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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
# 761 roadman @ 10/12/12 05:43 PM
Quote:
Originally Posted by chickenhed


I wish Madden would just come out every two years, with a 10 dollar paid roster update for the between years or something. That way they could have the time to develop an innovative title with fewer "cons".

But that's just me.
From a gamer's prospective, that would be great, from a stockholders perspective, not so great.
 
# 762 rudyjuly2 @ 10/12/12 06:15 PM
Quote:
Originally Posted by daniel77733
And please tell Tiburon/EA to bring back Mini-Camp. That was so much fun to play and accomplishes the same thing as what the XP system is supposed to be. Only difference is that I'll actually play Mini-Camp where as those practice scenarios dont even get looked at by me.
Practice is very boring. At the very least you should be playing 1st team offense against 1st team defense - not some generic scrubs off the street with no names.

While unrealistic Madden should let you play the Madden moments during your season for fun practice scenarios. It would keep it a lot fresher and more varied. Heck bring back the bowling and tug of war mini games NCAA used to have. Or the Oklahoma drill. At least those were fun.
 
# 763 Nickda55 @ 10/12/12 06:33 PM
After the patch will All madden in CCM still have the user sliders at 50 or will it be put at 25 like in Play Now?
 
# 764 Jarodd21 @ 10/12/12 06:43 PM
Quote:
Originally Posted by Nickda55
After the patch will All madden in CCM still have the user sliders at 50 or will it be put at 25 like in Play Now?
Good question.. I was wondering the same thing..
 
# 765 NateDogPack12 @ 10/12/12 07:08 PM
Quote:
Originally Posted by Big FN Deal
Just for clarification, what I am proposing would make position editing, unnecessary. In M12, among other football games, if I edited a LB to a DE, their OVR and AWR rating changed accordingly. What I am proposing is that there are NO predetermined positions attached to players, those positions and the appropriate ratings, are assigned wherever they are placed on the depth chart and/or formation sub. So in the case of my Redskins, Brian Orakpo wouldn't be assigned a predetermined position in team management, it would just display his ratings, likely excluding AWR since that is a position based rating. His position would be wherever I choose to place him on the depth chart, with his AWR and OVR being assigned accordingly.

This in conjunction with a basic depth chart, with mass substitutions/1st-2nd-3rd strings, based on the offensive/defensive playbook AND formation subs being available in team management for specific playbook position assignment, would make position editing unnecessary.
How would you propose labeling guys for the draft? Wouldn't you have to label them to some capacity in the draft? I think removing position labels outright would create a nightmare for shaping the AI.
 
# 766 nygiantsman @ 10/12/12 07:11 PM
Quote:
Originally Posted by Raging Raider
Hey everyone, I just read all 81 pages of this thread and joined the forum to discuss one issue that is driving me crazy and has not been properly addressed anywhere I have been looking.

"Your trade offer could not be submitted at this time. Please try again later."

•Fixed an issue where after declining a trade offer, you are no longer able to accept or decline another offer.

I reposted this point to head off anyone telling me "look at page one."

This has nothing to do with declining a trade offer, and everything to do with excessive trading in CCM.

Please do not respond telling me how this is not a problem for you because you do not trade often.

This is the SINGLE BIGGEST FLAW IN MADDEN 13 and I am surprised more people are not outraged by this, as IT MAKES CCM MODE UNPLAYABLE.

I spend the last three weeks building a franchise and now I CAN NO LONGER MAKE TRADES, even though I am only in year five of CCM.

This problem was not in previous versions of Madden, and not only do I want to know if this will be fixed with the 10/16 patch BUT WHY WAS THIS ADDED TO THE GAME IN THE FIRST PLACE?!?!

Which designer thought it would be cute to add that aggravating phone operator phrase for those of us who do lots of trading in the game to optimize the amount of good draft picks every year?

No seriously, I really want the name of who added such an unrealistic and game-breaking mechanic which makes CCM unplayable.

This is almost as bad as Madden 08 when the franchise would crash because some team's fullback got hurt and none were available in free agency.

