Home
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
# 781 SloeyEZ @ 10/26/12 09:18 PM
lol, you guys are really good at whack-a-mole, i'm sure Emm has gone back in his hole by now

but you're not wrong either
 
# 782 EmmdotFrisk @ 10/26/12 09:48 PM
Quote:
Originally Posted by SloeyEZ
lol, you guys are really good at whack-a-mole, i'm sure Emm has gone back in his hole by now

but you're not wrong either
Haha nah I have never been offended or get upset with what anyone says to me. I understand it is because you are all passionate about the game and want to see improvement like I do.

I am however learning how to interact with a few of you. I jut don't know most of you all that well being as I have been nearly 100% on tradition sports for the past 4 years.
 
# 783 jack58 @ 10/26/12 09:54 PM
The truth is it's really inexcusable how poor of job EA has done implementing the Madden series to next gen consoles. Every year we hold out hope for vast improvements, and every year we see seemingly obvious aspects of the game either left completely out, or poorly implemented? I mean how many years are we into the current consoles, and the old PS2 version is STILL a better game?!

Clearly it's been a host of different developers working on the game, so we can only hope the current crew will get it right soon. But how long is everyone willing to wait for "NEXT YEAR"? As someone that has played Madden for 15+ years (this is my first year without purchasing Madden), my biggest fear now would be when the next gen of consoles come out ... will it be another step backwards for the Madden series??? Lack of competition is rarely a good thing ...

On the upside, it's great to see interaction from EA reps like Emdot, and I have to assume that will "eventually" help with improvement ... just might be too late for me.
 
# 784 SoxFan01605 @ 10/26/12 10:10 PM
Hi guys, I've searched through here and there's a lot of mention of issues with custom rosters in CCM. I'm thinking about picking up a rental copy again to check it out, but I was wondering if someone has a general breakdown of what these issues are.

Here's what I found through digging:

-Captain patches: Apparently all players will have a captain patch (some posts say all players EXCEPT actual captains). My question is if this is a random occurrence or always happens with custom rosters?

-Depth Chart issues: Apparently they are all reordered when bringing the roster into CCM. Can somebody expound on this? Is it that they immediately reorder in a random way (a bug) or are they immediately reordered due to some specific logic (design flaw) or is it that teams are reordering once they are "running" their squad (essentially intended)? If it's one of the latter two, can these be overridden by ratings adjustments (i.e. if guys are being reshuffled due to ratings, can their ratings be edited to ensure proper ordering)?

-Skinny arms: This apparently only affects certain positions. Is it any player in these positions (meaning created or existing NFL) or are CAPS still safe to edit? I've seen conflicting info on what causes it, so does anyone KNOW if the cause is simply any editing or is it just when editing bodies/arms?

Are there any other issues I'm missing (besides what was preexisting and still not addressed in the patch, of course)?

Thanks!
 
# 785 Boltman @ 10/26/12 10:51 PM
Quote:
Originally Posted by SoxFan01605
Hi guys, I've searched through here and there's a lot of mention of issues with custom rosters in CCM. I'm thinking about picking up a rental copy again to check it out, but I was wondering if someone has a general breakdown of what these issues are.

Here's what I found through digging:

-Captain patches: Apparently all players will have a captain patch (some posts say all players EXCEPT actual captains). My question is if this is a random occurrence or always happens with custom rosters?

It must be random because I've yet to experience this glitch. I've never seen it in either of the two CCM's I have, post patch.

-Depth Chart issues: Apparently they are all reordered when bringing the roster into CCM. Can somebody expound on this? Is it that they immediately reorder in a random way (a bug) or are they immediately reordered due to some specific logic (design flaw) or is it that teams are reordering once they are "running" their squad (essentially intended)? If it's one of the latter two, can these be overridden by ratings adjustments (i.e. if guys are being reshuffled due to ratings, can their ratings be edited to ensure proper ordering)?

I guess I may be the exception here again, I've not experienced the depth chart problem. My depth chart never changed from what I kept it as before starting my CCM with my custom roster. I'm sure someone who has experienced this has figured a work around.

-Skinny arms: This apparently only affects certain positions. Is it any player in these positions (meaning created or existing NFL) or are CAPS still safe to edit? I've seen conflicting info on what causes it, so does anyone KNOW if the cause is simply any editing or is it just when editing bodies/arms?

This I have experienced and it seems only to happen when you edit lineman or wide receivers. It may happen for other positions but I don't know because those are the only positions I had edited. I simply went back and reloaded without editing them and they were fine again. CAPS are safe to edit, I have a few of them on my rosters and they did not have skinny arms.

