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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
# 581 La Verite @ 10/17/12 02:17 AM
Still smh at this board. Just play the game for what it is. I'm having fun.
 
# 582 JimmyT85 @ 10/17/12 06:40 AM
Does anyone know if they've sorted the simming stats when playing a single one person CCM?

Cheers
 
# 583 SloeyEZ @ 10/17/12 07:32 AM
My impression after Preseason Wk 1 as Redskins CCM standard rosters.
Playing coach mode not controlling any players--All Madden, Sliders equal at 45, all penalties at 50 except for common D PI, Holding, FM, Roughing...etc at 64
Play clock to 10 seconds, accelerated clock on although I'm only noticing the game clock move to get to the 10 seconds on play clock. Not noticing that runoff of ~35 seconds I saw in HC and other football games in between plays. Play speed on slow, but don't think that affects game, just how long it takes to play a game oh and 15 min quarters.

The Good: See WR cross deep in end zone, step out of bounds, catch the ball--penalty for illegal touch
Compton #2 QB does a little evasive pocket maneuver (doesn't scramble) but completes pass dumping it off after about a second of dodging a blitzing Defender, spinning, then dumping off the pass to the TE on a short crossing pattern.
Animation on penalty calls by ref are pretty good.
Nice animation with QB backing up for more time and RB did a nice spin bouncing off the defender, stumbled a bit but regained his balance. Looked good!

My WR just dove for a laser and caught it, looked nice.

The Bad: Ryan Fitzpatrick scrambles for 14 yards--RGIII doesn't scramble -5 yards (Would really like someone to confirm that auto qb will not scramble)
London Fletcher (yes 39 yr old MLB) is playing WR but he is not on my Depth Chart on Offense and I have no idea how to get him out (this should probably be ugly but I'm trying to balance lol)
Bit herky-jerky graphics during plays kinda like fast motion-reg motion-fast speed up of film. Also some jerky camera movements as well.
Broadcast cam doesn't allow you to see catch/drop on long passes, cam catches up just after action :\

The Ugly: Restating that it doesn't look like auto qb (even RGIII) will scramble for positive yardage while the CPU QB does (both Fitzpatrick and Vince Young had rushes of +10 on broken plays)

Had 12 wind at my back but kickoff did not go into endzone so I think wind is still backwards, but really hard to verify in broadcast mode and never getting a consistent kick meter power.

Phil Simms...enough said Commentating is a little better though although Simms did say the QB has to make those throws instead of missing wide open WR but the throw was perfect hit the WR in the palms but he dropped it. Although, I've heard Simms say that in real life too

Blurry, cloned sideline figures standing in synch? Really? Looks like 09 Head Coach...kinda expect more.

They got the ball back with 1:14 left and I still had a TO but they kneeled. Score was 34-30 so that was good. Final score 34-30 BUF beats my Skins.

Overall impressions...major game play issues are there as far as football ai goes, but I think there is something to build on here overall. Patch was a deff step forward but I think because I don't use custom rosters and I didn't edit any #s yet. But skinny arms won't bother me as far as determine whether I can enjoy the game or not.

Stats:

Total O-- 307 WAS 325 BUF
Rush--58 WAS 189 BUF ( I was behind and preseason was about my WR, I know what I've got in the backfield)
First Downs 12 WAS 17 BUF
23 total penalties, but I upped them as I said, will turn them back to probably 50 all.

BUF 22 Pass Attempts + 42 Rush Attempts = 64 Plays so right in the avg.
WAS 19 Rush Attempts + 38 Pass Attempts = 57 Plays

This is what hurts the most though, RG3 1 RushATT for -5 yards (I called a QB run)
Fitzpatrick (Buf) 1 Rush ATT for 24 yards (scramble and VY 3 for 24 all scrambles
 
# 584 bonafied0034 @ 10/17/12 07:56 AM
For those having issues with the depth chart reordering itself, I have done some testing and believe I have found the culprit.

If you participate in or even simulate practice in your CCM, the depth chart will reorder itself. The only way to stop this from happening is to ignore the practice function altogether.

Sent from my HTC PH39100 using Tapatalk 2
 
# 585 pistonica @ 10/17/12 08:04 AM
I have a problem...downloaded the 1.03 patch..and then when i tried to connect online they said that i don't have an Online Pass...i allready got my online pass before the patch 1.03 was released...
Does this happend to you too? What can i do ?
 