I was thoroughly enjoying the new Madden even with all its flaws, but when this issue blindsided me preventing me from playing my franchise I was completely stunned.

Sure I can keep playing without trading players and draft picks, but that is a really big part of the game.

Still no clarification on this problem...has anyone found a fix to it. I have simmed with no luck. I have even wasted my time and called EA and had some guy walk me through deleting my game data. I didn't think it would work....and it didn't. Nobody seems to want to answer this question!
 
# 767 NateDogPack12 @ 10/12/12 08:57 PM
Quote:
Originally Posted by Big FN Deal
I think we all need to step outside the POV of what has always been done before and come at this from a clean slate. All the usual AI checks and balances to decide what players to place at what position should still be there "under the hood". However, Users wouldn't be beholden to following those same guidelines and decide to manually utilize players wherever they choose.

As far as for drafted players, those draft "labels" could simply entail the position they played in college but still not set a predetermined position requirement for the NFL, emulating real life. Just because a player was a QB in college, does NOT mean a NFL team will draft that player to play QB for them.
I like your idea about incorporating the depth chart, I was just under the impression the "checks and balances" utilized by the AI were in fact the position labels.

For organizational purposes, I don't think you'll be able to eliminate position labels completely but as it pertains to editing players and XP I think you're on to something.
 
# 768 jfsolo @ 10/12/12 10:57 PM
Quote:
Originally Posted by Big FN Deal
I think you still are misunderstanding what I am suggesting. Ok, in M13, a User controlling one team can't see the OVR rating for players on another team. However, even though the User can not see those OVRs for CPU controlled teams, they are still there and the AI can use them. Removing the labeling of positions would not have to mean the removal of the AI assigning an applicable OVR to determine where the player best fits on that team.

In fact, I argue that removing the predetermined positions would level the playing field for the AI to place players at the best position on the depth chart, like Users could do with positional editing. So again, removing predetermined positions in team management BUT still allowing OVR ratings based on a players position on the depth chart, would essentially allow both Users and CPU teams the freedom to field the best team, on paper.

That said, there would need to be some adjustment to the AI depth chart management so, for example, LBs aren't playing DE on every team but I think the premise for this method is solid.
This is the key right here. The ability of the CPU teams to rigorously analyze players and draft, trade, release, place on the depth chart, sub, formation sub, etc. needs to be improved exponentially. This goes for Madden, NCAA, and other sports games like NBA 2K, and The Show as well. The programming for how this is done is still too rudimentary.
 
# 769 NateDogPack12 @ 10/12/12 10:59 PM
Quote:
Originally Posted by Big FN Deal
I think you still are misunderstanding what I am suggesting. Ok, in M13, a User controlling one team can't see the OVR rating for players on another team. However, even though the User can not see those OVRs for CPU controlled teams, they are still there and the AI can use them. Removing the labeling of positions would not have to mean the removal of the AI assigning an applicable OVR to determine where the player best fits on that team.

In fact, I argue that removing the predetermined positions would level the playing field for the AI to place players at the best position on the depth chart, like Users could do previously with positional editing. So again, removing predetermined positions in team management BUT still allowing OVR ratings based on a players position on the depth chart, would essentially allow both Users and CPU teams the freedom to field the best team, on paper.

That said, there would need to be some adjustment to the AI depth chart management so, for example, LBs aren't playing DE on every team but I think the premise for this method is solid.
Agreed. Perhaps what is technically possible via programming won't be a limitation to advancing CCM in a positive direction. I do think, for the most part, EA is on the right track with the mode.
 
# 770 KBLover @ 10/12/12 11:18 PM
Quote:
Originally Posted by NateDogPack12
How would you propose labeling guys for the draft? Wouldn't you have to label them to some capacity in the draft? I think removing position labels outright would create a nightmare for shaping the AI.
You could call them by what they "played in college". Like for the combine, some guys are wideouts or QBs or DBs.

