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Madden NFL 13 News Post


It looks like Madden NFL 13 title update #3, which was scheduled to arrive tomorrow, is 1 day early and available now for 360 users, weighing in at 19MB.

*UPDATE: PS3 title update is available now, weighing in at 52MB.

For those that missed out on what the title update contains, check it out below or read more about it here.

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.

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
# 181 tril @ 10/15/12 03:32 PM
no tiny arms issue in off line ccm.
as far as game play- the cpu mixes up the play calling so far. ccm games play feels like quick games.
camera angles work in ccm.
cpu AI still seeing if they play smarter football during late game situations and the end of halfs.

still alot of awkward animations after and during tackles.

havent had to tweak any sliders. stillon the same sliders that I was on pre-patch. so thats a good thing
 
# 182 Jsan915 @ 10/15/12 03:32 PM
my depth chart keeps on resetting it self randomly in offline ccm.

Why do i still have two mlb scheme choices if i switched my scheme to a 43 from a 34.
 
# 183 I3RIS3H @ 10/15/12 03:33 PM
Do the Bears still have orange pants instead of blue?
 
# 184 pdiehm @ 10/15/12 03:34 PM
Quote:
Originally Posted by roadman
Actually, I need more than just a few games myself.

Just giving initial impressions.

Played a full game Niners vs Packers.

Niners had 15 passes to 29 rushes.

First game in real life, Niners had 32 rushes and 20 passes.

Not too bad.
playing an offline ccm. as seahawks. vs cardinals, they have thrown 43 times ran 7 but they are behind 51-7. I like the playcalling since they are behind, and are scrapping the run.
 
# 185 Danimal @ 10/15/12 03:35 PM
Quote:
Originally Posted by roadman
Actually, I need more than just a few games myself.
Just giving initial impressions.
Played a full game 12 minute quarters Niners vs Packers.
Niners had 15 passes to 29 rushes.
First game in real life, Niners had 32 rushes and 20 passes.
Not too bad.
Nope that looks good.

Big question for me is does accelerated clock work in user vs user online CCM's.
 
# 186 alldaypeterson @ 10/15/12 03:39 PM
Hi, with this new patch did they fix it so the accel clock actually works during supersim, and time will actually run down during supersim?
 
# 187 bcruise @ 10/15/12 03:39 PM
Haven't seen it specifically posted yet, although you could say it's part of "fixed numerous crashes" -

The PS3 version's problem of triple-beep shutdown + file system restore when quitting the game out of online CCM appears to be fixed. Glad they fixed that serious issue for us PS3'ers.
 
# 188 agidio3 @ 10/15/12 03:40 PM
anyone confirm that the pass/run ratio is fixed? or the playcalling is not as predictable?
 
# 189 tdogg097 @ 10/15/12 03:45 PM
Quote:
Originally Posted by agidio3
anyone confirm that the pass/run ratio is fixed? or the playcalling is not as predictable?
I would say it is not as predictable but maybe still not what you are going to see on Sunday. I played one game in offline CCM and the Chargers had a 22/38 run/pass ratio but they were also down the entire game.
 
# 190 IrOnKoBe @ 10/15/12 03:47 PM
Changing Schemes in Connected Careers: Added the ability to change offensive and defensive schemes as a coach.



How do u do this without retireing and losing all your xp for online ?
 
# 191 LowerWolf @ 10/15/12 03:48 PM
Quote:
Originally Posted by SECElit3
So I guess no one in all of this controlled chaos thought to check offline CCM with two controllers hooked up. Guess what... I am now able to change the opposing team's uni or even play as them. This was a huge deal to me... Playing against the Pats in their classic unis!
I was just about to try that.

Good find.
 
# 192 pdiehm @ 10/15/12 03:48 PM
Quote:
Originally Posted by agidio3
anyone confirm that the pass/run ratio is fixed? or the playcalling is not as predictable?
i can't comment on the predictability, but I will say this. Cardinals were down 37-0 at halftime, and ran the ball 2 times in the 2nd half.
 
# 193 kzdwfy @ 10/15/12 03:50 PM
Quote:
Originally Posted by agidio3
anyone confirm that the pass/run ratio is fixed? or the playcalling is not as predictable?
Not sure yet. First game with patch and at halftime 13 rushes vs. 11 passes for Green Bay (CPU) Im the Jets and the score is tied 7-7. Not very happy yet. Ill try another game with the Saints.

