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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
# 821 michaelhalljr @ 10/14/12 02:15 PM
Quote:
Originally Posted by SJHalt621
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..
Can u tell me where this guy posted about supposedly having 32 team control?
 
# 822 STTV @ 10/14/12 02:22 PM
Quote:
Originally Posted by michaelhalljr
Can u tell me where this guy posted about supposedly having 32 team control?

Page 89 of this thread. Popstar2texas or something like that said it, uses Dallas Star Logo.
 
# 823 rudyjuly2 @ 10/14/12 02:24 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.
This reference does not address the AI play calling. The dispute between Play Now and CCM was related to the difficulty and slider settings. It had the biggest effect for those on All-Madden as the code was different between modes resulting in All-Madden being way too easy in CCM. This announcement fixes that but does not address play calling.

The play calling tendencies have been broken in both modes all along. This is why we've been asking Emmdot for days to clarify this. He said he was asking but we haven't heard back.
 
# 824 SJHalt621 @ 10/14/12 02:25 PM
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
This..again wasn't confirmed with EA posting here..so take it for what it's worth
 
# 825 michaelhalljr @ 10/14/12 02:26 PM
Quote:
Originally Posted by STTV
Page 89 of this thread. Popstar2texas or something like that said it, uses Dallas Star Logo.
Thanks, found it, man if they really have 32 team control it would b a awesome surprise!! I really enjoy the gameplay, just want my control back!! Not getting my hopes up but damn it would b sweet!!
 
# 826 rudyjuly2 @ 10/14/12 02:32 PM
Quote:
Originally Posted by michaelhalljr
Thanks, found it, man if they really have 32 team control it would b a awesome surprise!! I really enjoy the gameplay, just want my control back!! Not getting my hopes up but damn it would b sweet!!
Don't get your hopes up. That was a lowly paid call agent on the phone and they don't usually get things right. I would trust what EA says here FAR more than that person and EA has stated you do not have 32 team control. It would be a nice surprise but it's very unlikely imo.
 
# 827 michaelhalljr @ 10/14/12 02:35 PM
Quote:
Originally Posted by rudyjuly2
Don't get your hopes up. That was a lowly paid call agent on the phone and they don't usually get things right. I would trust what EA says here FAR more than that person and EA has stated you do not have 32 team control. It would be a nice surprise but it's very unlikely imo.
Yeah I don't have high hopes, nothing from EA about this makes me weary. But I could c them putting it out there and then being like, oh look what we took from u and then gave back, ur welcome!!
 
# 828 triplechin @ 10/14/12 02:41 PM
Will we be able to edit the development trait?
 
# 829 ABR173rd @ 10/14/12 02:55 PM
Quote:
Originally Posted by KBLover
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?

KB Good questions,

I have to be honest I have yet to play a game in play now mode. From my understanding by the Slider guys the sliders and difficulty in "play now" were on point, and I'm assuming that goes for play calling as well. But again to be honest I haven't played a "play now"game myself to do an actual comparison to CCM.
 
# 830 STTV @ 10/14/12 03:05 PM
Quote:
Originally Posted by ABR173rd
KB Good questions,

I have to be honest I have yet to play a game in play now mode. From my understanding by the Slider guys the sliders and difficulty in "play now" were on point, and I'm assuming that goes for play calling as well. But again to be honest I haven't played a "play now"game myself to do an actual comparison to CCM.

Haha, yeah that's funny, because I have yet to play a CCM game and didn't know those things were out of whack to begin with.

as for the 32 team control, I can't see why that's not in there to begin with for offline at least. Is there some exploit that I'm not seeing or is it because what you have control over just wouldn't VIBE with the developers "Vision" with how it should be played ala Backbreaker...which as I recall didn't too hot sales wise.
 
# 831 The ArkanSaw @ 10/14/12 03:17 PM
Quote:
Originally Posted by therizing02
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!?!?!?!?!?
This is what i dont understand, they make the decision to make pass heavy teams run on first and second and have the option to edit these mistakes but still wont atleast give US the chance to fix their mistake.

What is the point in putting gameplans in if they're only usable in play now? Why cant we atleast adjust teams since you obviously didnt think it was important for you to fix it?

TBH sliders other than Auto subs were perfect for me other than the fact that the CPU would run on 2/3 plays. If they do not fix this or give us the chance to edit this with this new patch, this game is DEAD TO ME.
 
# 832 STTV @ 10/14/12 03:40 PM
It appears the "Less is More" Philosophy does not resonate with Madden fans. It's only good for games like Super Tecmo Bowl or Blitz.

Is it just me or the fact they are trying to combine too much under one hood the reason for all the problems. I see the opportunity for greater sales here.

One Titled "Madden Dynasties" Where Single and Multiplayer Franchise play combined with all the editable options and depth Simulation Users demand.

And another titled "Madden Primetime" Where Superstar, MUT, and Online Tourney Play for more Casual Gamers.

So if you want you can buy them both or the one that best fits your needs. $60 bucks each. They share the same game engine and mechanics. But one is tuned to the user controlling their own game experience and the other is tuned to online competitive and EA controlled play only.

EA would still sell the same number of copies and then some for those who want both. But now the departments are compartmentalized and focused on improving their specific gamers experience.

But then again that would make sense and go against the EA corporate "Who cares, Two steps forward, Two steps back, as long as we get that money, Jack." motto
 
# 833 MattIntellect @ 10/14/12 04:25 PM
Quote:
Originally Posted by STTV
It appears the "Less is More" Philosophy does not resonate with Madden fans. It's only good for games like Super Tecmo Bowl or Blitz.

Is it just me or the fact they are trying to combine too much under one hood the reason for all the problems. I see the opportunity for greater sales here.

