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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
# 481 BTownSlinger @ 10/16/12 09:32 AM
Just for laughs a made a player 99 in every single option and he showed up as like a 97 in game. I don't care if you run a clown scheme, he should show as a 99 OVR.
 
# 482 warchild511 @ 10/16/12 09:39 AM
All I really wanted out of the patch was the ability to edit players. See, I'm 1. slightly obsessive-compulsive and 2. historically minded. It bothered me to be playing against the Browns, for example, and to see my running back brought down by a dime back wearing #32. That's Jim Brown's number and, therefore, not to be touched by anyone else, let alone some no-name dime back. Also, I can't stand having both my DEs sporting #99. So, I'm happy with the patch.
 
# 483 Falconfreak @ 10/16/12 10:00 AM
So offense/defensive lineman and QB/fullback will change them to the skinniest and smallest models if you even enter the edit screen? Wow. So much for my hopes of getting rid of the four guys with 99 on my D line.
 
# 484 roadman @ 10/16/12 10:23 AM
Now we know why EA didn't include editing with retail copies and looks like they need more time.
 
# 485 SJHalt621 @ 10/16/12 10:26 AM
Quote:
Originally Posted by roadman
Now we know why EA didn't include editing with retail copies and looks like they need more time.
Very true..why did they patch in then? I know I know everyone wanted but I want to not work and get paid but that's not going to happen..peer pressure
 
# 486 Geronimo22 @ 10/16/12 10:29 AM
Quote:
Originally Posted by roadman
Now we know why EA didn't include editing with retail copies and looks like they need more time.

You have to think they will send out a patch to fix this!

I wish they would at least make a statement acknowledging the problem
 
# 487 radney @ 10/16/12 10:33 AM
I'm sorry if this has been asked or answered. Do anyone know if EA is addressing the ability to use more than 1 team in CCM mode and to be able to pick out wwhat unis they wear. My only gripe is in the past, I was able to take 1 team from each division and play but since I can't with this game, I went back to playing Madden '12!
 
# 488 ABR173rd @ 10/16/12 10:35 AM
Quote:
Originally Posted by roadman
Now we know why EA didn't include editing with retail copies and looks like they need more time.

It's hard to take solace in that when Madden has been around forever. This isn't a new game going through it's growing pains EA has had more than enough time to bring this game up to at least playable standards. It's even more frustrating when I start a new CCM with a custom roster only to find out after one game that it makes the depth auto reorder every week. I found this issue after playing ONE game? This is beyond QA/QC it's almost as if their not even playing a single game after making adjustments to it.....

Editing before starting a CCM or during one is hindering the game, these are problems that were found after playing a SINGLE game. I can't reiterate this enough...
 
# 489 SJHalt621 @ 10/16/12 10:54 AM
Quote:
Originally Posted by ABR173rd
It's hard to take solace in that when Madden has been around forever. This isn't a new game going through it's growing pains EA has had more than enough time to bring this game up to at least playable standards. It's even more frustrating when I start a new CCM with a custom roster only to find out after one game that it makes the depth auto reorder every week. I found this issue after playing ONE game? This is beyond QA/QC it's almost as if their not even playing a single game after making adjustments to it.....

Editing before starting a CCM or during one is hindering the game, these are problems that were found after playing a SINGLE game. I can't reiterate this enough...
See...this is common though..again I believe this is due to the fact that there has been so many patches on top of patches..so much code on top of code..and there has been so many different people over the years making this game..think back several years ago there was a large arm issue..before that huge shoulder pad issue..
 
# 490 j_koerth @ 10/16/12 11:06 AM
Quote:
Originally Posted by Nexgenrulz
Are they going to fix the PS3 version when trying to quit the game?? Double beep hard reset. It's rendered the game unplayable.
just hit PS3 button, go to PS3 menu. go to your PSN account hit Triangle and sign out. Then quit your game, no more double beeps or hard restarts.
 
# 491 DJ @ 10/16/12 11:17 AM
Quote:
Originally Posted by BenGerman
I just played a close game against the Titans with the Jags and won 17-13. I feel okay about the game post patch, but there was definitely some stuff I was shaking my head about. Anyway, I'll give the bad first so we can get that out of the way...

The Bad:
  • The CPU got up 13-0 in the first half through some dynamic playcalling (dropped back 15 times to pass the ball and 13 times to run the ball) but almost immediately after they got that big lead, their playcalling became stagnant. Chris Johnson on 1st and 2nd down was almost assured, and even sometimes on 3rd down. He ended up with 28 carries. Only one other person carried the ball all game.
  • The CPU would run fantastic against me, and then negate it by calling a bunch of toss plays that would often end in 5-7 yard losses.
  • The playcalling was just altogether bad, and a huge disappointment to someone whose only big gripe with the game was playcalling.

