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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
# 701 rudyjuly2 @ 10/20/12 06:58 AM
Quote:
Originally Posted by SloeyEZ
something good...

kneeled with 1:14 left even though i still had a to
That is nice but the much bigger problem for late game AI is the cpu running the ball when they have little time left and should be throwing it. Seeing Tom Brady call a running play with only 1 WR on the field from my 20 with 2 seconds left is absurd and others are seeing the same thing. This was not a problem in M12.

Has anyone on All-Pro found it easier to run the ball after the patch? I've been breaking quite a few long runs lately and I don't think my skills have gotten any better.
 
# 702 dunnhouse @ 10/20/12 09:43 AM
Is there a way to save during a game? I thought you had to complete the game before you could save.
 
# 703 dunnhouse @ 10/20/12 09:49 AM
Quote:
Originally Posted by dunnhouse
I noticed in CCM Online Franchise on XBOX 360 that every time I pull up the depth chart during a game it locks up. Anyone else having this problem?
Quote:
Originally Posted by Cutler2Marshall2012
I was looking at Andrew Lucks stats and it froze on the retrieving data screen. Just remember save often I lost a win because of that.
Can you save during a game? I thought you had to complete the game before you could save it. Thanks for the reply.
 
# 704 rudyjuly2 @ 10/20/12 10:09 AM
Quote:
Originally Posted by dunnhouse
Can you save during a game? I thought you had to complete the game before you could save it. Thanks for the reply.
EA does not have in-game saves in any of their sports games.
 
# 705 JTommy67 @ 10/20/12 11:55 AM
Quote:
Originally Posted by rudyjuly2
That is nice but the much bigger problem for late game AI is the cpu running the ball when they have little time left and should be throwing it. Seeing Tom Brady call a running play with only 1 WR on the field from my 20 with 2 seconds left is absurd and others are seeing the same thing. This was not a problem in M12.

Has anyone on All-Pro found it easier to run the ball after the patch? I've been breaking quite a few long runs lately and I don't think my skills have gotten any better.
If you guys were familiar with how the playcalling logic has been programmed into this game in the past, then you can fully appreciate just how ridiculous it is that a problem like this makes it into the game.

In the past, every play in every playbook was tagged to certain in-game situations. So a play can be tagged "3rd and long", "short yardage", "two minute offense", etc...there were literally dozens of different tags. You can actually see somewhat how this works in the gameplanning feature.

It's simply a matter of looking at a playbook and determining which plays are going to be tagged with the appropriate scenarios, and I'm betting this was simply not done. I do not believe that this is a huge problem with the game engine, just sloppy work. I've looked at this stuff and edited it myself in Madden 08 for the PC. To do one playbook might take 30-45 minutes. I created a run-n-shoot playbook, set the AI for the playbook, and it worked beautifully. The Houston Oilers threw 47 times and ran 16, and the 16 runs were all draws and delays which they mostly ran late in the game because they were ahead - because I, who am not a programming guru or a developer, took the 20 minutes to set the AI for the playbook.

This, folks, is the real reason to be upset. Someone has pointed out that certain teams follow the correct logic. My guess is that the AI for their particular playbooks has been correctly set.
 
# 706 ProbieByKO @ 10/20/12 01:09 PM
Quote:
Originally Posted by rudyjuly2
EA does not have in-game saves in any of their sports games.
Except Tiger Woods.
 
# 707 DirkJesusNowitzki @ 10/20/12 02:42 PM
Can you change your playbook in online CC yet? I am tired of practicing with one playbook.

I mean the "default" playbook. I know you can pick whatever book you want before you ready up for a game.
 
# 708 rudyjuly2 @ 10/20/12 03:38 PM
Quote:
Originally Posted by ProbieByKO
Except Tiger Woods.
Did not know that. Gives me hope that maybe EA adds this feature for next year. Considering Madden on the PS2 had it and the baseball games and NBA 2K have had it for years I really hope EA adds it soon.
 
# 709 SloeyEZ @ 10/20/12 06:03 PM
Quote:
Originally Posted by rudyjuly2
That is nice but the much bigger problem for late game AI is the cpu running the ball when they have little time left and should be throwing it. Seeing Tom Brady call a running play with only 1 WR on the field from my 20 with 2 seconds left is absurd and others are seeing the same thing. This was not a problem in M12.

Has anyone on All-Pro found it easier to run the ball after the patch? I've been breaking quite a few long runs lately and I don't think my skills have gotten any better.
First thing I have learned since coming over to the Dark Side from Head Coach, from reading on here, and now experience, is play on All-Madden only. Everything in the game seems to work better on All-Madden but I do not control any of my players and use auto-qb (coach) mode also. Heck I'll even super sim my FGs of over 30 instead of manually kicking them.

But, what I'm trying to say is (and only a 7 game sample) that since switching to a-m I have seen much more "consistent" ai at both end of halfs and throughout a game. Again though, I can't compare to other Maddens or even the difference that controlling a player may make, so take this for what it is worth, prolly not much
 
# 710 joshmarange @ 10/20/12 06:31 PM
Could anyone explain to me how you play a multiplayer offline CCM now?
 
# 711 strife1013 @ 10/20/12 07:13 PM
Does this issues with edited custom rosters depth chart resetting only happen on the team you use or does all the teams have their depth charts reset? Has anyone found a fix to the depth chart yet bug?
 
# 712 Raging Raider @ 10/20/12 07:21 PM
Since the game has been patched it is like playing a new game because so many things were fixed or changed, especially the scheme sliders so you can look for players with specs you prefer instead of being at the mercy of a rigid pre-set scheme.

I like how coaches and players get more XP for practice (especially the players) and how AWR is cheaper for those young players who need it badly.

