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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
# 801 lzldmb @ 10/13/12 09:35 PM
Quote:
Originally Posted by SECElit3
Where have you read we will be able to control all 32 teams?
Sorry...I didn't say we could control all 32 teams. I meant to say I've read all 339 posts regarding this. I definitely know there's no way to control all teams. Nor do I care if I can.
 
# 802 reyes the roof @ 10/13/12 10:44 PM
So can I start editing a custom roster to use in CCM now, so that it's ready when the patch comes out Tuesday, or do I need to wait until until the patch comes out for the CCM roster to become editable?
 
# 803 SloeyEZ @ 10/13/12 11:07 PM
hello all,

something's bugging me. i can't help but think that a lot of what we ask for just isn't possible. problem with that is, we, as fans, have no way of knowing what is possible. would it be detrimental for ea to make a post and say, hey guys, a lot of great suggestions, but simply put, ideas x y and z are just not possible due to technical limitations. or they could say we could add idea w but then we'd have to take out ideas k d and j because they conflict.

am i missing something (besides a shift key ) or just not getting it? maybe knowing what the limitations are would limit our discussion? i don't know, it just seems like there are a lot of posts, i mean a LOT of posts about what could be absolutely meaningless ideas because they may not even be implementable. not trying to sound hopeless, i just wish we could be more educated on what is within the realm of possibility so that we could actually be helpful, or know we were helpful in our posts because i know we all care!!!

hmm, guess i'll google how to make a playstation game and see what's out there....toodles
 
# 804 homeycool @ 10/13/12 11:13 PM
Quote:
Originally Posted by SloeyEZ
hello all,

something's bugging me. i can't help but think that a lot of what we ask for just isn't possible. problem with that is, we, as fans, have no way of knowing what is possible. would it be detrimental for ea to make a post and say, hey guys, a lot of great suggestions, but simply put, ideas x y and z are just not possible due to technical limitations. or they could say we could add idea w but then we'd have to take out ideas k d and j because they conflict.

am i missing something (besides a shift key ) or just not getting it? maybe knowing what the limitations are would limit our discussion? i don't know, it just seems like there are a lot of posts, i mean a LOT of posts about what could be absolutely meaningless ideas because they may not even be implementable. not trying to sound hopeless, i just wish we could be more educated on what is within the realm of possibility so that we could actually be helpful, or know we were helpful in our posts because i know we all care!!!

hmm, guess i'll google how to make a playstation game and see what's out there....toodles
I'm a software developer and at my company we have a saying, "Given enough time and money, anything is possible."

Basically nothing is "impossible" per say, but it is just a matter of how much time and effort EA is willing to put into certain ideas, which in turn would be taking time away from other areas, etc. To try and make a list would be impossible, because EA doesn't even know what they are capable of until they actually get down to implementing it. This is why EA rarely commits to anything, honestly, they just don't know. That's how software is, unfortunately.
 
# 805 NateDogPack12 @ 10/13/12 11:24 PM
Quote:
Originally Posted by SloeyEZ
hello all,

something's bugging me. i can't help but think that a lot of what we ask for just isn't possible. problem with that is, we, as fans, have no way of knowing what is possible. would it be detrimental for ea to make a post and say, hey guys, a lot of great suggestions, but simply put, ideas x y and z are just not possible due to technical limitations. or they could say we could add idea w but then we'd have to take out ideas k d and j because they conflict.

am i missing something (besides a shift key ) or just not getting it? maybe knowing what the limitations are would limit our discussion? i don't know, it just seems like there are a lot of posts, i mean a LOT of posts about what could be absolutely meaningless ideas because they may not even be implementable. not trying to sound hopeless, i just wish we could be more educated on what is within the realm of possibility so that we could actually be helpful, or know we were helpful in our posts because i know we all care!!!

hmm, guess i'll google how to make a playstation game and see what's out there....toodles
3/4 of posts deal with stuff that was IN THE GAME ALREADY. Features present five to seven years ago we miss now.

VERY FEW posts deal with completely NEW ideas.

That is what's so sad.
 
# 806 NateDogPack12 @ 10/14/12 12:36 AM
Quote:
Originally Posted by Franchise408
Maybe answered (sorry, I didn't read 93 pages) - does editing player equipment and "information" mean we can edit jersey #'s??
Yes.

10char
 
# 807 BenGerman @ 10/14/12 12:47 AM
I know it's been said in this thread before, but I take it from Emmdot's silence on the subject that they have indeed left CPU Playcalling untouched.

This is a huge bummer to me because it makes the game almost unplayable when I play the Patriots and Danny Woodhead has almost 40 carries on a regular basis. Not only does it make the CPU predictable and easy to beat, it is flat out unrealistic.
 
