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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
# 221 roadman @ 10/15/12 04:34 PM
Quote:
Originally Posted by BrianU
I don't understand what this proves? The issue is that the run/pass ratio works the same way for all the teams. To see if this issue is fixed play the Packers, Saints or Patriots and see if they run the ball as much as they pass. There is no reason it should be 50-50 or above.

I played the Pats as the Jets just fussing around and they ran the ball far too much post patch just as before the patch.

I understand people wanting to be optimistic. I have a theory that the Run/Pass ratio is indentical for every team, and that the only thing that controls it is the CPU and USER current score of the game. If you are winning the CPU will throw more. If you are winning all four quarters then the CPU will probably have a much better looking run/pass ratio. However if you are tied or are losing to the CPU they do not throw the ball enough. That is my take on it I am hoping to see the Saints Packers and Pats be pass heavy but I am very cautious in my optimism. You really need to play vs one of those teams to test the logic.

The best solution would be to have every team use a different run/pass ratio logic built in based on the 2012 real life run/pass ratio stats. If that isnt possible then the next best thing would be to raise the pass side and make it more 60-40 rather than the current 50-50 and below
Actually, the Packers passed 39 times last night and rushed 31 times. They are trying to be more balanced with the running game this year.

A few people asked me to do run/pass ratios, so, that's what I did. I played a game and gave them the outcome.

Also, people were complaining pre-patch that the cpu did run run pass. I didn't see that in the game I played.

I agree the play calling is tied into the score.
 
# 222 BigD @ 10/15/12 04:36 PM
Quote:
Originally Posted by Cory Levy
As I've looked more at it, I've found out that the tiny linemen glitch is most definitely caused by editing the O-Linemen.

I just went into the edit menu of Tyron Smith, didn't edit anything, exited and sure enough get to the game and he's just like my two drafted guards. So it's not a draft issue or player issue, it's an edit issue.

I would think it'd be best to put a warning out there to not attempt to edit any offensive linemen for fear of the glitch showing up. Once you enter the edit menu for offensive linemen, it somehow automatically resets their appearance traits to 0 and you can't change them back.

It has happened to me in both online and offline CCMs. So beware, I suppose.
Equipment edit or ratings edit? Both?
 
# 223 Danimal @ 10/15/12 04:36 PM
Quote:
Originally Posted by SloeyEZ
But again, there is not a coach mode it is simply not having to pass, and you do still have to do your own kicks also.
Thats disappointing considering 2 reps said that it was just call the plays and watch. I should of known better than to get my hopes up.
 
# 224 Betterai @ 10/15/12 04:37 PM
Roadman, from what you've played so far post patch is the game more competitive in CCM? That was really my only issue with that mode, just too easy....if that's been rectified, I will be satisfied
 
# 225 Lasson @ 10/15/12 04:40 PM
Quote:
Originally Posted by ABR173rd
Lasson I had this same issued and was still trying to figure out what triggered this. So you have confirmed that every time you play a practice in auto orders your depth chart? Can you confirm if this is happening only in preseason or are you in regular season?
It happened during the preseason and also the regular season. I practiced before the first game and it auto ordered my depth chart. After that I quit.

I also tried figuring out what triggered it... no luck.
 
# 226 roadman @ 10/15/12 04:41 PM
Quote:
Originally Posted by Betterai
Roadman, from what you've played so far post patch is the game more competitive in CCM? That was really my only issue with that mode, just too easy....if that's been rectified, I will be satisfied
Yes, I feel it is.

I played one game only, so, small sample size.

The Niners were losing by a few points and they started to pass more. In fact, once, I thought with double TE's they for sure would be running and they did a PA on me and the WR was open on the sideline.

They ended up kicking a FG and held onto the 1 pt lead with under 4 minutes left.
 
# 227 AlmostLikeFlacco @ 10/15/12 04:43 PM
I just played a game in my online CCM in which all of the 49ers offense came through the running game. 450 rushing yards vs ZERO passing yards. Smith only threw the ball 8 times. Something is wrong here.
 
# 228 Cory Levy @ 10/15/12 04:44 PM
Quote:
Originally Posted by BigD
Equipment edit or ratings edit? Both?
I mean the edit menu while within CCM. As far as I know you can edit Linemen before your CCM and it won't happen but I haven't really edited any Linemen prior to starting CCM.

It seems to be triggered as soon as you click on edit player.
 
# 229 yanksdaniel99 @ 10/15/12 04:46 PM
Custom rosters not working for me in CCM mode, anyone else dealing with this/know how to fix it ?
 
