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Madden NFL 15 News Post


Madden NFL 15 title update #2 is available now for PlayStation 4 and Xbox One users. The PlayStation 4 patch is 281 MB, while the Xbox One patch is 3.1 GB. Looking at the update history on the PlayStation 4 patch, it only shows minor stability and bug fixes.

When EA Sports and the Madden NFL 15 team send out the details, this post will be updated.

UPDATE: Here are the patch details.

XBOX ONE AND PS4 CHANGES:

- Fixed or enhanced multiple team uniforms
- Added tuning adjustments to offline Connected Franchise Mode, matching Online CFM hot fixes
- Added a “Slim” Play Call option
- Added the ability to button through the entire halftime presentation
- Added button prompt to defensive play call to inform the user they can back out to pick their play before the offense does
- Tuned down QB accuracy for lower tiered QB's, especially on passes under 10 yards
- Addressed issue where the formation name would not update during no huddle situations
- Improved line shifting functionality out of defensive camera
- Defensive Play Call timer has been extended to 15 seconds
- Addressed issue where users only had 10 seconds to call a play vs. the AI
- Improved defensive adaptive AI
- Added QB signature passing styles
- Addressed issue where reading keys against the read option wasn't working on All-Madden difficulty
- Added logic for receivers that prevents the wrong animation from triggering during catchable passes
- Added logic to prevent multiple ways of grieving during online games
- Improved logic in CFM when determining who the starting RT should be
- Addressed an issue where the user would fail when punting the ball out of bounds on the Medium Coffin Corner drill
- Addressed an exploit where users could put WR's at the TE position on the depth chart inside of MUT
- General improvements to Madden Messenger
- General improvements to commentary logic
- Multiple CoachGlass improvements
- Fixed an issue where the user’s play would sometimes be auto-selected on defense

Game: Madden NFL 15Reader Score: 6.5/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 42 - View All
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Member Comments
# 141 NDAlum @ 10/07/14 01:47 PM
Quote:
Originally Posted by CM Hooe
NDAlum - why do you "hate" the extension of the defensive play call timer?



Just curious, I know a good number of people were asking for that time limit to increase and you're the first person I've seen go the opposite way on that.

Online CFM games against a user. It adds dead time to the game. We already don't get enough plays because we had to shorten games to 11 from 12 and I'm a firm believer it's mainly due to the play calling
 
# 142 tropicana420 @ 10/07/14 01:48 PM
I thought they added QB signature passing styles? Peyton Manning's is still broken or non existent. I wonder who else's dosent work properly?
 
# 143 JKSportsGamer1984 @ 10/07/14 01:48 PM
So did they not fix the issue with the game randomly starting you over with the Cam Newton intro?
 
# 144 RemyDaGr8 @ 10/07/14 01:48 PM
Disregard.
 
# 145 ggsimmonds @ 10/07/14 01:50 PM
Quote:
Originally Posted by kehlis
Well even in online games the defense still has to wait for the offense to select their play before the formation is known.

I haven't played online so I don't know if the struggle is the same but I'm excited to finally get to see my defensive playbook rather than rushing to a playcall.
There are difficulties in how the game handles playcalling and reconciling that with realism. I don't think there is a solution that would please everybody.

Still, the better solution would be to allow formation subs to either stick game to game or be inputted from menus. I think that is why the time calling plays is such a handicap.

As for general playcalling, I am inclined to argue that 10 seconds is more than enough. Someone should have enough of a defensive identity to have an idea of what they will call as soon as the previous play ends. If they are scouring their playbook hunting for a good play they are doing it wrong.
 
# 146 NDAlum @ 10/07/14 01:51 PM
Quote:
Originally Posted by ggsimmonds
Does he try to run a up tempo offense?

No I just think it will extend the game by several minutes. I'm completely against adding dead time to the game
 
# 147 ggsimmonds @ 10/07/14 01:51 PM
@ClintOldenburg wait a minute...AI taking sacks was not addressed? This would make me very unhappy man.


@ggsimmonds we looked extensively at that and did not find an issue. So sorry if you're mad


I am speechless.
 
