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Madden NFL 25 News Post



Madden NFL 25 Title Update #2 is available now for PS3 and 360 users. Below is a more detailed list of fixes, provided by EASPORTS_AJ, which were not included in the blog posted yesterday.

General
  • Improved stability in all game modes.
  • Fixed various menu and UI bugs.
  • Fixed an issue with Gameface, which made the eyes render gray.
Gameplay
  • Tuned in-game injuries, which were occurring too frequently in some cases.
  • Improved an issue where the game ran slow in some cases on PS3.
  • Tuned an issue where players with a high Catch In Traffic rating were still dropping too many passes when they were hit after a catch.
  • Tuned pull blocking on the offensive line.
  • Tuned down broken tackles while using the truck stick.
  • Fixed an issue with toss/sweep plays when the game speed is set to Slow.
  • Tuned a defensive blitz when using 4-3 Stack: Thunder Smoke.
Ultimate Team
  • Fixed an issue where offline users who earned a Gold in a Skill Tutorial would not receive the content within MUT.
  • Fixed an issue where the user would be credited with a LOSS in the History Panel instead of a WIN when the user’s opponent quits the game.
  • Fixed an issue with Solo Challenges awarding players a win without finishing the game.
Connected Franchise
  • Fixed an issue where users would get kicked from the servers while advancing their franchise.
  • Fixed an issue where some players from an Imported Draft Class would not have facemasks.
  • Tuned ratings for Imported Draft Classes. (They were coming in too low compared to their NCAA 14 ratings.)
  • Fixed an issue with importing custom rosters where real NFL players have changed positions.
  • Fixed an issue with accelerated clock in CFM H2H games.
  • Fixed an issue where if a user created a new character in a CFM where they are the only member, other users couldn’t find/join the CFM.
  • Fixed an issue where the News Center would display the wrong player in the Draft Stories photo.
  • Fixed an exploit where users could make trades outside of week 8, when doing so from the web.
  • Improved depth chart philosophy so every player at a position is graded on the same player type.
  • Fixed an issue where the same draft storylines would appear in consecutive seasons.
  • Fixed an issue where the Vikings stadium overlay would show unrealistically low temperatures and heavy snow during the preseason.
  • Fixed an issue in Owner Mode when making scheme changes would reset after advancing the week.
  • Fixed an issue where toggles for Heat Seeker, Switch Assist and Ball Hawk would be OFF in game even though they were set to ON in the League Settings.
  • Fixed an issue with re-signing players.
  • Fixed an issue where the Goals tile would be locked in the Playoffs even when the team was still playing and achieving goals.
  • Fixed various incorrect records, names and dates in the NFL Records screen.
  • Fixed an issue where a user’s playbook would be changed when they started a CFM with a custom roster.
  • Fixed an issue where Owners were not notified when they made the Hall of Fame after retiring.
  • Fixed an issue preventing users from entering some passwords in Private CFMs.
  • Fixed an issue where CPU controlled teams were allowed to release injured players.
Madden Share
  • Fixed an issue where filters were not updating.
Presentation
  • Reinstated touchdown celebrations in all online game modes.
  • Improved the logic used to select the GMC Never Say Never Moment of the Game.

Game: Madden NFL 25Reader Score: 5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 54 - View All
Madden NFL 25 Videos
Member Comments
# 1 Sausage @ 10/24/13 01:14 PM
- Fixed an issue with toss/sweep plays when game speed was set to Slow

I have run 3 different toss plays from separate formations on "SLOW" gamespeed and did not experience the hitch that slows down the HB.
 
# 2 Sausage @ 10/24/13 01:15 PM
Not sure if this was a coincidence:

In less than 5 minutes of gameplay:
2 false starts (setting 55)
1 offsides (setting 70)
1 defense facemask (setting 29)
 
# 3 Sturzinator @ 10/24/13 01:19 PM
Quote:
Originally Posted by Sausage
- Fixed an issue with toss/sweep plays when game speed was set to Slow

I have run 3 different toss plays from separate formations on "SLOW" gamespeed and did not experience the hitch that slows down the HB.
Hopefully the hiccup in the fast speed was fixed for this as well.
 
# 4 tamburo22 @ 10/24/13 01:26 PM
Has anybody started a new franchise to see if IR was fixed? Just curious...sitting at my desk job itching to get off to check out the update but interested in any changes that weren't listed in the OP.
 
# 5 Betterai @ 10/24/13 01:33 PM
Anyone know if the patch will affect existing CFMs with a draft class already imported or does it take affect on the classes your following year?
 
# 6 friscob @ 10/24/13 01:38 PM
Quote:
Originally Posted by tamburo22
Has anybody started a new franchise to see if IR was fixed? Just curious...sitting at my desk job itching to get off to check out the update but interested in any changes that weren't listed in the OP.
What was wrong w/ IR?
 
# 7 silver281gt @ 10/24/13 01:44 PM
Quote:
Originally Posted by bucky60
I don't know about online, but an offline franchise, you can put someone on IR, but it DOES NOT free up a roster spot. Making IR rather useless.
Yea I dout that was fixed. Can anyone confirm if you have to start a new CFM for the patch to work right?
 
# 8 Sausage @ 10/24/13 01:45 PM
Quote:
Originally Posted by Sausage
Not sure if this was a coincidence:

In less than 5 minutes of gameplay:
2 false starts (setting 55)
1 offsides (setting 70)
1 defense facemask (setting 29)
Most likely coincedence, I haven't seen another penalty for 3 straight quarters.
 
