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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
# 461 BonesKnows85 @ 10/16/12 05:40 AM
Yeah I just completely lost hope. The fix of "editing players" just allows you to edit equipment, number, and college. Yet when you click to edit a player they front like you can edit Name, Age, Height, and Weight. Total BS.

I was hoping that I could edit these fake rookies and make them real life players in the first 4-5 seasons. Being forced to play with fake players is horrible.

Bring back importing draft classes. Not everyone cares about fake, cheesily named, scripted draft classes. CCM should have been it's own mode and franchise shouldve been left alone.
 
# 462 havokeff @ 10/16/12 05:43 AM
Quote:
Originally Posted by Xavier12
I editing some gear and didn't have a problem with skinny/big players after I did it. Perhaps it just has something to do with editing their body parts?
No, it is only editing Offensive and Defensive linemen.
You will notice the second you enter the editing screen in CCM that they will have ridiculously skinny arms. If you "accept and save" it will alter their body completely and so far what seems to be permanently in the current CCM, be it Coach or Player, and from what I gather, off and online.

The QBs and FBs get the same skinny/huge arm problem in the editing screen, but it is not permanent for those positions and just setting the arm size back to something reasonable seems to work just fine.

Every other position seems to be fine, but I didn't check the kickers because they are kickers.
 
# 463 BonesKnows85 @ 10/16/12 05:44 AM
I see so many off the wall names with the draft class rookies. They tried to hard to avoid using common names. Some of the names are just flat out insulting.
 
# 464 BonesKnows85 @ 10/16/12 05:48 AM
Quote:
Originally Posted by havokeff
No, it is only editing Offensive and Defensive linemen.
You will notice the second you enter the editing screen in CCM that they will have ridiculously skinny arms. If you "accept and save" it will alter their body completely and so far what seems to be permanently in the current CCM, be it Coach or Player, and from what I gather, off and online.

The QBs and FBs get the same skinny/huge arm problem in the editing screen, but it is not permanent for those positions and just setting the arm size back to something reasonable seems to work just fine.

Every other position seems to be fine, but I didn't check the kickers because they are kickers.
Everyone should've known. You can't edit anything that matters that will actually make the game more realistic. And the stuff you can edit messes players up. Go figure.

The game plays well enough for me to actually play Madden for the first time in 2 years, but the fake rookies just kills it for me because I follow college football too closely.

I don't understand why these people thing that any part of a sports game should be scripted. Sports games are not RPGs. But having these stupid, repetitive features like Twitter and Newsfeed means we have to play with fake rookies. No realism whatsoever.
 
# 465 havokeff @ 10/16/12 05:58 AM
Every class has it's own storylines for about 6 to 10 players. It's not perfect, but there is no way you could do that for the real NCAA FB classes coming in for 30 years.

It is by far the best drafting experience Madden has had.

I'm not sure exactly what it is you are so on about though. I follow college ball too and after 3 years from now, who cares? Unless you follow prep ball too in which case you may have too much time on your hands. lol

The point is, you are asking for something that is basically impossible. Even just having the players available doesn't guarantee any level of accuracy in the draft classes.
 
# 466 atgunnels21 @ 10/16/12 06:17 AM
In relation to the run/pass ratio questions
I downloaded the new patch and started a new OFFline CC as a coach
Created my own coach and went to the off and def playbook screens while creating a coach
I changed the off playbook to run heavy and put the run to 99% and aggression to 99%
Left the defense to default
After starting the league, I went to the scheme screen and put it on power run and adjusted the players accordingly for a 99% run game
Simmed some preseason games and checked the team stats page
Turns out my team was middle of the pack in rushing yards and it wasn't even that close to the top, maybe half
I don't understand what has changed b/c I would do this in the old Madden's and I would have my backs getting 2000+ yards every season
To me this is a deal breaker and I will probably trade my game in b/c I enjoy the simming aspect and stat sides while building my franchise
This is basically saying we have no control over how the simulations work and it upsets me
That's my rant and if anyone else has similar results or suggestions, I would appreciate it
 
# 467 havokeff @ 10/16/12 06:38 AM
Well just WANTING to rush for 2000 yards a season doesn't mean you can in Real Life so why should it be that way in Madden?

I mean, you have to have the players to do that. I simmed about 8 seasons in with Harbaugh and finally got a 2000 yard rusher with all my lineman in the mid 90's.

That to me, is the way it should be. Not, "but I put all my settings to run!!!"
Well the CPU put all their settings to "run stop", which is exactly what would happen if you ran 99% of the time. lol
 
# 468 whosnext00 @ 10/16/12 07:07 AM
Quote:
Originally Posted by havokeff
Editing Quarterbacks, Fullbacks, Offensive and Defensive Linemen completely distorts the way they look in the game.