This is in Play Now mode and they had 13-30yds. Not excited yet
 
# 194 ballinoutactrl @ 10/15/12 03:52 PM
Quote:
Originally Posted by Gatorfan89
Well this is a problem. I thought we would be able to change schemes, but more importantly change our run/pass ratio. That is a serious deal breaker if you cant change the ratio.

I've said it before, but if I start with the Jags obviously Ill be run heavy, but lets say after a few seasons MJD is old, and Ive developed a great QB, I should have the opportunity to adjust my run/pass ratio to be more pass heavy since it is the new strength of my offense. Locking me into one ratio for my entire career really takes the fun out of the game, and almost punishes me.
this is what im saying too
 
# 195 ABR173rd @ 10/15/12 03:53 PM
Quick impression-
1) They tweaked the physics and the game plays much better, the RB's don't stumble to the ground upon contact with O-linemen anymore. There is still a reaction by the RB when making contact with one of his players but it's far less exaggerated.

2) It feels like they have also tweaked the blocking logic, I had three plays in one game where I noticed a RB or a WR going out of his way to pick up a missed defender. One of my WR's on a play action end around fake came back across the field after the fake hand off to pick up an edge rusher. I run some of these plays all the time and have never witnessed my players reacting like this in terms of picking up rushers.

3) Overall difficulty is definitely improved, played two games on All-Pro default and the computer scored three TD's on me. The Pat's passed the majority of the game while only rushing 14 times for 113 yards playing 11 minute Quarters.

4) The CPU run game is way more effective and as stated above the play calling logic does indeed seemed to be adjusted for the better.

5) Editing a roster and then starting a CCM works, Conventional Play calling can now be default in CCM, schemes can not only be changed but all changes save as well once leaving the menu.

6) The PS3 doing a hard restart when quitting M13 hasn't happened since I've DL'ed the patch.

7) I did notice a new cut scene after Sproles ran back a TD it panned to the group on the sideline and showed Colston making his way through the crowd to give Sproles a slap on the helmet.

8) I played on slow and lowered the threshold to 45 and there seemed to be a noticeable difference in the amount of momentum and speed in comparison to pre-patch.

A couple issues I have noticed:

1) The substitutions during preseason still makes absolutely no sense including the Kicker/Punter issue.

2) I'm not sure what I did but after scrolling through some menus and playing one game I went back into my depth chart and it had been completely auto adjusted and changed from the corrections I made. I'm still trying to figure out what triggered this.

3) In the player statistics overlay after a game, all players have the "C"aptain patch. (Not really a big deal)


I am going to wait until after my next game to tweak the sliders, from what I've observed so far it seems the CPU WR's drop to many balls and the Pass protection needs to be bumped up. The QB Accuracy slider for the User needs to be brought down. The games have been competitive overall especially in comparison to prepatch.
 
# 196 kzdwfy @ 10/15/12 03:54 PM
Quote:
Originally Posted by LowerWolf
I was just about to try that.

Good find.
Could you adjust the playbooks? If so I can get a realistic pass/run ratio %... Let me know. Very good find...
 
# 197 ChicagoChris @ 10/15/12 03:58 PM
Quote:
Originally Posted by LowerWolf
I was just about to try that.

Good find.
Really? Thats a great find. Always wondered why logic wasn'y built into the game to check this.
 
# 198 franchise1234 @ 10/15/12 04:00 PM
Is anyone else having issues where payer editing isnt saving on ps3,,,,none of my changes will save
 
# 199 Cory Levy @ 10/15/12 04:01 PM
Just to have some pictorial evidence, here are some photos of the dis-proportioned linemen I'm seeing. Maybe they're not exactly stick arms and legs anymore, but they're still much thinner than should be. Sorry about the quality, I don't have anything to capture the game with other than a crappy camera, but you get the gist of it.

The first three are pictures from inside the game and then the last is what the players should look like and does in the edit menu.









I also noticed that the FB I drafted had slim legs as well but I edited him up and he did keep the changes, so it's just the two guards that are acting wonky.
 
# 200 Gorilla Glass @ 10/15/12 04:01 PM
Lol the gameplay in online CCM is WIDE OPEN! The cpu throws up BS and they come down with the ball on deep streaks. Also man coverage against the cpu is non existent. Guys always running wide open.

I love it. I cant hold the cpu down to 100 yards of total offense and get 12 sacks a game. I have played 4 games and Im averaging around 3 sacks.
 


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