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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
# 541 Rushdown @ 10/08/12 05:05 PM
Sorry for the double post. I just signed up here and I guess I don't have the ability to edit posts yet?

Anyway I read further on in the topic "For those of you asking, you will not need to restart your Connected Careers for many of the new items like Edit Player and Draft Clock, but you would need to do so if you were looking to use a custom roster for an offline CCM". So if I can actually edit players within the CC itself, I'm totally satisfied .
 
# 542 brza37 @ 10/08/12 05:11 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?
Quote:
Originally Posted by EmmdotFrisk
Are you saying the selected speed changes in the menu? Or does it just feel slower/faster?
Head to head games feel slower than CPU games in CCM. The setting doesn't change in the menu but it definitely feels like its set slower when playing another owner. Everyone in our CC has confirmed this and I've seen other online CCs here say it happens to them. It may be PS3 specific though as I have no experience with Xbox.

Also, is there any word on when the website will be updated to at least show standings, league leaders and the rest of the cumulative stats? Or is there any chance that APIs will be made available so that community sites like XFN or LeagueManager can build up the web side of things? The mode is a huge improvement but I miss being able to check out stats and standings on XFN.
 
# 543 prey2god @ 10/08/12 05:16 PM
Quote:
Originally Posted by EmmdotFrisk
As of right now assisted tackles and assisted sacks have not been addressed. Josh and his team are aware and looking into it still.
Thanks for the reply and addressing this issue. You guys are doing a great job! Keep it up
 
# 544 brza37 @ 10/08/12 05:16 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?
Quote:
Originally Posted by EmmdotFrisk
As of right now assisted tackles and assisted sacks have not been addressed. Josh and his team are aware and looking into it still.
Will defensive goals be tuned then to account for this? As it is, its just impossible to reach any LB or DT season goals without the assists being counted. Even with assists the tackle goals are still too high unless maybe you're playing 15 minute quarters. But then scores and yards would be way too high.
 
# 545 GoToledo @ 10/08/12 05:18 PM
Thanks for all of the feedback, Frisk.
After the update on Oct 16th, will there be any difference between online and offline CCM in regards to tuning? I play a single player CCM, and I want to know if offline will now have all logic/tuning updates that online CCM has. I would really prefer to play offline if I can since I only play in a 1 player CCM, and I hate being at the mercy of my ISP and the servers. Thanks again.
 
# 546 EmmdotFrisk @ 10/08/12 05:19 PM
Quote:
Originally Posted by sooner1
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
- Are you saying that NCAA 13 lead passing is tougher than in Madden 13?
- Madden 12 defenses were tougher because it didn't have the read and react engine which aimed to eliminate psychic defense.
- Purple zones are broken and the gameplay team knows it
- Total Control Passing needs to be refined so that the WR doesn't adjust to the ball trajectory immediately after the ball leaves the QB's hands
- Practice is very good, so tough on All-Madden, its weird. The difficulty setting plays a big part when the team is controlled by a user.

Thanks for your input and I will pass this on to the team.
 
# 547 Farmer joe @ 10/08/12 05:20 PM
Along with being able to finally change the coach's scheme, will we also be able to change the coach's run/pass ratio and play book? I'm assuming this must be the case, otherwise changing schemes is pretty useless. I don't want to keep creating a new coach to switch (permanently switch, not switching every time at the Advanced Setting. Score each game) play books.

Also, maybe I missed it, but what about a formation subs menu? The in game one sucks, not enough time, and it doesn't save game to game.

Thanks for responding to so many questions today!
 
# 548 EmmdotFrisk @ 10/08/12 05:21 PM
Quote:
Originally Posted by Rushdown
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.
Yeah editing position is a tough one to do at this point in Connected Careers. It potentially could break the mode due to the goals associated with the player, as well as the new grades, such as production.

I know Josh and his team want to get it in but I am unsure if it can be done in Madden 13, with stability.
 
# 549 EmmdotFrisk @ 10/08/12 05:22 PM
Quote:
Originally Posted by stlgamer09
Each year i go to a super bowl it keeps saying first year coach does anybody else get this and will this be fixed?
This is a commentary error that will be fixed in patch 3
 
# 550 EmmdotFrisk @ 10/08/12 05:22 PM
Quote:
Originally Posted by Rushdown
Sorry for the double post. I just signed up here and I guess I don't have the ability to edit posts yet?

Anyway I read further on in the topic "For those of you asking, you will not need to restart your Connected Careers for many of the new items like Edit Player and Draft Clock, but you would need to do so if you were looking to use a custom roster for an offline CCM". So if I can actually edit players within the CC itself, I'm totally satisfied .
You can but like my post that I posted a few hours ago, it is limited. If you want the full scope of editing you will need to create a custom roster.
 
# 551 EmmdotFrisk @ 10/08/12 05:24 PM
Quote:
Originally Posted by brza37
Head to head games feel slower than CPU games in CCM. The setting doesn't change in the menu but it definitely feels like its set slower when playing another owner. Everyone in our CC has confirmed this and I've seen other online CCs here say it happens to them. It may be PS3 specific though as I have no experience with Xbox.