Are there any other issues I'm missing (besides what was preexisting and still not addressed in the patch, of course)?

Thanks!
I'm sure people have experienced all these issues differently, but I'm only responding with what I've come across personally.
 
# 786 poster @ 10/26/12 10:57 PM
Emm, thanks for reporting back. If you can't fix the CPU play calling/playbooks, please report back when you know for certain, so that I can give up on the game for this year. Unbelievable that this is an issue, how on earth does this happen?

Can't you guys unlock the use of custom playbooks for use in ccm, and let us fix the mess ourselves? Would doing that break something else?
 
# 787 U_GOT_ROBBED @ 10/27/12 12:24 AM
Quote:
Originally Posted by EmmdotFrisk
What are the major faults in your opinion? I know there are some big issues that people are pissed about but I want to know your opinion.
The Salary cap issue where people are 100 million over for some reason and when they ask about it it doesnt get answered.

Zone defense doesnt work well the players wait until someone catches the ball to react to them instead of when they enter the zone.

Suction blocking and tackling.

Even though we can change the scheme it doesnt matter cause I still have to do it everytime before i start a game because it still has the original scheme.

Some minor things

Why do some drafted players still have the wrong skin color. Josh was given a list soon after release and said he was fixing it yet they are still wrong. I wont draft these guys

Editing not working and being remove, just annoying

assissted tackles

Dont get me wrong I love the game but these things need fixed but Ive lost faith and thats bad because I was one of the guys defending Josh and his team.
 
# 788 DJ @ 10/27/12 02:34 AM
Quote:
Originally Posted by EmmdotFrisk
We know its a problem and are looking into fixing but it is not likely for M13.
That is a real downer. The patches have improved a lot of things with M13 but the play calling and late-game strategy by the CPU are still glaring issues, and seem to rear their head constantly in CCM. You can overlook the run-pass ratio a few times, but over several seasons? That's too much to ask. Same thing with late-game play calling. Some games it is fine but others it is really bad and saps all of the potential drama from the game you are playing.
 
# 789 feeq14 @ 10/27/12 03:31 AM
I just want to let it be known that subs are indeed not working just like before the patch. It seems like nothing has changed at all.
 
# 790 rudyjuly2 @ 10/27/12 08:36 AM
Quote:
Originally Posted by poster
Emm, thanks for reporting back. If you can't fix the CPU play calling/playbooks, please report back when you know for certain, so that I can give up on the game for this year. Unbelievable that this is an issue, how on earth does this happen?

Can't you guys unlock the use of custom playbooks for use in ccm, and let us fix the mess ourselves? Would doing that break something else?
Quote:
Originally Posted by DJ
That is a real downer. The patches have improved a lot of things with M13 but the play calling and late-game strategy by the CPU are still glaring issues, and seem to rear their head constantly in CCM. You can overlook the run-pass ratio a few times, but over several seasons? That's too much to ask. Same thing with late-game play calling. Some games it is fine but others it is really bad and saps all of the potential drama from the game you are playing.
I was right with you guys in wanting to dump this game over the play calling tendencies. I really don't understand how EA can't fix this issue as it is huge in my eyes and a really big negative. That said there is a work around. You can use a second controller in franchise games to switch the cpu playbook to a generic one as the generic playbooks actually have working tendencies. The Legend playbooks appear fine as well. Check out this thread for further info. It saved the game for me: http://www.operationsports.com/forum...fline-ccm.html

Late game strategy is still terrible when the cpu is on offense. Another thing that has was fine in Madden 12 and broken in M13 and yet not fixed for whatever reason. I don't understand how some of these glaring issues haven't been fixed.
 
# 791 fripperiffic @ 10/27/12 10:58 AM
Way too many issues still existing with this year. Maybe next year? Oh well, my copy sold for $40 on Ebay.
 
# 792 poster @ 10/27/12 11:52 AM
Quote:
Originally Posted by rudyjuly2
I was right with you guys in wanting to dump this game over the play calling tendencies. I really don't understand how EA can't fix this issue as it is huge in my eyes and a really big negative. That said there is a work around. You can use a second controller in franchise games to switch the cpu playbook to a generic one as the generic playbooks actually have working tendencies. The Legend playbooks appear fine as well. Check out this thread for further info. It saved the game for me: http://www.operationsports.com/forum...fline-ccm.html

Late game strategy is still terrible when the cpu is on offense. Another thing that has was fine in Madden 12 and broken in M13 and yet not fixed for whatever reason. I don't understand how some of these glaring issues haven't been fixed.
Thanks Rudy, I have been following that thread. It seems as if it helps (don't have the game at the moment), but it seems like a half *** work around, caused by a half *** EA feature. Not at all a knock on you and everyone else who has worked on this. I am hesitant to use this method as a fix, as it still takes away the identity of the teams, which doesn't cut it in 2012. Why can't they just unlock the ability to let us bring edited playbooks in CCM. I don't care about changing the plays, just the star tendencies.