I notice that the trade logic has been tweaked, and the AI is better at hiring and firing.
 
# 713 SloeyEZ @ 10/20/12 07:29 PM
Quote:
Originally Posted by Raging Raider
Since the game has been patched it is like playing a new game because so many things were fixed or changed, especially the scheme sliders so you can look for players with specs you prefer instead of being at the mercy of a rigid pre-set scheme.

I like how coaches and players get more XP for practice (especially the players) and how AWR is cheaper for those young players who need it badly.

I notice that the trade logic has been tweaked, and the AI is better at hiring and firing.
not really trying to be mean or call you out or anything, but if i don't someone else will do it in a much harsher way :\

Can you give some examples on what you mean by trade logic and ai is better at hiring/firing? Like what you saw was a problem before patch and what is not or is happening now post patch that is different?

I'm curious, because I never saw a problem with trade logic in the first place and i'm not seeing anything different now..well except when you get the dreaded "trade pending" which basically just means no since it just disappears the next week... but that was pre patch also...

Thanks.
 
# 714 rudyjuly2 @ 10/20/12 07:33 PM
Quote:
Originally Posted by SloeyEZ
First thing I have learned since coming over to the Dark Side from Head Coach, from reading on here, and now experience, is play on All-Madden only. Everything in the game seems to work better on All-Madden but I do not control any of my players and use auto-qb (coach) mode also. Heck I'll even super sim my FGs of over 30 instead of manually kicking them.

But, what I'm trying to say is (and only a 7 game sample) that since switching to a-m I have seen much more "consistent" ai at both end of halfs and throughout a game. Again though, I can't compare to other Maddens or even the difference that controlling a player may make, so take this for what it is worth, prolly not much
I'm not a very good passer. With slider tweaks I could make All-Madden work for me in most areas but user passing is not one of them. The pass reaction slider does nothing so All-Madden would eat my weak passing game alive. It's not really an option for me.
 
# 715 Raging Raider @ 10/20/12 07:55 PM
Quote:
Originally Posted by SloeyEZ
Can you give some examples on what you mean by trade logic and ai is better at hiring/firing? Like what you saw was a problem before patch and what is not or is happening now post patch that is different?
Before the patch teams would not always hire a free agent for a badly needed position on their team, and would sometimes cut a good player.

The most notable is Ted Ginn who would always get cut in the last week of preseason, but not after the patch.

I have noticed that some decent free agents who were always hanging around are now not available in free agency.

Of course, even though I am using the base roster I have noticed some small changes....like two of my backup (junk) players are in different positions than they used to be before the patch.

Quote:
Originally Posted by SloeyEZ
I'm curious, because I never saw a problem with trade logic in the first place and i'm not seeing anything different now..well except when you get the dreaded "trade pending" which basically just means no since it just disappears the next week... but that was pre patch also...
Before the patch the CPU was flat-out unwilling to trade most starting players, but after the patch I seem to trade for certain players easier.

For instance, I tried to get DRC from the Eagles who is their #2 CB and they would not let him go....but after the patch they had no problem trading him away.
 
# 716 SloeyEZ @ 10/20/12 08:09 PM
Quote:
Originally Posted by rudyjuly2
I'm not a very good passer. With slider tweaks I could make All-Madden work for me in most areas but user passing is not one of them. The pass reaction slider does nothing so All-Madden would eat my weak passing game alive. It's not really an option for me.
which is why i'm on auto-qb, i dont control anyone, so that is what i mean by going to all-madden because i dont control anyone
 
# 717 SloeyEZ @ 10/20/12 08:11 PM
Quote:
Originally Posted by Raging Raider
Before the patch teams would not always hire a free agent for a badly needed position on their team, and would sometimes cut a good player.

The most notable is Ted Ginn who would always get cut in the last week of preseason, but not after the patch.

I have noticed that some decent free agents who were always hanging around are now not available in free agency.

Of course, even though I am using the base roster I have noticed some small changes....like two of my backup (junk) players are in different positions than they used to be before the patch.



Before the patch the CPU was flat-out unwilling to trade most starting players, but after the patch I seem to trade for certain players easier.

For instance, I tried to get DRC from the Eagles who is their #2 CB and they would not let him go....but after the patch they had no problem trading him away.
hmm, interesting, different, but I don't know about better but trading is so subjective I dont think you could ever get a definitive break down....I tried trading for a backup MLB from Dallas and it was very tough, if anything, I am finding the trading harder, not easier, like you...which I would call better also, lol, like i said, trading is subjective
 
# 718 Raging Raider @ 10/20/12 08:37 PM
Quote:
Originally Posted by SloeyEZ
hmm, interesting, different, but I don't know about better but trading is so subjective I dont think you could ever get a definitive break down....I tried trading for a backup MLB from Dallas and it was very tough, if anything, I am finding the trading harder, not easier, like you...which I would call better also, lol, like i said, trading is subjective
The AI can still use some work, especially when it comes to the value of young players who have lots of room to improve and are not a "team need" despite their current OVR.

For instance, the Colts hire TE Shockey when they have Fleener who they just drafted and start the 32 year-old over the rookie.

With the Raiders badly needing a TE, I traded a first-round pick and some free agent I just hired for Fleener who has Quick Development and great stats except for a 55 AWR which will skyrocket in his first season (especially getting 800 XP with each practice now).
 
# 719 bluestreak10 @ 10/20/12 09:16 PM
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.
must be your ps3 i dont have this problem on mine lol.
 
# 720 gzenius @ 10/20/12 10:49 PM
nice "fix" for all the dropped passes.. all they did was change the wr catching slider.. it stays at 50 now when you move to all-madden and everything else to 25. broken tackles stays at 50 for some reason too.
 


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