But, even then, you wouldn't need to use positions labels on the players for the AI just like you can draft a WO, find out he can't catch, and maybe you try to teach him RB (maybe he can learn/has enough vision) or CB and make him a man corner (he understands routes, he understands a WR's mindset, he just can't catch the ball - perhaps he can grasp coverage techniques - otherwise, he's probably just not going to make it)

Consider an AI that uses position as a spot and set of responsibilities on the field. What's the responsibilities of a WR? Run good routes, catch the ball, block down field to some extent.

What skills are good for those things? RTE, RLS, JMP, CTH, CIT, SPC, RBF/S, AWR, SPD, AGI, ACC. Which of those you weight more heavily has to do with scheme and individual role (possession WR, deep threats, good blockers, physical WR, etc).

So when looking a player, be it the draft, a trade, FA pool, or its roster during the season, the AI can look at skills in relation to the scheme it wants to run and weight the players accordingly - a lot like a User would. There would be no need to worry that the AI would put a guy with 50 SPD and 40 CTH at WR. Likewise, a guy with 94 SPD and 50 RTE might not get listed high on the depth chart because another guy with 88 SPD and 88 RTE might be #1 or #2.

Same for other positions. A player who's a horrible block shedder isn't going to get a look at LB, but if he's strong and has good quickness, maybe a 4-3 DE (if he's got some pass rushing potential) or a "finesse" type DT (occupying blocks instead of breaking them becomes his role). If he's BIG and very strong, but perhaps not very quick, he might get a look at NT, etc.

I think this would apply to position switching. Would a User switch a DE that's big, strong, quicker-than-fast to an OLB, who needs to cover more ground and be somewhat comfortable in space? Probably not, and he probably wouldn't be effective in anything except run support. Drop back to pass and he's negated because he can't cover a man or function in zone and is not skilled a pass rushing - all things OLBs need to do.

It just seems that in sports games in general, positions are "easy ways out" instead of programming sports games like the sports actually work - based on player skills, which indicate how they should be best used. It's "easier" to force a player to be a "LB" and then give him weaker "LB skills" so he's a marginal starter than to make a player that's non-descript in general, but better than a scrub so you put him where he does the least damage to your overall scheme, as you look/hope for an upgrade or further development.
 
# 771 PopsTexas2Step @ 10/12/12 11:21 PM
I talked with EA this morning and confirmed that the October 16th patch will include Franchise Mode to play with multiple teams in any given season (offline) and u can also use your custom roster in it... They have heard all the complaints from the "OLD HEADS" (30+ gamers) and they will add the option back.

I am so happy EA decided to grant the true gamers their wish. Thank you EA. Tuesday (October 16th) can't come fast enough. I brought Madden13 and refuse to play it till they patch up the "mess-ups" so i've been updating my Madden12 rosters and playing it. I am so excited!!!

Thanks again!!

BigCurt
 
# 772 Jarodd21 @ 10/13/12 12:03 AM
Quote:
Originally Posted by PopsTexas2Step
I talked with EA this morning and confirmed that the October 16th patch will include Franchise Mode to play with multiple teams in any given season (offline) and u can also use your custom roster in it... They have heard all the complaints from the "OLD HEADS" (30+ gamers) and they will add the option back.

I am so happy EA decided to grant the true gamers their wish. Thank you EA. Tuesday (October 16th) can't come fast enough. I brought Madden13 and refuse to play it till they patch up the "mess-ups" so i've been updating my Madden12 rosters and playing it. I am so excited!!!

Thanks again!!

BigCurt
Why hasn't anyone else confirmed this? Emmdot has been on here all week and didn't mention this.. This would be great if they are patching this in but I have to see a link or something before I believe it..
 
# 773 PopsTexas2Step @ 10/13/12 12:27 AM
Quote:
Originally Posted by Jarodd21
Why hasn't anyone else confirmed this? Emmdot has been on here all week and didn't mention this.. This would be great if they are patching this in but I have to see a link or something before I believe it..
J, seriously, i was told by the EA Sports Rep.. i clearly asked them about offline season and multiple team use with custom roster. I called EA Sports @ 866-543-5435.
 