Just very frustrated, as usual when dealing with an EA Sports game.
 
# 793 brahmagoul @ 10/27/12 01:27 PM
I don't understand why they haven't patched in the ability to assign defenders to a receiver.
 
# 794 MMMHOTCHEEZE @ 10/27/12 05:54 PM
Quote:
Originally Posted by EmmdotFrisk
Auto-subs were supposed to be addressed but if they are not I will pass this on to the team.

We are still looking into play calling but I am unsure if it can be addressed in Madden 13.
You're telling me that a feature as simple as playcalling can't be fixed in Madden 13? If true you've lost another customer.
 
# 795 roadman @ 10/27/12 06:27 PM
Quote:
Originally Posted by MMMHOTCHEEZE
You're telling me that a feature as simple as playcalling can't be fixed in Madden 13? If true you've lost another customer.
Doesn't sound as simple as it sounds when they added the new CC this year. New codes vs old codes doesn't seem to be working.
 
# 796 feeq14 @ 10/27/12 06:30 PM
Quote:
Originally Posted by roadman
Doesn't sound as simple as it sounds when they added the new CC this year. New codes vs old codes doesn't seem to be working.
Im with you on playcalling, but the autosubs thing is ridiculous. It was listed as something thhat was addressed and there is absolutely no difference. Were in November the actual NFL season is half over
 
# 797 SloeyEZ @ 10/27/12 06:59 PM
Quote:
Originally Posted by feeq14
Im with you on playcalling, but the autosubs thing is ridiculous. It was listed as something thhat was addressed and there is absolutely no difference. Were in November the actual NFL season is half over
I need some clarification, granted it is very difficult to "see" substitutions but many times throughout the game I'll catch my 3rd or 4th sting MLB (in 3-4) or backup DT and CBs. I've also seen a backup OL in the game and it always makes me check, but there are no injuries. I have also seen my backup RB in, but not as often, but definitely goes in after 3 or 4 runs in a row by my starter.

So, doesn't this mean AutoSubs is working or is there another explanation? And/or are you guys only talking about changes made to the slider not working (control) as opposed to the entire system not working, because it seems the "system" works although the sliders may not affect it.
 
# 798 DeuceDouglas @ 10/27/12 07:52 PM
Quote:
Originally Posted by SloeyEZ
I need some clarification, granted it is very difficult to "see" substitutions but many times throughout the game I'll catch my 3rd or 4th sting MLB (in 3-4) or backup DT and CBs. I've also seen a backup OL in the game and it always makes me check, but there are no injuries. I have also seen my backup RB in, but not as often, but definitely goes in after 3 or 4 runs in a row by my starter.

So, doesn't this mean AutoSubs is working or is there another explanation? And/or are you guys only talking about changes made to the slider not working (control) as opposed to the entire system not working, because it seems the "system" works although the sliders may not affect it.
The RB is where it really shows. You can put your RB Sub Out at 99, which should essentially take him out after one (at most two) runs, and you'll still be able to make 3-5 consecutive carries with them before they sub out. It's the same fore the CPU which became every more noticeable with the run heavy playcalling. CPU backs will almost never come out and will routinely pile up 30+ carries.
 
# 799 DJ @ 10/27/12 08:52 PM
Quote:
Originally Posted by DeuceDouglas
The RB is where it really shows. You can put your RB Sub Out at 99, which should essentially take him out after one (at most two) runs, and you'll still be able to make 3-5 consecutive carries with them before they sub out. It's the same fore the CPU which became every more noticeable with the run heavy playcalling. CPU backs will almost never come out and will routinely pile up 30+ carries.
Yep. I'm seeing subs at pretty much every position except RB. I've got my settings at 87-93. I may just go back to default and jack up the Fatigue settings. The backup RB's at least got 5-8 carries when I had fatigue at 65 and auto-subs at default.
 
# 800 SloeyEZ @ 10/27/12 10:42 PM
So it isn't that the system doesn't work per se, it is that changing the sliders do not seem to have any affect then, correct? And just from what I've read elsewhere, has anyone tried using the sliders "backwards" from what would be logical? That seems to happen in EA games from what I've read....
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.