Man D has been tweaked or not, but I thought it was already pretty good pre-patch. I'll wait for the full patch notes on that one.

I'm letting a CPU game run right now (random matchup - Redskins @ Raiders) - I'll post the stats if anyone's interested. I'm thinking the scores should come way down just from the Zone D boost, independent of the other changes. CPU scores were usually through the roof pre-patch - 40's were not uncommon.

Edit: LOL Wow....around 50 yards of total offense between both teams in the first quarter!
 
# 6 EmmittSmithx22x @ 09/23/10 07:32 AM
Ok, just played my first gamed post patch (PS3) sorry 360 people, should have specified

But here are my impressions:

1)The game feels more fluid
2)You will never miss a FG ever in your life with how slow the kicking meter is.
3)Pass Defense feels more responsive at times, but for the most part, you can still get what you want.
4)Every Kick Return when I took it out of the Endzone i got to the 20yardline plus with Jordy Nelson (87 speed). So they really dumbed down the KR D and beefed up the blocking...Allows for more big plays. Not to thrilled with this
5)Breaking tackles seem to be alittle less frequent. but not much

Overall: The patch helps. But It wasn't game changing really. It will help you make some more stops on D at times Maybe. But... For the most part you can still get what you want. And if you don't believe me that you will never miss a FG ever again. Try kicking one for your self. You can literally start the meter. Type up a half page review and be back just in time to hit the FG.
 
# 7 bcruise @ 09/23/10 07:34 AM
Quote:
Originally Posted by EmmittSmithx22x
Ok, just played my first gamed post patch (PS3) sorry 360 people, should have specified

But here are my impressions:

1)The game feels more fluid
2)You will never miss a FG ever in your life with how slow the kicking meter is.
3)Pass Defense feels more responsive at times, but for the most part, you can still get what you want.
4)Every Kick Return when I took it out of the Endzone i got to the 20yardline plus with Jordy Nelson (87 speed). So they really dumbed down the KR D and beefed up the blocking...Allows for more big plays. Not to thrilled with this
5)Breaking tackles seem to be alittle less frequent. but not much

Overall: The patch helps. But It wasn't game changing really. It will help you make some more stops on D at times Maybe. But... For the most part you can still get what you want. And if you don't believe me that you will never miss a FG ever again. Try kicking one for your self. You can literally start the meter. Type up a half page review and be back just in time to hit the FG
What level were you playing on? The difficulty affects the speed of the kick meter, and it is very slow on Pro/Rookie.
 
# 8 EmmittSmithx22x @ 09/23/10 07:38 AM
Quote:
Originally Posted by bcruise
What level were you playing on? The difficulty affects the speed of the kick meter, and it is very slow on Pro/Rookie.
Edit: It seems as though the kicking meter Online on All-Madden and the kicking Meter Offline for All-Madden might be different now? I am not sure, because I only tested it Online on All-Madden and the Meter was Extremely slow. They said that they fixed connectivity issues with the kick meter, maybe that was the way they would address it? make it so slow that even lag couldn't make it any slower? lol

But,
I played my friend on All-Madden Difficulty online. I figured that would be the best way to really put the patch to the test. Thats when I noticed the kick meter was going .0002 miles per hour.
 
# 9 cheapargentina @ 09/23/10 07:49 AM
Quote:
Originally Posted by EmmittSmithx22x
Edit: The kicking Meter for online might be different from offline because they said they fixed kicking meter lag issues. and boy did they. IT IS SUPER SLOW online. I haven't tried offline, so they might have left it the same.

But,
All-Madden in an online unranked game with a friend. The kicking meter was soooooooooooooooooooooooosllllooooooooooooowwwwwww
wow thats how they fix the lag problem by making it so easy a ****** couldnt mess it up wow EA plz not again they fixe one problem and create another one

if its a slow as u say it is no one is gonna miss fgs online anymore nice and authentic
 
# 10 EmmittSmithx22x @ 09/23/10 07:52 AM
Quote:
Originally Posted by cheapargentina
wow thats how they fix the lag problem by making it so easy a ****** couldnt mess it up wow EA plz not again they fixe one problem and create another one

if its a slow as u say it is no one is gonna miss fgs online anymore nice and authentic
EDIT: Just played another All-Madden Game, and yes. The kick meter is Really that slow...I am sorry to report. From now on....You will never miss a FG ever again... :/
 
# 11 magnusjolnaes @ 09/23/10 08:02 AM
Quote:
Originally Posted by R9NALD9
Just for interests sake, could anybody have a look and report back whether the tackle stat in franchise has been fixed?