One Titled "Madden Dynasties" Where Single and Multiplayer Franchise play combined with all the editable options and depth Simulation Users demand.

And another titled "Madden Primetime" Where Superstar, MUT, and Online Tourney Play for more Casual Gamers.

So if you want you can buy them both or the one that best fits your needs. $60 bucks each. They share the same game engine and mechanics. But one is tuned to the user controlling their own game experience and the other is tuned to online competitive and EA controlled play only.

EA would still sell the same number of copies and then some for those who want both. But now the departments are compartmentalized and focused on improving their specific gamers experience.

But then again that would make sense and go against the EA corporate "Who cares, Two steps forward, Two steps back, as long as we get that money, Jack." motto
Doing this would cause confusion and fewer sales. There's no need to have two different games. In fact, that would be a financial nightmare for EA. This is one of those ideas that only work on paper, but not outside of it. You should never make a radical change to a product that has sold well for 20+ years. Separating the game into two parts would be disastrous. Something similar to this was done with another EA product (not named Madden), NFL Head Coach. Unsurprisingly, the franchise didn't last very long.

The things that people are asking for has proven to work on one disc before. Isolating certain game modes to separate discs is highly unnecessary.
 
# 834 Geronimo22 @ 10/14/12 05:46 PM
Quote:
Originally Posted by Geronimo22
Some people have asked in this thread already but no clear answer has been given. Will you be able to change the camera setting in CCM online in a user vs user game?
I want to ask this question again! This is fairly important to me and would like to know am I wasting my time practicing on zoomed view if I can't play league games in CCM against other users.

Thanks for ANYONE that can help.
 
# 835 STTV @ 10/14/12 06:07 PM
I agree with Californ,

Head coach used 08 graphics and engine when it dropped at the same time as 09. What I am suggesting is co-development with three major departments.


..............................___ONLINE/MUT/SUPERSTAR = EA Control Tuning
INFINITY ENGINE DEPT:
..............................___FRANCHISE/SIM/FANTASY = USER control Tuning



Infinity Engine Group focuses solely on developing the engine, animations, presentation...

The other groups take what it's given and caters to it's consumer base and what is important to them. They both share the same advertising. We buy the game we want. And if we want both we buy both.

The fail of head coach was there was no user control of players. It was strictly Coach mode only and used previous years tech and animations. But as far as Simulation and Depth and Options, it was solid fare.

As large as the Online/MUT group may appear the Franchise group is just as large if not larger because of Offline Play. Couple that in with the Explosion of Fantasy Football in recent years. A Fantasy Franchise caters to that potential new market for MADDEN consumption.

Either Way they create the same number of disc, Same amount of marketing empowering the user to choose, Same number of Devs. The bonus is more money from those who want both.

Lets be honest here. ONLINE, MUT, and SUPERSTAR play have nothing in common with FRANCHISE mode besides roster and the sport of football. The Quarter lengths are different, You have no major effect on playcalling or team development in SUPERSTAR, in MUT players do no progress. They're 2 completely different games that can standalone and apart from each other.

I know this Because Football Games at one time sold successfully and consistently without ever having ONLINE, MUT, or SUPERSTAR modes.

While SUPER TECMO BOWL the most arcade of football games is still yet immortalized and beloved because it had 32 TEAM CONTROL and a working 3 yr multiplayer FRANCHISE mode... lets not forget BO JACKSON. So while Technology and developers insist on evolving our playstyle, Platform games and how we want to play our Sports Titles will always remain the same.
 
# 836 Jm0ney2001 @ 10/14/12 06:22 PM
Getting pretty pumped for Tuesday.
 
# 837 Gravit @ 10/14/12 06:22 PM
Quote:
Originally Posted by DLaren



You did good EA...you did good.
I rented the game upon release and I thought you already use coach mode. Unless they made it into a real coach akin to espn 2k5. If that's the case, then I'm picking this game up.
 
# 838 LaW97 @ 10/14/12 07:09 PM
Quote:
Originally Posted by therizing02
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!?!?!?!?!?

actually
it is fixed in M12
thats the reason why im still playing M12.

If M13 allowed us to assign playbooks to the cpu team would be playing M13

If I cant fix the cpu's dump player management logic, at least me remedy the terrible playcalling.

why is Gameflow still even in the game if all the teams are gonna play the same
 
# 839 Cavicchi @ 10/14/12 07:15 PM
Quote:
Originally Posted by californ14
IMO, Head Coach failed because of a lack of quality and dedication by EA/Tiburon....I do not believe that the creation of a separate or split from Madden was much of a factor to the consumer....Maybe to EA/Tiburon, because for some reason they appeared to not put much effort in putting in the time, personnel and work needed to make a quality coaching game; and the consumer will not tolerate the lack of polish and quality that was missing in Head Coach -

IMO, the concept, the idea behind Head Coach was awesome; loved so much about it, but it was like an alpha or beta version of what it should have been....

(on a side note, the camera angles in Head Coach rocked, from a coaching standpoint.)


From a disk capacity perspective, how big and diverse can one game be and still fit on a DVD? But then maybe by the time Madden needs to be bigger capacity wise the new next next GEN consoles will be out like the suggest durango (xbox720?) and the PS4, with greater DVD capacity developed in the next 2 years?
I am fairly certain the next generation Xbox will take Blu-ray discs. PS already supports Blu-ray.
 
# 840 authentic @ 10/14/12 08:18 PM
Quote:
Originally Posted by UC Bearcat
Microsoft would have to pay Sony. A lot.
Really? I wonder how much Panasonic, Sharp, Samsung, Toshiba, LG, etc pay Sony to use Blu-ray....


smh


Sent from my iPhone using Tapatalk
 


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