# 774 PopsTexas2Step @ 10/13/12 12:30 AM
Quote:
Originally Posted by PopsTexas2Step
J, seriously, i was told by the EA Sports Rep.. i clearly asked them about offline season and multiple team use with custom roster. I called EA Sports @ 866-543-5435.
Thank you for contacting EA help (Case #05903046) - The follow-up email they sent me after I talked to them...
 
# 775 ozzy57 @ 10/13/12 12:32 AM
Quote:
Originally Posted by EmmdotFrisk
You are understanding perfectly and this would be the best way to do it, unfortunately M13 wasn't built to allow for position editing. This logic will have to be added into future Madden's.
The problem I have with this is why talk about players who can play a LB or DE in the draft if we can't edit their position to that? It seems that if you had this in your game already as draft speech that it should have been built to allow for that. I do understand the problem with it is that some people could try and move a QB to S or something that doesn't happen but the trend in the NFL has been to move aging corners to a safety position and of course OLB's to DE's. There have been several cases where players move from QB to WR.

I have read some people saying they only have a 1 year build cycle but technically according to Josh they were working on this for 2 years. I truly feel the team dropped the ball on this years Madden so many problems for the "Future Franchise mode of ALL Sports Games"
 
# 776 ozzy57 @ 10/13/12 12:34 AM
y
Quote:
Originally Posted by PopsTexas2Step
J, seriously, i was told by the EA Sports Rep.. i clearly asked them about offline season and multiple team use with custom roster. I called EA Sports @ 866-543-5435.
Not to say your wrong because I'm not but the demo was suppose to come out 1-2 weeks earlier according to an EA Sports Rep as well.

Since Emm hasn't said there would be 32 team control I'll assume there won't be and then if there is it can be a nice surprise.
 
# 777 ozzy57 @ 10/13/12 01:43 AM
Quote:
Originally Posted by Big FN Deal
This the key right here for me because doing away with predetermined positions in team management would also mean having to make skill rating differential matter for more and the Infinity Engine account for physics entirely. If I decide to put Santana Moss on the OL then the animation system linked to ratings and the Infinity Engine should be capable of representing how poor he would perform at that position in the depth chart, given his inept skill set and physical stature as an OL.

I think all the general positions in the depth chart should have applicable animations to represent a range of technique/ability to perform that position. Even a LT should have different animations from a RT and the IE should account for the physics calculations.
This was directed at Emm about position changing in M13 but I'm glad it could help you make your point.
 
# 778 adriano @ 10/13/12 02:52 AM
Emdot.. I have heard that tuners would not be able to address
the problems in the game. When patch 3 drops, will tuners be
released periodically? Will the new patch be able to be tuned?
Are tuners not apart of the game anymore?
 
# 779 gzenius @ 10/13/12 03:26 AM
position changes should be easy, just limit each position to certain positions.. like fb/te, all o-line interchangeable or maybe just lt/rt and g/c.. cb/fs/ss..

i guess there would be a problem on defense because of de/olb.. de/dt should be interchangeable too but then people could get lbs at dt and have their front 7 all fast lbs.. maybe limit the position changes by their "base" position or something if thats possible.. if they could do that they could do qb to wr and maybe have some athletic qbs in draft classes that had really low throwing stats with storylines about how they might be better fit for wr and it's up to you to decide how to try and develop them.
 
# 780 KBLover @ 10/13/12 04:50 AM
Quote:
Originally Posted by Big FN Deal
If I decide to put Santana Moss on the OL then the animation system linked to ratings and the Infinity Engine should be capable of representing how poor he would perform at that position in the depth chart, given his inept skill set and physical stature as an OL.
Or just have his lowish RBS/F or PBS/F completely suck against even a poor DL's BSH rating.

Not to mention factor in STR as at least a modifier and Moss won't stand a chance.

To me, the issue isn't animations, is success probabilities and ratings not having typical position ranges. If the ratings aren't going to be relative (which would actually be a GOOD use of the position label, a WR's STR is less than a DT's STR, even if the actual rating is the same) then a WR needs to have a max strength and blocking lower than any DL's STR and BSH in the game. As physical as a guy like Hines Ward was, he would not last on the OL.
 


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