Just wanted to know, I already sold the game as I just couldn't take it anymore...I certainly wish all game developers had the passion for their own games 2k is showing with nba 2k11.
Yeah, they didn't fix it. I can't believe it.
 
# 12 bcruise @ 09/23/10 08:15 AM
Fun game to watch, went right down to the wire. Stats aren't that great (aside from them being MUCH lower), but remember this is with no slider changes. This is a very abbreviated box score - I just filled in the most important parts. Total plays were extremely low at 89 - 11 minutes accelerated wasn't enough. So the stats might have been a bit higher in a full length game, but I don't think the score would be that different:
NFL Scoreboard - Washington Redskins (0-0) at Oakland Raiders (0-0)
September 23, 20101234F
Washington Redskins0031013
Oakland Raiders370717
Top Performers
Washington Redskins - Stats
Oakland Raiders - Stats
Team Stats Comparison
WASOAK
First Downs1111
3rd Down Efficiency5-123-8
4th Down Efficiency00
Total Yards356319
Passing Yards211131
Rushing Yards23101
Penalties-Penalty Yards1-51-15
Turnovers10
Time of Possession25:2718:33
Scoring Summary
First QuarterWASOAK
OAK5:06Janikowsi FG03
Second QuarterWASOAK
OAK4:34M. Bush 4 Yd Run010
Third QuarterWASOAK
WAS2:27Gano FG310
Fourth QuarterWASOAK
WAS8:29L. Johnson 4 Yd Run1010
WAS1:52Gano FG1310
OAK:40D. McFadden 30 Yd Run1317
Washington Redskins
PassingC/ATTYDSTDINT
Donovan McNabb22/3022501
RushingATTYDSAVGTD
Clinton Portis14211.40
ReceivingRECYDSAVGTD
Chris Cooley56112.20
Anthony Armstrong6579.50
DefenseTKLSACKINTTD
Tyvon Branch9000
Richard Seymour3100
Nnamdi Asomugha5010
Oakland Raiders
PassingC/ATTYDSTDINT
Jason Campbell13/2214400
RushingATTYDSAVGTD
Darren McFadden16835.11
Michael Bush42051
ReceivingRECYDSAVGTD
Chaz Schilens35016.60
Louis Murphy3206.60
DefenseTKLSACKINTTD
Andre Carter6000
London Fletcher6000
Rocky McIntosh5100


One other bit of info - the longest play from scrimmage was a 39 - yard pass by McNabb. The second highest was McFadden's game-winning run. Everything else was below that, which means there were no huge plays in the entire game. I've never seen that at default settings (including 50 speed threshold) before this patch - EVER. That's why I don't think the score would have gotten much crazier in a full-length game. Every scoring drive was built around consistent offense and long drives - not the big play, and that was the best part about this whole game.
 
# 13 bcruise @ 09/23/10 08:18 AM
Yikes, sorry for blowing up the thread format there, guys - I didn't get all the table code copied over. Should be fixed now.
 
# 14 bcruise @ 09/23/10 08:31 AM
Quote:
Originally Posted by EmmittSmithx22x
Edit: It seems as though the kicking meter Online on All-Madden and the kicking Meter Offline for All-Madden might be different now? I am not sure, because I only tested it Online on All-Madden and the Meter was Extremely slow. They said that they fixed connectivity issues with the kick meter, maybe that was the way they would address it? make it so slow that even lag couldn't make it any slower? lol

But,
I played my friend on All-Madden Difficulty online. I figured that would be the best way to really put the patch to the test. Thats when I noticed the kick meter was going .0002 miles per hour.
You're right...it's definitely slower now online. I just punted in an online ranked game and it felt like rookie speed.
 