# 808 NateDogPack12 @ 10/14/12 01:36 AM
Quote:
Originally Posted by General Butt Naked
Im also assuming player positions?
LE to RE
LOLB to ROLB
LG to RG
LT to RT etc etc.

Directional position switches are in. But general ones like T to G or G to C, OLB TO DE.... These are not...

However, all position switching is allowable OUTSIDE of CCM, so if anything really bugs you just edit your own roster before starting the CCM.
 
# 809 rudyjuly2 @ 10/14/12 06:11 AM
Quote:
Originally Posted by General Butt Naked
Isn't the cpu playcalling determined by their gameplan?
Yes but those gameplans are broken for a lot of teams. On 1st and 2nd down, regardless of distance, running plays are given 80% preference. New England is a perfect example in that you play them (they should be about 60% pass based on last year) and they run the ball 80% of the time on 1st and 2nd down. It's wrong, predictable and easy to stop. This game really lacks personality this year with these mistakes. I agree with BenGerman in that Emmdot's silence on this is most likely due to them not fixing it.
 
# 810 rudyjuly2 @ 10/14/12 06:57 AM
I'd like to know if they tweaked the game speed options at all. I really liked Very Slow in the demo but they made it significantly slower in retail. I find Very Slow moves a little too slow in retail now but the Slow setting is too fast. There seems to be a pretty big difference between those two settings.
 
# 811 roadman @ 10/14/12 08:15 AM
Quote:
Originally Posted by BenGerman
I know it's been said in this thread before, but I take it from Emmdot's silence on the subject that they have indeed left CPU Playcalling untouched.

This is a huge bummer to me because it makes the game almost unplayable when I play the Patriots and Danny Woodhead has almost 40 carries on a regular basis. Not only does it make the CPU predictable and easy to beat, it is flat out unrealistic.
I wouldn't take it like that until we hear from him.

He's not on here every day, he has to work too.

Just saying.
 
# 812 ABR173rd @ 10/14/12 09:35 AM
Quote:
Originally Posted by BenGerman
I know it's been said in this thread before, but I take it from Emmdot's silence on the subject that they have indeed left CPU Playcalling untouched.

This is a huge bummer to me because it makes the game almost unplayable when I play the Patriots and Danny Woodhead has almost 40 carries on a regular basis. Not only does it make the CPU predictable and easy to beat, it is flat out unrealistic.
Pretty sure the info below is a reference to A.I. play calling.


Fixed an issue where Offline Gameplay AI/Logic did not match the logic in Play Now.
 
# 813 therizing02 @ 10/14/12 09:48 AM
Quote:
Originally Posted by rudyjuly2
Yes but those gameplans are broken for a lot of teams. On 1st and 2nd down, regardless of distance, running plays are given 80% preference. New England is a perfect example in that you play them (they should be about 60% pass based on last year) and they run the ball 80% of the time on 1st and 2nd down. It's wrong, predictable and easy stop. This game really lacks personality this year with these mistakes. I agree with BenGerman in that Emmdot's silence on this is most likely due to them not fixing it.
This is the type of thing thing that infuriates me with these developers. This issue can be resolved without touching the existing code. It would take a day at the most for a freaking INTERN to go into these playbooks and adjust the priorities and weight the plays properly. THIS is an example of LAZINESS and COMPLACENCY!

They have another option. Allow the user to assign playbooks to the CPU at the start screen. In Madden 11 prior to the patch you could do this. After the patch dropped you couldn't. It wasn't fixed in M12 and is still not fixed in M13. WHY!?!?!?!?!?
 
# 814 Campbell282 @ 10/14/12 10:23 AM
madden is awesome
 
# 815 Hoops737 @ 10/14/12 11:20 AM
Quote:
Originally Posted by CM Hooe
To quote the indie rock band Jets To Brazil - "All things to those who wait".

No one can say Tiburon isn't supporting this game post-release, this is a helluva lot for a post-release title update.
Better than NCAA 13, that's for DAMN sure
 
# 816 adrianpeterson28 @ 10/14/12 11:58 AM
So, i read the initial list of improvements scheduled to be made on the 16th, but after reading it, i still have several questions, and really dont wanna read 94 pages and sift through the informational pieces apart from the wrong information or just general douchebaggery. Also I am on my phone and the search function isnt working, so if ive started an online franchise, will i have to restart my online ccm to get any changes to be made? Cuz i thought that was the reason i went with an online ccm, so i didnt have to restart when patches came out? Anyway can i edit attributes? Also can i control more than one team from one console?