# 586 pimpinpidgeon8 @ 10/17/12 08:24 AM
Quote:
Originally Posted by pistonica
I have a problem...downloaded the 1.03 patch..and then when i tried to connect online they said that i don't have an Online Pass...i allready got my online pass before the patch 1.03 was released...
Does this happend to you too? What can i do ?
Happened to me too. What I did was just sign out of my PSN account and then sign back in (did both while system was on) and I turned the game back on and it's worked since.
 
# 587 ABR173rd @ 10/17/12 08:25 AM
Quote:
Originally Posted by bonafied0034
For those having issues with the depth chart reordering itself, I have done some testing and believe I have found the culprit.

If you participate in or even simulate practice in your CCM, the depth chart will reorder itself. The only way to stop this from happening is to ignore the practice function altogether.

Sent from my HTC PH39100 using Tapatalk 2

This is completely untrue, I have noticed recently some of you guys are posting nonfactual information. I posted about 5-6 pages back about the depth chart reordering issue. I play practice every week and all of my changes to the depth chart have stuck using a custom roster in Offline CCM. Every time I make a change to my depth chart I save inside the depth chart menu and then again once I exit the depth chart menu and the changes have stuck.

I suspect picking up free agent or trading for players may have something to do with the depth chart reordering itself but I haven't tested that theory out yet.
 
# 588 bonafied0034 @ 10/17/12 09:18 AM
Quote:
Originally Posted by ABR173rd
This is completely untrue, I have noticed recently some of you guys are posting nonfactual information. I posted about 5-6 pages back about the depth chart reordering issue. I play practice every week and all of my changes to the depth chart have stuck using a custom roster in Offline CCM. Every time I make a change to my depth chart I save inside the depth chart menu and then again once I exit the depth chart menu and the changes have stuck.

I suspect picking up free agent or trading for players may have something to do with the depth chart reordering itself but I haven't tested that theory out yet.
From my personal experience, my information is 100% correct. Feel free to disagree with me all you want, but I'm putting the information out there so that it can hopefully help someone else having the issue.

Sent from my HTC PH39100 using Tapatalk 2
 
# 589 SloeyEZ @ 10/17/12 09:22 AM
Quote:
Originally Posted by bonafied0034
From my personal experience, my information is 100% correct. Feel free to disagree with me all you want, but I'm putting the information out there so that it can hopefully help someone else having the issue.

Sent from my HTC PH39100 using Tapatalk 2
The problem is that you said it was because of practice and it is not. My depth chart is not reordering at all and I am on my 2nd week of preseason now having played both the game and practice.

From what I can tell from the posts, it seems that people that imported a roster get stuck with the reorder bug. Did you use a custom roster?
 
# 590 SloeyEZ @ 10/17/12 09:24 AM
Quote:
Originally Posted by ABR173rd
This is completely untrue, I have noticed recently some of you guys are posting nonfactual information. I posted about 5-6 pages back about the depth chart reordering issue. I play practice every week and all of my changes to the depth chart have stuck using a custom roster in Offline CCM. Every time I make a change to my depth chart I save inside the depth chart menu and then again once I exit the depth chart menu and the changes have stuck.

I suspect picking up free agent or trading for players may have something to do with the depth chart reordering itself but I haven't tested that theory out yet.
oh you are using a custom roster and not resetting? hmm, welll there goes that theory. I'm not using a custom roster and I do not get a reset either...hmmm, more data to ponder.

You know though, I think I always do save while I'm still in the depth chart, I mean why wouldn't you, I always do it because my depth chart is so much work I'd hate to lose it, so any game i've ever played I aways save my depth chart often while i'm working on it, so maybe you are on to something there...
 
# 591 bonafied0034 @ 10/17/12 09:32 AM
Quote:
Originally Posted by SloeyEZ
oh you are using a custom roster and not resetting? hmm, welll there goes that theory. I'm not using a custom roster and I do not get a reset either...hmmm, more data to ponder.

You know though, I think I always do save while I'm still in the depth chart, I mean why wouldn't you, I always do it because my depth chart is so much work I'd hate to lose it, so any game i've ever played I aways save my depth chart often while i'm working on it, so maybe you are on to something there...
After trying ABR's method, it does work also. I think that as long as you save while still in the depth chart menu, everything will stick.

For those who don't practice anyway (Allen Iverson anyone?), or don't plan on saving in the depth chart menu, my method also works.