Also, is there any word on when the website will be updated to at least show standings, league leaders and the rest of the cumulative stats? Or is there any chance that APIs will be made available so that community sites like XFN or LeagueManager can build up the web side of things? The mode is a huge improvement but I miss being able to check out stats and standings on XFN.
It could possibly be because of connection. Not YOUR connection, but to enable a stable and consistent connection game speed across the board is slower. I am not sure though. I will ask the team for clarification.
 
# 552 EmmdotFrisk @ 10/08/12 05:25 PM
Quote:
Originally Posted by brza37
Will defensive goals be tuned then to account for this? As it is, its just impossible to reach any LB or DT season goals without the assists being counted. Even with assists the tackle goals are still too high unless maybe you're playing 15 minute quarters. But then scores and yards would be way too high.
Thats a good point. I will bring this up to Josh.
 
# 553 EmmdotFrisk @ 10/08/12 05:26 PM
Quote:
Originally Posted by GoToledo
Thanks for all of the feedback, Frisk.
After the update on Oct 16th, will there be any difference between online and offline CCM in regards to tuning? I play a single player CCM, and I want to know if offline will now have all logic/tuning updates that online CCM has. I would really prefer to play offline if I can since I only play in a 1 player CCM, and I hate being at the mercy of my ISP and the servers. Thanks again.
Yes, the patch will allow all of the server side tuning that has been done to Online CCM to be reflected into offline CCM.
 
# 554 EmmdotFrisk @ 10/08/12 05:27 PM
Quote:
Originally Posted by Farmer joe
Along with being able to finally change the coach's scheme, will we also be able to change the coach's run/pass ratio and play book? I'm assuming this must be the case, otherwise changing schemes is pretty useless. I don't want to keep creating a new coach to switch (permanently switch, not switching every time at the Advanced Setting. Score each game) play books.

Also, maybe I missed it, but what about a formation subs menu? The in game one sucks, not enough time, and it doesn't save game to game.

Thanks for responding to so many questions today!
Still no way to edit another coach's scheme, run/pass ratio, and playbook. This is something the team wants to get it but I don't think it will make it in for Madden 13. I will keep you updated though.
 
# 555 BOBtheBASEBALL @ 10/08/12 05:28 PM
will season stats in player card be fixed? no biggy but season stats games arent labeled and are sorted by stats not schedule(ex: RB ypg is highest to lowest by game)
 
# 556 EmmdotFrisk @ 10/08/12 05:35 PM
Quote:
Originally Posted by BOBtheBASEBALL
will season stats in player card be fixed? no biggy but season stats games arent labeled and are sorted by stats not schedule(ex: RB ypg is highest to lowest by game)
I will check into this. Thanks for bringing this up BOB
 
# 557 KingV2k3 @ 10/08/12 05:39 PM
Quote:
Originally Posted by EmmdotFrisk
That's good game design idea right there. Let me get some insight on this an respond back to you.
It SEEMS like a smart and simple fix and would be VERY much appreciated...

As it stands, because of the skewed sim stats, USER D always finishes higher in team stats than it should while the USER O finishes well below...

I have to believe that this will affect coach and player XP / progression in CCM, so it would be great to have the simmed games in 125 total play range...

Thanks for looking into it!
 
# 558 rspencer86 @ 10/08/12 05:40 PM
Hate to keep bringing this up, but I looked and found no answer:

Anything being done about the post-game highlights issue in user vs. user CCM games? It's a big loss as that was how I put together some very cool highlight packages for our online league.

Was this a design decision or just an oversight?

Also, really hope something can be done to tune the sim stats. It sucks as a big stats guy to know that the numbers are so far off the mark.
 
# 559 EmmdotFrisk @ 10/08/12 05:43 PM
Quote:
Originally Posted by KingV2k3
It SEEMS like a smart and simple fix and would be VERY much appreciated...

As it stands, because of the skewed sim stats, USER D always finishes higher in team stats than it should while the USER O finishes well below...

I have to believe that this will affect coach and player XP / progression in CCM, so it would be great to have the simmed games in 125 total play range...

Thanks for looking into it!
I would agree it does seem like a simple fix if the engine is predicated on quarter length. I will have to verify that is the case.
 
# 560 EmmdotFrisk @ 10/08/12 05:44 PM
Quote:
Originally Posted by rspencer86
Hate to keep bringing this up, but I looked and found no answer:

Anything being done about the post-game highlights issue in user vs. user CCM games? It's a big loss as that was how I put together some very cool highlight packages for our online league.

Was this a design decision or just an oversight?

Also, really hope something can be done to tune the sim stats. It sucks as a big stats guy to know that the numbers are so far off the mark.
Post game highlights are still out. This was by design due to memory issues. Some things will have to get cut for it to return in Madden 14.
 


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