Also, any information that has been released or found out after the initial info came out would be awesome as well, or point me to a page that is very helpful other than page 1

Any answers would be greatly appreciated.
 
# 817 STTV @ 10/14/12 12:09 PM
Quote:
Originally Posted by roadman
Hate to burst your emoticon bubble, but

1) They told us in June those items weren't in the game
2) 6 weeks is normal patch time for a sports game.

Rebuttal
1.) not everyone follows every tweet and press release of Madden. So they may have told you but I can bet there were hundreds of thousands that didn't get the memo.

2.) it wasn't normal patch time 6 yrs ago when PS2 and first gen Xbox still dominated the world market. There was no FRIGGIN PATCH time. Madden Games worked consistently out the box! A Feature wasn't pulled or altered unless it didn't appeal to the masses or significantly hamper gameplay. And when one was added it would WORK as expected.

I'm just saying the Consistency from year to year has been so poor since this next gen. That the moment EA does something as it should, we are falling all over ourselves to lavish praise and gratitude when that should not be the case.

I think this is definitely a step in the right direction and am happy for us all. But please lets pick ourselves up off the floor and stop encouraging them as if they are children for finally learning to piss in the pot. We're over FIVE years into next gen development, greater strides should have been made already. THEY claim to want to make the greatest sports title ever, and I want them too also, believe that. But Deliver that first and then we should raise them up as the gods of sports development they would rightfully deserve to be.

So yeah, thanks for taking out editing and then giving it back and fixing whatever else was wrong with your game. Whooo....

And on a side note I realize most of the blame falls on the machine of Marketing, Deadlines, and the Corporate Bottom line, so good luck with that, I would thank you too but then again you already have my money...which in itself is thanks enough.
 
# 818 STTV @ 10/14/12 12:20 PM
Quote:
Originally Posted by adrianpeterson28
So, i read the initial list of improvements scheduled to be made on the 16th, but after reading it, i still have several questions, and really dont wanna read 94 pages and sift through the informational pieces apart from the wrong information or just general douchebaggery. Also I am on my phone and the search function isnt working, so if ive started an online franchise, will i have to restart my online ccm to get any changes to be made? Cuz i thought that was the reason i went with an online ccm, so i didnt have to restart when patches came out? Anyway can i edit attributes? Also can i control more than one team from one console?

Also, any information that has been released or found out after the initial info came out would be awesome as well, or point me to a page that is very helpful other than page 1

Any answers would be greatly appreciated.

a.) you do not have to restart your CCM unless your wanting to use a custom roster.

B.) You can edit attributes before CCM and use your new custom roster in it. Once started CCM will not allow ratings edits, just equipment, names, etc. and maybe traits. Maybe.

3.) As per first page controlling more than one team is not possible, but someone claims you can though he has yet to furnish proof of this. I would assume not to hold your breath on that happening. You can play 2-4 player on same team only, for sure in CCM. But the one who started the CCM is the only one to get credit for stats and achievements.

Anyone feel free to correct me if I am wrong.
 
# 819 SJHalt621 @ 10/14/12 12:25 PM
Quote:
Originally Posted by adrianpeterson28
So, i read the initial list of improvements scheduled to be made on the 16th, but after reading it, i still have several questions, and really dont wanna read 94 pages and sift through the informational pieces apart from the wrong information or just general douchebaggery. Also I am on my phone and the search function isnt working, so if ive started an online franchise, will i have to restart my online ccm to get any changes to be made? Cuz i thought that was the reason i went with an online ccm, so i didnt have to restart when patches came out? Anyway can i edit attributes? Also can i control more than one team from one console?

Also, any information that has been released or found out after the initial info came out would be awesome as well, or point me to a page that is very helpful other than page 1

Any answers would be greatly appreciated.
No u won't have to restart ur CCM..however if u want to use custom rosters u will and will have to use offline CCM..
U can edit but not ratings, and names of players..and no u can't control more then one team..if using offline CCM u can have co-op play but from what the EA guy said..u can only control one team per CCM no matter if its offline or online..someone did post that they spoke with EA customer service who stated u could control up to 32 on offline but that hasn't been confirmed with EA guy..
 
# 820 KBLover @ 10/14/12 01:00 PM
Quote:
Originally Posted by ABR173rd
Pretty sure the info below is a reference to A.I. play calling.


Fixed an issue where Offline Gameplay AI/Logic did not match the logic in Play Now.
Okay, but what's the logic in Play Now?

Does it match tendencies in the NFL with at least reasonable similarity? Do teams run a bunch in Play Now? Do teams play differently and you can feel/see it on the field and how you have to adjust your playcalling?

Is it still wrong in Play Now, just "not as bad" instead of correct or very close?
 


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