# 9 Stacks @ 10/24/13 01:47 PM
Downloaded the patch, did a bunch of offseason things in year two of CFM, then it froze on me. All that work for nothing! Thanks for the stability fix EA.
 
# 10 azdawgpound @ 10/24/13 01:55 PM
Quote:
Originally Posted by tamburo22
Has anybody started a new franchise to see if IR was fixed? Just curious...sitting at my desk job itching to get off to check out the update but interested in any changes that weren't listed in the OP.
its not fixed all players are all still healthy when u start a new cfm with injuries on.
 
# 11 wech @ 10/24/13 02:11 PM
Am I missing something? Werent there pages and pages of posts earlier today? Where'd they go?
 
# 12 ABR173rd @ 10/24/13 02:11 PM
I have noticed the truck stick not being as quite effective as it was which is no big deal. One of the glaring issues on offense was the "Catch in traffic" attribute and its lack on translation to on field play. I use the Saints and Jimmy Graham as well as Colston have 99 Catch in traffics 97+ Spectacular Catch and normal Catch. I'm still seeing the same issues where these guys catch a ball in mid air and drop it once being touched by a defender at the same rate as guys with much lower attributes.

The easiest way to test this is by calling a fade route and lobbing the ball up. Three time's in a row to J.G., all three times he made the catch only to have the ball dropped once a defender made contact.

I am not noticing any increases in penalty calls as some have noted and overall not really noticing much of a difference. I still can't believe they have not addressed the CPU QB stats for franchise, the numbers are ridiculously low for TD's and extremely high for Int's.
 
# 13 lisinas @ 10/24/13 02:12 PM
The other thread was closed and this is a new one .

Worst part about this patch is that its not a something that makes you go "wow, they fixed such important things, cant wait to get into new CFM" but you still need to start a new one ... i guess its not big of a deal for 1 team CFM Players, but for me , i play only 32 team control, i do preseason cuts and reorder depth charts to match real life in the offseason for all teams,which sadly takes 3-4hours.Ill post some impressions as soon as i start one. (Hope trucking was really toned down more than a bit,because i had Running backs with 60 trucking rating running over my team really often.
 
# 14 bcruise @ 10/24/13 02:12 PM
Quote:
Originally Posted by wech
Am I missing something? Werent there pages and pages of posts earlier today? Where'd they go?
Sure you weren't looking at the other thread?

http://www.operationsports.com/forum...2-details.html

That was from before the patch was released.
 
# 15 wech @ 10/24/13 02:13 PM
Quote:
Originally Posted by bcruise
Sure you weren't looking at the other thread?

http://www.operationsports.com/forum...2-details.html

That was from before the patch was released.
I was. Thanks...thought I was going nuts!
 
# 16 azdawgpound @ 10/24/13 02:21 PM
Quote:
Originally Posted by ABR173rd
I have noticed the truck stick not being as quite effective as it was which is no big deal. One of the glaring issues on offense was the "Catch in traffic" attribute and its lack on translation to on field play. I use the Saints and Jimmy Graham as well as Colston have 99 Catch in traffics 97+ Spectacular Catch and normal Catch. I'm still seeing the same issues where these guys catch a ball in mid air and drop it once being touched by a defender at the same rate as guys with much lower attributes.

The easiest way to test this is by calling a fade route and lobbing the ball up. Three time's in a row to J.G., all three times he made the catch only to have the ball dropped once a defender made contact.

I am not noticing any increases in penalty calls as some have noted and overall not really noticing much of a difference. I still can't believe they have not addressed the CPU QB stats for franchise, the numbers are ridiculously low for TD's and extremely high for Int's.

I've noticed that about my wr's as well they catch the ball soon they hit the drop it my wr's aren't in the 99 range but are in the 80's and yet still cant hang onto the ball in traffic.

same goes for penalty calls just played my 4th pre season game and not a single flag... which is odd because between me and the cmp we useally have like 5-6 called a game for false starts offside's etc.
 
# 17 tamburo22 @ 10/24/13 02:23 PM
Quote:
Originally Posted by friscob
What was wrong w/ IR?
When you started a CFM and had existing injuries set to ON, the players currently on IR would still be available.
 
# 18 SmashMan @ 10/24/13 02:23 PM
Should the more detailed patch notes be added to the first post?

http://www.operationsports.com/forum...post2045587473
 
# 19 Steve_OS @ 10/24/13 03:01 PM
Quote:
Originally Posted by SmashMan
Should the more detailed patch notes be added to the first post?

http://www.operationsports.com/forum...post2045587473
Thanks, will update now.
 
# 20 BadAssHskr @ 10/24/13 03:03 PM
Quote:
Originally Posted by lisinas
The other thread was closed and this is a new one .

Worst part about this patch is that its not a something that makes you go "wow, they fixed such important things, cant wait to get into new CFM" but you still need to start a new one ... i guess its not big of a deal for 1 team CFM Players, but for me , i play only 32 team control, i do preseason cuts and reorder depth charts to match real life in the offseason for all teams,which sadly takes 3-4hours.Ill post some impressions as soon as i start one. (Hope trucking was really toned down more than a bit,because i had Running backs with 60 trucking rating running over my team really often.

the patch doesn't take affect on existing CFM's?
 

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