# 15 Millennium @ 09/23/10 08:33 AM
Quote:
Originally Posted by bcruise
Fun game to watch, went right down to the wire. Stats aren't that great (aside from them being MUCH lower), but remember this is with no slider changes. This is a very abbreviated box score - I just filled in the most important parts. Total plays were extremely low at 89 - 11 minutes accelerated wasn't enough. So the stats might have been a bit higher in a full length game, but I don't think the score would be that different:
NFL Scoreboard - Washington Redskins (0-0) at Oakland Raiders (0-0)
September 23, 20101234F
Washington Redskins0031013
Oakland Raiders370717
Top Performers
Washington Redskins - Stats
Oakland Raiders - Stats
Team Stats Comparison
WASOAK
First Downs1111
3rd Down Efficiency5-123-8
4th Down Efficiency00
Total Yards356319
Passing Yards211131
Rushing Yards23101
Penalties-Penalty Yards1-51-15
Turnovers10
Time of Possession25:2718:33
Scoring Summary
First QuarterWASOAK
OAK5:06Janikowsi FG03
Second QuarterWASOAK
OAK4:34M. Bush 4 Yd Run010
Third QuarterWASOAK
WAS2:27Gano FG310
Fourth QuarterWASOAK
WAS8:29L. Johnson 4 Yd Run1010
WAS1:52Gano FG1310
OAK:40D. McFadden 30 Yd Run1317
Washington Redskins
PassingC/ATTYDSTDINT
Donovan McNabb22/3022501
RushingATTYDSAVGTD
Clinton Portis14211.40
ReceivingRECYDSAVGTD
Chris Cooley56112.20
Anthony Armstrong6579.50
DefenseTKLSACKINTTD
Tyvon Branch9000
Richard Seymour3100
Nnamdi Asomugha5010
Oakland Raiders
PassingC/ATTYDSTDINT
Jason Campbell13/2214400
RushingATTYDSAVGTD
Darren McFadden16835.11
Michael Bush42051
ReceivingRECYDSAVGTD
Chaz Schilens35016.60
Louis Murphy3206.60
DefenseTKLSACKINTTD
Andre Carter6000
London Fletcher6000
Rocky McIntosh5100


One other bit of info - the longest play from scrimmage was a 39 - yard pass by McNabb. The second highest was McFadden's game-winning run. Everything else was below that, which means there were no huge plays in the entire game. I've never seen that at default settings (including 50 speed threshold) before this patch - EVER. That's why I don't think the score would have gotten much crazier in a full-length game. Every scoring drive was built around consistent offense and long drives - not the big play, and that was the best part about this whole game.
Bolded the part that has me the most excited. If default sliders lower big plays, an online franchise is finally a real possibility.
 
# 16 jvaccaro @ 09/23/10 08:55 AM
Any chance we'll get some details on exactly how these things where tuned..?
  • Fixing a bug to allow friend invites to ranked games
  • Generally making pass defense more effective
  • Reducing number of broken tackles
  • Fixing user blitz exploit(s)
  • Tuning injuries
  • Tuning CPU & GameFlow play-calling logic
  • Improving play action blocking
  • Improving kick return blocking
  • Improving online connectivity issues with kick meter lag, media streaming, etc.
  • Random stability improvements
  • Miscellaneous gameplay balancing
...
 
# 17 sportyguyfl31 @ 09/23/10 09:23 AM
Quote:
Originally Posted by bcruise
One other bit of info - the longest play from scrimmage was a 39 - yard pass by McNabb. The second highest was McFadden's game-winning run. Everything else was below that, which means there were no huge plays in the entire game. I've never seen that at default settings (including 50 speed threshold) before this patch - EVER. That's why I don't think the score would have gotten much crazier in a full-length game. Every scoring drive was built around consistent offense and long drives - not the big play, and that was the best part about this whole game.
I like your impressions...sounds like they tweaked what needed to be tweaking, without wrecking the overall feel of the game.

I think guys who like to take control of their pass rushers from time to time, will be happy that they can trust their coverage people not to break down, due to the AI wigging out on them.
 
# 18 Bootzilla @ 09/23/10 09:24 AM
Does the kick return blocking improvements affect the cpu? It would be nice to fear kicking to Cribbs, Hester, et al.

Any idea how much later before we see the 360 patch?
 
# 19 soccerluv @ 09/23/10 09:46 AM
Just got beat by the browns as the rams 27-16 on all pro. Normal speed 50 threshold. Fun. NCAA feels like an NFL game to me sometimes. I bought madden on opening day and this was the best game I've had yet. This was offline franchise. Pre-season.
 
# 20 lisinas @ 09/23/10 09:53 AM
Quote:
Originally Posted by Bootzilla
Does the kick return blocking improvements affect the cpu? It would be nice to fear kicking to Cribbs, Hester, et al.

Any idea how much later before we see the 360 patch?
I played with Lions against browns and really you can tell Kickoff/puntreturns improved. Not like that cpu or user will get 6points everytime but now you get some decent possition to start your drive from and Cribbs really scared me at one kick off return though he didnt ran for 6. Pass defence improved a bit ,not drastically that you couldnt get 100passing yards , but its improved and 4verticals arent cheating anymore.
 


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