EXAMPLE: Changing the gloves on DT Issac Sopoaga of the 49ers, reduces all his editable sizes (i.e., arm, thigh, calfs,) to ZERO. A 6'2" 330lb NT is now the smallest player in the game.

There are similar effects of varying degree for all the positions I listed.

That is not "complaining", that is a fact.

And it is not just if you go in and change body size when it happens, it happens the moment you enter the editing screen and if you save, can not be undone.

The patch does not work properly in the aspect that it added. That is not "complaining" that is a fact.
I understand your argument but what I'm saying is that some people sound like they're complaining to the extent that EA has just ruined their life.

There are such a large number of factors that come into play that could be the cause of player editing being messed up. Say you're an EA developer and your superior says, "Hey, let's get this patch out early because fixing the AI is most important right now. We'll finish up the player editing later in another patch." I'd agree since it could take another month to get player editing right because of coding, scheduling, other tasks needing done, etc that's part of working a job. Personally I would rather the AI work right before player editing and I assume that's the general consensus among most players.

Most of the "facts" people talk about "sound" like complaining because of how it's brought up such as, "F#$@k EA for this stupid patch" and so on.

Point is, you can lay out the facts and I'm positive EA developers are also aware, but you don't know what their work life is like, they're schedule, priorities or whatever else the project manager has laid out for them. So once again, if it's a matter of priority because of time constraints, I would prefer AI over player editing and hope they plan to finish up the patch later.
 
# 469 whosnext00 @ 10/16/12 07:21 AM
Quote:
Originally Posted by atgunnels21
In relation to the run/pass ratio questions
I downloaded the new patch and started a new OFFline CC as a coach
Created my own coach and went to the off and def playbook screens while creating a coach
I changed the off playbook to run heavy and put the run to 99% and aggression to 99%
Left the defense to default
After starting the league, I went to the scheme screen and put it on power run and adjusted the players accordingly for a 99% run game
Simmed some preseason games and checked the team stats page
Turns out my team was middle of the pack in rushing yards and it wasn't even that close to the top, maybe half
I don't understand what has changed b/c I would do this in the old Madden's and I would have my backs getting 2000+ yards every season
To me this is a deal breaker and I will probably trade my game in b/c I enjoy the simming aspect and stat sides while building my franchise
This is basically saying we have no control over how the simulations work and it upsets me
That's my rant and if anyone else has similar results or suggestions, I would appreciate it
Wait, this is your rant and you want realistic football? I'd have to agree with what the other guy said about your post.
 
# 470 abcgoodyabc @ 10/16/12 07:24 AM
Hi, I would like to ask something. It has been bothering me that the madden stats of CPU vs CPU games are horribly inflated. We can regularly see teams go for 55-34 score games. Also, runners too easily get crazy stats. Is there a way to make this more realistic, has the patch done anything to address this? I was hoping for maybe a SIM quarter length option or a more realistic CPU vs CPU game stats so that we aren't always #1 in D in the league if a 1 player coach mode game..
 
# 471 geisterhome @ 10/16/12 07:39 AM
what abt those iusses, which of them got fixed with title update #3?

1. Will you be able to select the uniform for the CPU at play start?
2. Will the Bears have their navy pants vice the orange color currently in game?
3. Has the ability to select press coverage for the WR to the far left of the screen been addressed?
4. Has the jumbled depth chart for CPU been fixed for pre-season games ( punters as kickers, etc) ? This is important in order to make the pre-season meaningful.
5. Will the play clock now actually stop for an injury time out?
6. Will the full payer card career stats be included in CCM, to include former teams played for and statistical columns totaled?
7. Will the player card season stats in CCM include the opponent against which stats were accumulated and total up the individual stat columns ( yds ,TDs,etc).
8. Will assisted tackles and half sacks be recorded and tracked?
9. Has the scheduling glitch been addressed in CCM (playing non-divisional opponent twice in one regular season, etc)?
10. Will there still be a glitch in the fair catch logic that allows the ball to be advanced by the CPU after calling for the catch?
11. Will the CCM simulation stats be tuned for accuracy? THIS IS CRITICAL FOR CCM RELEVANCE AND IMMERSION.
12.Man coverage assignments for defense?
13. Transaction log for CCM?
14. Zoom camera angle fix ( too low)?
15. Team specific songs and sounds?
16. Ability to view free agent player card stats and attributes during free agency?
17. Proper wind direction indication for kicking field goals?
18. Custom play books in CCM?
19. Will formation subs stay as selected and carry over to subsequent games?
20. Will the ability to scroll through free agents and all players in NFL be added to the roster menu, as in previous Maddens?
21. Will the CPU play calling tendencies be more representative of their real life counterparts (or at least have more passes mixed in to the selection) and be more effectively utilized in the 2 minute scenario?
22. Will instant replays be adjusted to show the entirety of the play from beginning to end?
23. Will the D Linemen going into an automatic "Stumbling forward" motion - every time - when disengaging from a block and rushing the QB be eliminated? "Hunchback" RB animations eliminated?
24. Will supersim be fixed for individual player CCM careers? Drives are sometimes over within ten to fifteen seconds, resulting in unrealistic stats in this mode as well.
25. Will there be more fine tuning to the physics engine (seems to have changed after patch #2) ?
26. Will there be the option to select team captains in CCM?
 
