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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
# 561 SloeyEZ @ 10/16/12 09:08 PM
Correct me if I'm wrong, but beginning the first week of the preseason, didn't you used to be able to see draft prospects under the TEAM NEEDS screen?

I'm asking because I'm wondering if the way they fixedbeing able to see a draftee's ratings before the draft was just to take them out of Team Needs period.

sux if thatz the case :\ again, cheaters gotta ruin it for everyone else <\3
 
# 562 TurboTitan @ 10/16/12 09:10 PM
Quote:
Originally Posted by SloeyEZ
Correct me if I'm wrong, but beginning the first week of the preseason, didn't you used to be able to see draft prospects under the TEAM NEEDS screen?

I'm asking because I'm wondering if the way they fixedbeing able to see a draftee's ratings before the draft was just to take them out of Team Needs period.

sux if thatz the case :\ again, cheaters gotta ruin it for everyone else <\3
They still list draft players under the team needs section (at least in my offline CCM), but as far as I can tell, you can no longer see their OVR.
 
# 563 1deadpanda @ 10/16/12 09:11 PM
Quote:
Originally Posted by SloeyEZ
Correct me if I'm wrong, but beginning the first week of the preseason, didn't you used to be able to see draft prospects under the TEAM NEEDS screen?

I'm asking because I'm wondering if the way they fixedbeing able to see a draftee's ratings before the draft was just to take them out of Team Needs period.

sux if thatz the case :\ again, cheaters gotta ruin it for everyone else <\3
I could be wrong but I'm pretty sure your draft class isnt available until after you start the regular season.
 
# 564 TurboTitan @ 10/16/12 09:14 PM
Quote:
Originally Posted by 1deadpanda
I could be wrong but I'm pretty sure your draft class isnt available until after you start the regular season.
I totally missed that part of his post. The draft prospects are indeed NOT available t osee in team needs until you have the option to scout them.
 
# 565 bukktown @ 10/16/12 09:16 PM
Quote:
Originally Posted by bigbob
I find it funny that all the people complaining about the editing players glitches.

THIS IS WHY IT WASN'T IN THE GAME FROM THE START.
With all due respect, how much of what was decided to be in the game from the start functions/functioned properly?
 
# 566 SloeyEZ @ 10/16/12 09:18 PM
Quote:
Originally Posted by TurboTitan
I totally missed that part of his post. The draft prospects are indeed NOT available t osee in team needs until you have the option to scout them.
Okay thanks, wasn't sure, I only played 2 ccm's before the patch when i first got the game.
 
# 567 TurboTitan @ 10/16/12 09:23 PM
Quote:
Originally Posted by bukktown
With all due respect, how much of what was decided to be in the game from the start functions/functioned properly?
As far as editing is concerned.......not much apparently. I am pumped to have editing back in, and I honestly expected adding it in via a patch to break other things or come with glitches (like the depth charts not staying week to week, linemen looking like CB's if edited, all rookies having white sleeves if edited etc.), but a small part of me hoped that EA could add back in this feature that has been in the game since the start of the franchise basically and pull it off without a bunch of collateral damage. No dice.
 
# 568 The ArkanSaw @ 10/16/12 09:25 PM
Gameplans still suck, Patriots passing 4 times and running 11 times so far...
 
# 569 TurboTitan @ 10/16/12 09:32 PM
Quote:
Originally Posted by The ArkanSaw
Gameplans still suck, Patriots passing 4 times and running 11 times so far...
I am grasping at straws here.......but any chance its a game by game type thing, where they are running more against teams with a highly rated pass D (or similarly bad run D)? I know I know.......that would make too much sense for EA to implement on PURPOSE, but ya never know I guess!
 