# 148 Armor and Sword @ 10/07/14 01:54 PM
Quote:
Originally Posted by ggsimmonds
There are difficulties in how the game handles playcalling and reconciling that with realism. I don't think there is a solution that would please everybody.

Still, the better solution would be to allow formation subs to either stick game to game or be inputted from menus. I think that is why the time calling plays is such a handicap.

As for general playcalling, I am inclined to argue that 10 seconds is more than enough. Someone should have enough of a defensive identity to have an idea of what they will call as soon as the previous play ends. If they are scouring their playbook hunting for a good play they are doing it wrong.
I don't disagree.....but I do make formation subs on defense....and with 10 seconds...it was damn near impossible. Total race now I can at least get them called...and get my play call done without racing. And I am a huge fan of the new play calling menu.
 
# 149 NDAlum @ 10/07/14 01:54 PM
That's a huge blow to you offline guys. I would say it seems offline CFM pretty worthless
 
# 150 TheDutchDad @ 10/07/14 01:56 PM
Quote:
Originally Posted by NDAlum
That's a huge blow to you offline guys. I would say it seems offline CFM pretty worthless
Was this "sacks" issue fixed for online?
 
# 151 callmetaternuts @ 10/07/14 01:57 PM
Why is that? What changes were made to online that weren't made to offline?
 
# 152 BadAssHskr @ 10/07/14 01:57 PM
Quote:
Originally Posted by ggsimmonds
@ClintOldenburg wait a minute...AI taking sacks was not addressed? This would make me very unhappy man.


@ggsimmonds we looked extensively at that and did not find an issue. So sorry if you're mad


I am speechless.

ask him how they feel about that restart bug. i forgot about it in all the hubub, but it wasn't mentioned.

fairly, i was hit and miss with the sacks, some games problem, some not so much.
 
# 153 TheDutchDad @ 10/07/14 01:58 PM
Quote:
Originally Posted by callmetaternuts
Why is that? What changes were made to online that weren't made to offline?
That's what I'm trying to figure out. I thought the changes made today were changes made to online month ago.

If so, I can live with it. Online has been fine for me, but I want save points.
 
# 154 TomBo24 @ 10/07/14 01:58 PM
Question for Xbox One players: Are you supposed to be prompted for the new update or does it just automatically update? I wasn't prompted for anything so I'm not sure if I got it.
 
# 155 Charizard @ 10/07/14 01:59 PM
Quote:
Originally Posted by NDAlum
That's a huge blow to you offline guys. I would say it seems offline CFM pretty worthless
Yep

Its going in the bin

Utter garbage and a waste of money, They had it perfect last year and this year for some weird and no need reason decide to completey BREAK the finances

Garbage
 
# 156 NDAlum @ 10/07/14 01:59 PM
I'm sorry I was referencing offline because you typically play CPu games. There is no difference.

To me online CFM is not playing CPU
 
# 157 callmetaternuts @ 10/07/14 01:59 PM
Quote:
Originally Posted by Mercurial23
That's what I'm trying to figure out. I thought the changes made today were changes made to online month ago.

If so, I can live with it. Online has been fine for me, but I want save points.
Patch notes say online hot fixes were included in patch. I would think the stat fix, sacks, and USER pass rush fix were part of that. I don't think finances were touched anywhere
 
# 158 callmetaternuts @ 10/07/14 02:00 PM
Quote:
Originally Posted by NDAlum
I'm sorry I was referencing offline because you typically play CPu games. There is no difference.

To me online CFM is not playing CPU
So what differences are you saying the offline guys would be missing?
 
# 159 Raindragon @ 10/07/14 02:00 PM
SOOOOOOO im guessing that the IR issue is still an issue in CFM. Unless you guys have checked this. Anyone?
 
# 160 ggsimmonds @ 10/07/14 02:01 PM
Quote:
Originally Posted by Armor & Sword
I don't disagree.....but I do make formation subs on defense....and with 10 seconds...it was damn near impossible. Total race now I can at least get them called...and get my play call done without racing. And I am a huge fan of the new play calling menu.
Of course, do not misunderstand me. Ten seconds was not enough with making subs. I went through the same problems. Maybe I could sub one position and have time to call a play that was on the first page of plays. That is if I did it perfectly without "overshooting" anything.

The time was not enough.
 


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