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Madden NFL 13 News Post


Check out the Madden NFL 13 title update #3 details.

Feature Additions:

Custom Rosters Offline: Added the ability to start an offline career with a custom roster.

Connected Careers Edit Player: Added the ability to edit gear and information for players in a league.

Coach Mode in Connected Careers: Added the ability to use coach mode in Connected Careers.

Changing Schemes in Connected Careers: Added the ability to change offensive and defensive schemes as a coach.

Offline Play Along in Connected Careers: Added the ability for multiple people to join a CCM game. This applies to coaches only.

Draft Clock: Added a draft clock during the draft that is displayed on screen if you leave the draft interface to view rosters, depth charts, etc.

Draft Filter: Added a filter to the draft screen to display players that have been drafted.

Connected Careers Practice XP: Added the ability for user controlled players to earn extra XP in practice mode through the stats they accumulate.
Gameplay Tuning:
  • Fixed an issue where WRs were dropping too many passes when playing on All Madden difficulty setting.
  • Fixed an issue where it was too easy to time the kick meter on FGs and PATs in user vs. user games.
  • Fixed an issue where punt returners were moving away from the landing spot if you called a fair catch while letting the CPU control the player.
  • Fixed an issue where someone who attempted to bull rush with the R stick once the ball was snapped activated run commit.
Commentary:
  • Added over a dozen logic fixes to make our commentary more intelligent.
Presentation:
  • Fixed an issue where specific offensive player celebrations were not triggering.
  • Fixed an issue where the referee was backwards when calling a penalty.
  • Fixed an issue with the Giants away uniforms (missing a sleeve stripe).
Connected Careers:
  • Fixed an issue where Offline Gameplay AI/Logic did not match the logic in Play Now.
  • Fixed an issue where playing the game on All-Madden is too easy.
  • Fixed an issue where changing the camera setting in CCM game works for single player.
  • Fixed an issue where League Sliders had limited impact on difficulty.
  • Fixed an issue where the Accelerated Clock did not function in an online CCM game when the option was set to On.
  • Fixed an issue where you could not turn on/off GameFlow in CCM.
  • Fixed an issue where you were unable to sign Free Agents during the season.
  • Fixed an issue where 'Starting a League' would reset Player Schemes.
  • Fixed an issue where after declining a trade offer, you are no longer able to accept or decline another offer.
  • Fixed an issue where you could exploit supersim to run the game clock indefinitely.
  • Fixed some spelling and polish issues in the News and Twitter.
  • Fixed an issue where a coach could make a contract offer to a user controlled player.
  • Fixed an issue where you are forced to select a throwing style for a created player that is not a QB.
  • Fixed an issue where turning Auto-Start to off does not save week to week.
  • Fixed an issue where you can see rookie overall ratings by accessing the player card of the prospect through Team Needs.
  • Fixed an issue where changing Auto-Sub Frequency does not change the correct data.
  • Fixed an issue where the profanity filter was preventing offline players from typing in their names.
  • Fixed an issue where you can draft a player and then trade down while the draft is paused. The issue resulted in the user keeping both the traded picks and drafted player.
Stability:
  • Fixed numerous crashes.
  • Fixed an issue with the in-game pause menu disappearing.
Madden Ultimate Team:
  • Changed the Packs button to Store Button.
  • Condensed Leaderboards and Help menus.
  • Implemented the ability to view videos from the hub.
  • Implemented Store Panel Changes.
  • Moved Auctions/Trades to a separate menu option.
  • Fixed several Solo Challenge exploits
Playbooks:
  • Fixed an issue where theHail Mary formation in a custom playbook had a blank play that resulted in a broken formation and invisible players if selected.
Source - Madden NFL 13 Title Update #3 Details

Game: Madden NFL 13Reader Score: 6/10 - Vote Now
Platform: PS3 / Wii U / Xbox 360Votes for game: 77 - View All
Madden NFL 13 Videos
Member Comments
# 521 EmmdotFrisk @ 10/08/12 04:19 PM
Quote:
Originally Posted by slice21
Also Would like to know!I like controlling all players on offense and the ability to use my created character on defense aswell.
Yes, you can create players and put them on the team of your choice. Then you can import the roster into Connected Careers.
 
# 522 EmmdotFrisk @ 10/08/12 04:20 PM
Quote:
Originally Posted by SJHalt621
Any luck with this?
I'm getting confirmation on this as we speak. Thanks for pointing it out.
 
# 523 EmmdotFrisk @ 10/08/12 04:21 PM
Quote:
Originally Posted by RLaguna
Can we PLAY ANY GAME now from the Franchise schedule again like in previous Madden games?


And/Or will we be able to control every team in Franchise Mode?...Like set all teams to HUMAN controlled?