# 230 1deadpanda @ 10/15/12 04:47 PM
PS3 press glitch is still present
 
# 231 rspencer86 @ 10/15/12 04:47 PM
Quote:
Originally Posted by AlmostLikeFlacco
I just played a game in my online CCM in which all of the 49ers offense came through the running game. 450 rushing yards vs ZERO passing yards. Smith only threw the ball 8 times. Something is wrong here.
If I could rack up 450 yards on the ground, I doubt I'd throw the ball much, either.
 
# 232 roadman @ 10/15/12 04:47 PM
Quote:
Originally Posted by AlmostLikeFlacco
I just played a game in my online CCM in which all of the 49ers offense came through the running game. 450 rushing yards vs ZERO passing yards. Smith only threw the ball 8 times. Something is wrong here.
Not trying to be a smarty here, but if the CPU is racking that many yds rushing, why wouldn't they continue to run if they were being successful?

Typically, the Niners run more than they pass.
 
# 233 RoyalBoyle78 @ 10/15/12 04:48 PM
arm glitch doesn't not bother me, as I don't care to edit any players...Never really got indulged and crazy like others do with the edit player stuff.
 
# 234 SloeyEZ @ 10/15/12 04:49 PM
Quote:
Originally Posted by Danimal
Thats disappointing considering 2 reps said that it was just call the plays and watch. I should of known better than to get my hopes up.
yeah, and i think it was Big I had the debate with, but i never really interpreted his quotes as being a mode. Always figured it was just what was in play now. I mean, how could they have added a whole new mode, well, i guess if it wasn't done in time for release, maybe...so okay, i won't judge you guys too harshly Guess i'm going back to HC now...just lost the SB with the Raidehs and have a busy offseason ahead full of depth lol sorry
 
# 235 hawkytom @ 10/15/12 04:51 PM
Quote:
Offline Play Along in Connected Careers: Added the ability for multiple people to join a CCM game. This applies to coaches only.
Does this mean we can finally play offline CO-OP franchise(ccm coach) again!?!

If that is the case then I can finally buy the game, was worried I'd have to wait for next year's game.

If anybody who has M13 test this and confirm/deny this I would greatly appreciate it!
 
# 236 tanner75 @ 10/15/12 04:52 PM
Does the game still go to a horrible looking standard definition before snapping the ball?
 
# 237 ramspeedkill @ 10/15/12 04:54 PM
Quote:
Originally Posted by californ14
IMO, CPU playcalling is broken.....Reasons>

in "Play Now" set CPU v CPU - Packers @ Ravens - 5 min quarters....

1:02 left in game - Packers up 13-3....
Ravens have the ball and get it inside the Packers 25....Ravens behind by 10...They run for about 4 yards, timeout, and then pass and get the ball to the Packers 15..1st dwn... Then run the ball for about 3 yards and then a pass to about the 6 yard line...We're at about :33 seconds now....The Ravens are out of timeouts....the next plays from the 6 are - run - 2 yards, spike, pass - incomplete, FG....we have about :17 seconds left.....Right now as I watched this I am thinking too much running....

Now onside kick Packers recover :17 seconds in game....Ravens, have no timeouts....Packers should take a knee, but they run, and a fumble....Ravens have the ball now on their ~48 yard line....about 13 seconds to go....And the Ravens do 2 run plays and lose....13-6.....SMH
ROFL,, they really wanted to hit UNDER on this
 
# 238 Muteki @ 10/15/12 04:57 PM
Quote:
Originally Posted by AlmostLikeFlacco
I just played a game in my online CCM in which all of the 49ers offense came through the running game. 450 rushing yards vs ZERO passing yards. Smith only threw the ball 8 times. Something is wrong here.
I wouldn't throw the ball if my team put up 450 yards on the ground either.

Edit:Spencer beat me to it lol.

So is the skinny arms-editing glitch present for all positions and not just as noticeable for the other positions?
 
# 239 DSFL @ 10/15/12 04:58 PM
Quote:
Originally Posted by niftyjets
So for anyone who has downloaded the patch and is not restarting their online ccm your supposed to still be able to edit players equipment etc. without restarting is that true?

Also what can u edit all the same things that you normally except for raitings obviously in a current online ccm?

thanks!!!
In my league I have the option to edit and we did not restart.
 
# 240 moose1619 @ 10/15/12 05:05 PM
after update i cant connect to server, anyone else have this problem?
 


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