Sent from my HTC PH39100 using Tapatalk 2
 
# 592 Roncatto @ 10/17/12 09:58 AM
Quote:
Originally Posted by The ArkanSaw
Gameplans still suck, Patriots passing 4 times and running 11 times so far...
Have you seen the patriots this year? A lot more runs than usual.

Also i think people seem to be forgetting that in this so called "pass heavy" league, teams are now exploiting dime/nickle packages with lots of draws and sweeps.
 
# 593 kzdwfy @ 10/17/12 10:55 AM
Quote:
Originally Posted by Roncatto
Have you seen the patriots this year? A lot more runs than usual.

Also i think people seem to be forgetting that in this so called "pass heavy" league, teams are now exploiting dime/nickle packages with lots of draws and sweeps.
You are correct in that assertion but you have to admit that overall the Patriots are still passing more than they run. Also if you look at the Saints or Packers, they are also running much more than they pass which isn't even close to their true pass/run ratio based on the stats you see for the 2011 season.

The playcalling is still messed up in this game. Too many runs on 1st and 2nd down when the game is tied or you are up only 3. What the patch did change is if you're up 7 then the CPU teams become a 50/50 pass run team and you are up by 14 maybe a 55/45 pass/run ratio for the CPU when trying to catch up. Problem is this is the same for every team.

The saving grace is if the second controller method works for offline CCM, we should be able to create custom playbooks for each CPU team you play against which would allow us to give the CPU more accurate pass run ratios. We shouldn't have to go to this extreme of a stretch but we'll have to do it for now.
 
# 594 oneamongthefence @ 10/17/12 11:00 AM
My first game post patch

With Aaron Rodgers I threw nine (9!) Picks. The DB's especially the linebackers had some awfully quick reaction times. Throws I used to make were easily picked off. 3 were off receiver drops though.
In CCM when using a custom roster all the xp gains are reset to the way they were pre Madden roster update. So by using a custom roster you see less xp gains just like in the default rosters.

This is on All-pro.

From my fingers to your eyes using Tapatalk...
 
# 595 scoonie05 @ 10/17/12 11:18 AM
Quote:
Originally Posted by bigbob
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.
I approve this message. Spot on
 
# 596 trigga58 @ 10/17/12 11:24 AM
Quote:
Originally Posted by kzdwfy
You are correct in that assertion but you have to admit that overall the Patriots are still passing more than they run. Also if you look at the Saints or Packers, they are also running much more than they pass which isn't even close to their true pass/run ratio based on the stats you see for the 2011 season.

The playcalling is still messed up in this game. Too many runs on 1st and 2nd down when the game is tied or you are up only 3. What the patch did change is if you're up 7 then the CPU teams become a 50/50 pass run team and you are up by 14 maybe a 55/45 pass/run ratio for the CPU when trying to catch up. Problem is this is the same for every team.

The saving grace is if the second controller method works for woffline CCM, we should be able to create custom playbooks for each CPU team you play against which would allow us to give the CPU more accurate pass run ratios. We shouldn't have to go to this extreme of a stretch but we'll have to do it for now.
This Isnt 2011. Teams play today, 2012, and every previous year based on the their strengths and weaknesses and the score of the game and so forth. So just because by the end of the season they passed 60% of the time doesn't mean they did it every game.
 
# 597 LowerWolf @ 10/17/12 11:26 AM
Still playing just "Play Now" games on PS3, but the game feels more polished to me now. I don't know, maybe it's a placebo thing. I've been having a lot of fun though, and I'm finally looking forward to get my dynasty going.

Another thing that may just be placebo, but I've been putting teams in their 2011 uniforms and the colors just seem to pop more, if that makes sense.
 
# 598 schubert @ 10/17/12 11:26 AM
I read that players (not just the coach) can receive XP for what they do in practice. I ran a full practice in pre-season to test this and noticed no significant XP given to my players, including one that had two defensive TD's. Does anyone know if this was simply a false rumor, or am I just missing something?
 
# 599 Dave58 @ 10/17/12 11:46 AM
Can I take my madden 10 or11 rosters and download them into madden13. I had made the 1990 season rosters on one of them wounder if I can put it in 13. Anyone have any idea if I can.
 
# 600 vicaddict @ 10/17/12 11:48 AM
Maybe someone can answer a question that has been bugging me ever since. Do or don't players get more XP, if they fit your player role/team scheme? If so, does it work with the new changeable team schemes?
 


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