Finally, was any tweaks done to the actual physics engine to tighten up the look and feel of the sometimes wacky looking tackles and flops?


thanks for your time
Sorry no multiple team control yet. We are looking into a possible tuner update to tighten up physics but it depends on what we can do at this point in the release. I will update you guys with more later.
 
# 524 EmmdotFrisk @ 10/08/12 04:23 PM
Quote:
Originally Posted by RandyBass
Well in theory, if what they say is true, then yes why not?

You can actually edit the current players' names this year too, and then give them old school gear as well. So unless they change something, I think roster makers will have all the tools necessary. Pretty cool.
The Canton Greats won't be available to edit, however you could create them and import into your Connected Career roster if you want.
 
# 525 EmmdotFrisk @ 10/08/12 04:26 PM
Quote:
Originally Posted by eviladams
This thread is 50 pages deep and I'd rather not have to go through all of it.

I see the custom rosters is for "offline" CC mode.

Point of clarification, is the editing of players for "offline" only as well?

And what exactly is coach mode? I thought thats what we already had, you pick a player or a coach?

Lil help here.
Player/roster editing is for offline only.

Coach mode will allow you to call plays and watch in broadcast without controlling a player.
 
# 526 sooner1 @ 10/08/12 04:26 PM
Is there anyway you guys can tune online play? Right now online ranked games have very bad defense. I'm shocked nothing was done to help zone defense. Thanks
 
# 527 EmmdotFrisk @ 10/08/12 04:27 PM
Quote:
Originally Posted by ramspeedkill
still no way to change cpu's unis?
sorry, not yet.
 
# 528 EmmdotFrisk @ 10/08/12 04:27 PM
Quote:
Originally Posted by sooner1
Is there anyway you guys can tune online play? Right now online ranked games have very bad defense. I'm shocked nothing was done to help zone defense. Thanks
We have looked at many different areas logic needs to be refined. What specific areas do you see that needs tuning? Any information and specific details helps. Thanks
 
# 529 EmmdotFrisk @ 10/08/12 04:29 PM
Quote:
Originally Posted by spyoutofthecold
The only thing I wanted was for players types in offline scheme to save, and it looks like that will never happen.
That is happening. This will be fixed in the patch.
 
# 530 03MstGT290 @ 10/08/12 04:31 PM
EmmdotFrisk,

First of all, on behalf of everyone on this forum, I want to thank you for taking your time to communicate with us. It means a great deal and all in all, it helps make Madden one of the best ever.

I have a question to ask regarding Play Now AI vs CCM AI. With the upcoming patch, which we really appreciate, will it include the transfer of Play Now AI codes to the CCM AI system? Play Now AI plays much better and realistically compared to CCM AI.

Thanks for your time. Take care!

Brandon
 
# 531 EmmdotFrisk @ 10/08/12 04:34 PM
Quote:
Originally Posted by 03MstGT290
EmmdotFrisk,

First of all, on behalf of everyone on this forum, I want to thank you for taking your time to communicate with us. It means a great deal and all in all, it helps make Madden one of the best ever.

I have a question to ask regarding Play Now AI vs CCM AI. With the upcoming patch, which we really appreciate, will it include the transfer of Play Now AI codes to the CCM AI system? Play Now AI plays much better and realistically compared to CCM AI.

Thanks for your time. Take care!

Brandon
This was addressed by Looman and the Connected Careers team. They worked hard to get CCM AI to reflect Play Now.

I am still looking to confirm Playcalling AI.
 
# 532 brza37 @ 10/08/12 04:35 PM
I didn't see this mentioned in the notes but in online CCMs the gamespeed is different for head to head games and CPU games. Head to head games are much slower than CPU games. We were on slow before and CPU games played perfectly but H2H was awfully slow. Now after switching to normal H2H is pretty good but CPU is too fast.
Has that been fixed?
 
# 533 prey2god @ 10/08/12 04:35 PM
I didn't see anything on the Assisted Tackle fix. Is this going to be implemented in the patch?
 
# 534 SteelerSpartan @ 10/08/12 04:48 PM
Quote:
Originally Posted by EmmdotFrisk
sorry, not yet.
If your collecting feeback for things like this then make a point of emphasis that many Franchise nuts want the ability to control exactly how the CPU Teams play and draft/scheme

I know the goal is to get it to where we shouldn't have to worry about the cpu screwing things up.....but options like these will create a major safety net if things go wrong(See List Below)

*Being able to Select the CPU Teams Uniform
*Being able to Select any Weather setting we want before a game in CC
*32 Team Control
*Being able to set CPU Run/Pass Ratio for every team
*Being able to select Default Playbooks for CPU Teams...Like For Example this year the Colts switched to the 3-4 and hired Bruce Arians....Would be nice Switch them to 3-4 Teams playbook and the Steelers Playbook(Had this been Madden 12) during the offseason
*Ability to play or watch any CC Mode Game
 
# 535 EmmdotFrisk @ 10/08/12 04:58 PM
Quote:
Originally Posted by brza37
I didn't see this mentioned in the notes but in online CCMs the gamespeed is different for head to head games and CPU games. Head to head games are much slower than CPU games. We were on slow before and CPU games played perfectly but H2H was awfully slow. Now after switching to normal H2H is pretty good but CPU is too fast.
Has that been fixed?
Are you saying the selected speed changes in the menu? Or does it just feel slower/faster?
 