# 570 tril @ 10/16/12 09:50 PM
Quote:
Originally Posted by TurboTitan
I am grasping at straws here.......but any chance its a game by game type thing, where they are running more against teams with a highly rated pass D (or similarly bad run D)? I know I know.......that would make too much sense for EA to implement on PURPOSE, but ya never know I guess!
that is what it is. teams switch up based on the defensive schemes you throw at them. based on your teams tendencies, etc...
Ive had games where the cpu controlled team would switch its game plan after the half.

Im not defending Madden, but what else do folks want. the game play has changed to feel more like quick games post patch.
Ive seen a variety of team play differently, based on what I throw at them both defensively and offensively.
Im not complaining. Madden this year is holding my interest.
Madden13 is a good game, it does what I'm looking for. It lets me play a few seasons in a franchise mode.
 
# 571 Hack22 @ 10/16/12 10:30 PM
does pre existing injuries actually work now? Like will Jason Peters be out for the season when i start my offline CCM?
 
# 572 pistolpete @ 10/16/12 10:41 PM
Well, my receivers drop passes all the time. 1 on 1 situations always favor the DBs.

I'm done.
 
# 573 havokeff @ 10/16/12 10:44 PM
Quote:
Originally Posted by Hack22
does pre existing injuries actually work now? Like will Jason Peters be out for the season when i start my offline CCM?
It "worked" before as Parrys Harylson was injured for 27 weeks.
However now some of the people that are supposed to be injured are no longer injured. The aforementioned Harylson is no longer injured.

I believe that is like a ratings update thing though and doesn't have anything to do with the patch.
 
# 574 bigbob @ 10/16/12 11:00 PM
Quote:
Originally Posted by havokeff
Do you have proof to back that up or are you just basing it on your anecdotal evidence?
If you paid any attention to what they said before they released Madden, they said they removed these features because they would not work properly. People bitched and complained, so they put it out and oh, what is this? It doesn't work properly?

We knew about it months before hand that it wasn't going to be in the game for that exact reason.

It's not my fault you didn't pay attention to news about the game before it was released.
 
# 575 scottaayy @ 10/17/12 12:23 AM
So can you guys use the most recent roster update in CC? Bc i cant.
any tips would be nice
 
# 576 je_2512 @ 10/17/12 12:26 AM
Quote:
Originally Posted by gmen10
i liked the gm as it was before update now im stuck with cause got gm from psn store have to delete whole gm off hard drive funny how the pad glitch skinny arms are in this gm 3 out 5 years
Ummm....what? Can you try that again, but in English?
 
# 577 trey2k198003 @ 10/17/12 12:29 AM
Lol havnt seen any problems with my game ediit roster works fine....hell im just happy i can change numbers no duplicates(which i could have lived with) i love the gameplan the falcons just ran the ball 29 times vs me punding mike turner. No game is perfect you can find fault in every game.....im loving madden and cant wait to see some new sliders! Sorry for those who feel this game is giving them anything less.
 
# 578 buckey00 @ 10/17/12 01:01 AM
I'm not sure if anyone one else has experienced this, but since the patch it seems like the cpu's players are much faster than mine. I'm playing on All-Madden, custom sliders, and 0 threshold. Percy Harvin feels like I'm using someone who is not even close to a 96 speed and yes, I do have auto-sprint turned off.
 
# 579 Gooze @ 10/17/12 01:27 AM
still too easy i still got guys in my league that put up insane scores and shut down every RB
 
# 580 KBLover @ 10/17/12 01:54 AM
Quote:
Originally Posted by tril
that is what it is. teams switch up based on the defensive schemes you throw at them. based on your teams tendencies, etc...
Ive had games where the cpu controlled team would switch its game plan after the half.
So the game tracks your team's tendencies and personnel and adapts accordingly?

Is this around a base tendency (the 49ers aren't likely to have Alex Smith throw 50 times just because they face a bad pass defense, for example)? Is this based on my team's performance (if I shut down the run for a few weeks, teams will start trying to air it out, even if their own scheme is a run scheme and it's the strength of their own team?)
 


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