# 472 InfuriatedPuma @ 10/16/12 07:59 AM
Has anyone noticed whether formation subs are in? I don't expect them as they weren't mentioned at all in the patch notes, but I can always hope right?
 
# 473 Armor and Sword @ 10/16/12 08:16 AM
Ok. So the patch cleaned up a lot of bugs and issues.

However the CPU AI is still a lot to be desired. And long term this is a killer for me personally.

I am hanging on to the game as it is a lot of fun to play with another human being in the same room. Madden has always been at it's core a two player party game. So when my brother in-law or a good buddy comes over we usually pop in Madden and go at it.

As far as offline CCM and the replayability long term.....again Madden this gen has let me down.

Last year it was the complete lack of passing trajectories and pinball tackling. M12's AI was the best it has ever been and why they did not just carry over the brains of M12 and implement the IE and beautiful new passing system around that is beyond comprehension.

M12 and M13 leave me SMH...two games that both could have been epic. But a couple of critical issues hold them back.

Overall the patch is doing everything it advertised (even though there are graphical glitches with lineman etc etc, which I don't get worked up about but that's me). And the game is playable in offline CCM finally. I will play out my year one and probably make it through year two and then...like last year probably put it away for good.

Madden is still not in the big leagues. (The Show 11/12, NBA 2K11, NHL 11/13).


Madden 13 is a step forward in many ways but it took a step back in the most critical area for solo gamers with shoddy AI......a real shame.
 
# 474 TJdaSportsGuy @ 10/16/12 08:36 AM
Quote:
Originally Posted by Patchy
I'm sorry to pop anyone's bubble here, but there is no difference in gameplay in CCM. The ai is still terrible
Dynamite analysis there, thank you for the well thought out and detailed breakdown.

Quote:
Originally Posted by nekolas
Did anyone check the CC practice XP? Is it only for player careers, or does it also work on the players you have in coach career?

edit: sorry if this was answered already, but tried to search the thread through on keyword 'practice', and couldnt find it answered
I haven't done any sort of scientific calculations to find out for certain if this actually works but just using the eye test, it certainly seems like you get a ton more XP for any individual players who stand out during a practice scenario.
 
# 475 Noles4ever @ 10/16/12 08:47 AM
do the new CCM rosters come out today?
 
# 476 cubsfan128 @ 10/16/12 09:02 AM
Quote:
Originally Posted by Noles4ever
do the new CCM rosters come out today?
I thought they came out a few days ago?
 
# 477 SJHalt621 @ 10/16/12 09:06 AM
Emmdot I see ur online..u have any info on some of the minor issues with the patch..ie player editing etc
 
# 478 mrbenjamin @ 10/16/12 09:10 AM
can anyone tell me why Eli Manning is showed in both the depth chart and rosters outside of ccm as a 97, but yet when i start the ccm he goes back down to a 91?

the giants are also rated 90 overall in the latest update when I import roster to ccm they are only 85? What gives?

coach and schemes are all the same nothing changed...
 
# 479 Slim4824 @ 10/16/12 09:11 AM
Quote:
Originally Posted by mrbenjamin
can anyone tell me why Eli Manning is showed in both the depth chart and rosters outside of ccm as a 97, but yet when i start the ccm he goes back down to a 91?

the giants are also rated 90 overall in the latest update when I import roster to ccm they are only 85? What gives?

coach and schemes are all the same nothing changed...
Outside of ccm overalls are not adjusted based on schemes.

Sent from my SCH-I500 using Tapatalk 2
 
# 480 mrbenjamin @ 10/16/12 09:21 AM
Quote:
Originally Posted by Slim4824
Outside of ccm overalls are not adjusted based on schemes.

Sent from my SCH-I500 using Tapatalk 2
thanks and appreciate the quick reply...

im still not quite sure i understand though. Don't know how my team overall drops 5 points just by creating a ccm. Giants are a 90 in play now and an 84 in ccm that makes zero sense
 


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