# 536 EmmdotFrisk @ 10/08/12 05:00 PM
Quote:
Originally Posted by SteelerSpartan
If your collecting feeback for things like this then make a point of emphasis that many Franchise nuts want the ability to control exactly how the CPU Teams play and draft/scheme

I know the goal is to get it to where we shouldn't have to worry about the cpu screwing things up.....but options like these will create a major safety net if things go wrong(See List Below)

*Being able to Select the CPU Teams Uniform
*Being able to Select any Weather setting we want before a game in CC
*32 Team Control
*Being able to set CPU Run/Pass Ratio for every team
*Being able to select Default Playbooks for CPU Teams...Like For Example this year the Colts switched to the 3-4 and hired Bruce Arians....Would be nice Switch them to 3-4 Teams playbook and the Steelers Playbook(Had this been Madden 12) during the offseason
*Ability to play or watch any CC Mode Game
thanks Steeler, I added this to my list.
 
# 537 EmmdotFrisk @ 10/08/12 05:01 PM
Quote:
Originally Posted by prey2god
I didn't see anything on the Assisted Tackle fix. Is this going to be implemented in the patch?
As of right now assisted tackles and assisted sacks have not been addressed. Josh and his team are aware and looking into it still.
 
# 538 sooner1 @ 10/08/12 05:01 PM
Quote:
Originally Posted by EmmdotFrisk
We have looked at many different areas logic needs to be refined. What specific areas do you see that needs tuning? Any information and specific details helps. Thanks
Thanks for the response. I really appereciate it. The main thing that needs to be looked at is the quick throws with lead pass are very hard to defend. The main reasoning is the zones are played very poorly. Lbs and Dbs dont react in zone coverage to the ball very well. If you play ncaa and Madden its like night and day. Also just pop in Madden 12 and you can see that the zone defense is much better. Also the deep blue Zones play very bad vs lots of routes. Just an overall tweaking of Zone Defense and this game would be the best Madden yet!!

I believe the Man D is good enough, but if you look at a site like thegamerslab.com
You will see alot of the complaints about how bad the defense is versus competitve tournament style players or players like me who just love the chess game with human opponets.

Again thanks for your time, I think the main reason for the zones being bad is due to the ability to pass lead damn near every vertical route into open space. If you put out side wrs into fades you can always pass lead him in vs cover 3 for example.

Last but not least!! lol, and this would make the game incredible!! Due to the non existent pass rush from 4 down linemen the zones break down. If the Line played like it does in practice mode!!! I'm talking practice!! If you play vs the computer on allpro in practice mode with default settings, their pass rush is awsome and much more realistic in the way they pressure the QB. Online!!! It is nothing like that. You are forced to blitz too many or come up with some kind of glitchy nano due to knowing the line will never get home. Tweaking the D Line to performing the way it does in practice mode would solve many Defensive issues. As well as the way the guys react in their zones. Right now too many people can just throw right into coverages and get away with it. Thanks buddy.

I'll gladly fly there to your headquarters and sit down and show you all that needs to be done
 
# 539 Rushdown @ 10/08/12 05:02 PM
First, I think it's great that EA listened to feedback and made some of the most requested fixes.

However, (based on my understanding, please correct me) the ability to Edit players in offline CC doesn't actually exist at all. You have to edit rosters offline and then import those rosters in a new CC. This does nothing for people who've already started a CC, and even if you re-start one to take advantage of this, you still can't do anything to draft picks! One of the storylines suggests that the team who drafts a CB move him to S, which you can't do. If I trade for a player drafted by another team, he can have the same uniform number as a player already on my team, and I still won't be able to edit it. Right now I have two guys with #55 constantly on the field at the same time and it looks terrible.

Is it too late for this edit feature to implemented in a proper way? Saying that "you can now edit players in Offline CC" is a huge inaccuracy if the fix works as I understand it.
 
# 540 stlgamer09 @ 10/08/12 05:04 PM
Each year i go to a super bowl it keeps saying first year coach does anybody else get this and will this be fixed?
 


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