The Good:
  • The CPU ran the ball really well for the most part. I played on pretty much default All-Madden and it seemed almost perfect. Johnson ended up with like 117 yards on 28 carries.
  • Offense almost felt perfect. Between the seemingly tuned physics and challenge the CPU gives on defense, I was in heaven for half of the game (the half where I had the ball).
  • Nice to see all the cameras working like they should.

Overall, I'd say the bad outweighs the good by just a hair because the game is almost unplayable with the stale CPU playcalling. It also is extremely irksome to me that the CPU runs the ball 30 times in a game but only one other guy outside of Johnson gets a single touch. The Physics feel awesome, and have me extremely excited for the future of NCAA as well as Madden. But as of right now, I'm having a very frustrating overall experience.
Ben, I feel the same way. There are times when Madden 13 is a blast to play, but like you said, it never seems to last for an entire game.

The CPU playcalling needs to be addressed ... and sooner rather than later. There's no way I can play through multiple seasons if the CPU runs the same offense game after game.
 
# 492 Coper3000 @ 10/16/12 11:31 AM
It's been sort of touched upon- but haven't seen a true answer, but you can edit players' gear and attributes, but you can't edit their name? Would be great to actually edit real college players for next season (after year 1).
 
# 493 Rushdown @ 10/16/12 11:39 AM
Sleeve edits seem to be messed up. I edit my generated rookie RE to have arm sleeves, foot wraps and a dark visor. When I play the actual game, he has no arm sleeves, but does have the rest of the edits. When I go back to edit him thinking it didn't save or something, he's sitting there with the arm sleeves. They just never appear in-game.

The only reason I actually want him to have sleeves is because the guy's picture doesn't match the in-game model. I can't stand seeing his picture looking the color of Tony Gonzales, and then his game model being what must have been the darkest black available.
 
# 494 icicle22 @ 10/16/12 11:41 AM
Regarding players getting XP in practice mode. In my existing online CCM I took the Browns into a weekly practice and played a scenario that that had me play the whole second half. I force fed my recievers to the tune of 300 yds and 5 TDs between Travis Benjamin and Josh Gordon. After finishing practice neither Weeden, Benjamin or Gordon recieved any new XP. TO boot I have purchased the coach's WR XP boost and still nothing. This was going on before the patch where my recievers seemed to not ever get any substantial XP...regardless of reaching goals.

Maybe we have to start a new CCM?
 
# 495 RogueHominid @ 10/16/12 11:43 AM
Quote:
Originally Posted by Mr.Scarface
You can manually change the appearance ratings back...to fix it. just write them down before you edit. Atleast in CCM.
I've attempted this with OL and it doesn't work (offline CCM, started fresh with the new patch). I edited equipment and then found a miniature Jake Scott in the pre-season opener. I backed out, jacked up his appearance numbers, went back to the game, and he was still super small.

On the plus side, I really like that the CPU can run with authority now. That's a game changer for me. I'm very excited about the game play itself.
 
# 496 JasonZimmerman @ 10/16/12 11:47 AM
Quote:
Originally Posted by Cutler23
I mean really did anyone think EA was going to get it all right? I'm thankful for the patch but come on the tiny arm thing. i think they need to start looking at there staff of programmers alittle bit closer if this is true. geez
Is this on PS3 or 360? I got PS3 and I didn't notice it. I haven't been through an entire season yet though.
 
# 497 RogueHominid @ 10/16/12 11:54 AM
Quote:
Originally Posted by treq21
How cna you be excited when the run pass ratio is completely screwed up? Or are you not seeing that?
Well, I haven't played enough games to see that in action. I suppose I'll see what folks are talking about when I have the chance to sit down for a couple of hours and play through my CCM.

The playcalling in my pre-season game looked fine, but again, that's a small sample size.

I can deal with a higher run percentage and more successful running better than I can deal with no CPU running game.
 
# 498 JasonZimmerman @ 10/16/12 12:06 PM
Quote:
Originally Posted by ABR173rd
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.
I have a offline CCM with the Bears. In the game I played yesterday Bears-Lions Monday night game. I played with the Bears in their 40's Trowbacks, every player EXCEPT the QB's of both teams had C patches. And they all had pink attire. I didn't save it, so today I played that game again, Bears in normal jerseys, No C patches no pink! Very strange.
 
# 499 B_MYLES @ 10/16/12 12:16 PM
Made this game worth playing again. Kinda got tired of playing NCAA. So far no problems and thank God i was only 3 games through my first season.

Would have been nice if they would have let us Edit names and the ability to put a player anywhere on the field
 
# 500 NYGNYY7251 @ 10/16/12 12:20 PM
Quick question on the players morphing into smaller guys when editing in CCM. Is it just OL and DL? Or is it every position?
 


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