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Madden NFL 16 News Post


The much anticipated Madden NFL 16 patch has arrived for both Xbox One (732 MB) and PlayStation 4 (749 MB). Check out the list of updates below, which include improvements and fixes for gameplay, Connected Franchise, Madden Ultimate Team, and more.

UPDATE: Just received official word from EA.

Quote:
Players will not need to restart their Connected Franchises to see most of the fixes in the Title Update. However, due to draft classes being randomly generated, you will have to restart if you want the changes to your current draft class, as we cannot retroactively change those ratings.

Also of note, the roster update is scheduled to arrive on Friday, according to Rex Dickson, creative director of the Madden NFL series.

Let us know what you are seeing!

GAMEPLAY
  • Addressed issue where AI defenders would get encroachment penalties after random huddle breaks and occasionally during the no-huddle offense
  • Addressed rare issue where receivers were called down by contact even when they weren’t being touched
  • Addressed quarterback locomotion warps on certain drop backs
CONNECTED FRANCHISE
  • Addressed issue where players could receive over 100 confidence resulting in a short-term attribute boost
  • Tuned regression for offensive linemen
  • Tuned rookie deep accuracy rating
  • Tuned supersim stats where pocket quarterbacks were generating too many rushing attempts
  • Addressed issue where team could sign elite free agents for a low amount
  • Addressed issue where some free agents would disappear from the free agent pool
MADDEN ULTIMATE TEAM
  • Addressed a rare issue where certain items would not have an image
OTHER
  • Addressed issue where the commentary line and presentation would repeat for a quarterback who returned from injury
  • Addressed a crash that could occur when using multiple controllers
  • Addressed a crash that could occur when exiting a game and the background video would continue to loop
  • Addressed general bugs and stability issues
Source - EA Sports

Game: Madden NFL 16Reader Score: 7/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 24 - View All
Madden NFL 16 Videos
Member Comments
# 341 StefJoeHalt @ 09/09/15 05:28 PM
Quote:
Originally Posted by tef
I think I may have found the solution to the LT issue but I need someone else to test to verify. It appears that the issue is two-fold.



1. The LT ratings start a little low for some players

2. QB Sense Pressure and Throw Away traits cause them to take more sacks



I changed Nick Foles to Ideal and Yes in those two traits along with the Ratings boost from before to Robinson and the results are what you want to see.



Robinson played 16 games and gave up 5 sacks. Foles played 16 games and was sacked 22 times. Up to a 93 PBK & 97 AWR



I did the reverse for Matt Ryan and gave him oblivious and No in the two traits.



Matthews played 16 games and gave up 28 sacks. Ryan only made it through 11 games and was sacked 34 times 69 PBK and 92 AWR



For fun I did the changes for Winston since he always leads my sims in times sacked. No changes to his LT. Played 16 games sacked 34 times. He even progressed to a 87 in one season.

Ok between this and maybe the "high motor" "Clutch" trait we may at least have a work around


Sent from my broken iPhone using my data I can't afford
 
# 342 howboutdat @ 09/09/15 05:28 PM
Quote:
Originally Posted by CM Hooe
It's also not acceptable to just look at a number and say "this is bad" without attempting to understand how the game arrived at the number to diagnose the problem. That doesn't help anyone identify and fix the issue.
Yeah , i think its been made fairly clear today , sim stats causing large sack numbers, causing extreme drops in pass blocking attribute.

Still makes this bullet seem like it was not fixed at all :

"Tuned regression for offensive linemen"

So its still broken and is still an issue for CFM . To me a big issue, a LT becoming a high school kid in attributes playing nfl players in a seasons time.Again , i say , EA needs more QA testers. All people have done is sim thru a season to find this .
 
# 343 DCEBB2001 @ 09/09/15 05:30 PM
Quote:
Originally Posted by nomarhits400
I did- and you are right- but the combine data they reference is from NFL scouts. Again, as I said- this 4.15 time came from multiple sources. The Wikipedia reference isn't from a dude with an analog stopwatch in the stands....
The 4.15 in that wikipedia article doesn't have a citation, however, so nobody knows where it is from. Now, Bleacher Report had an article that stated it was a 4.25 which is a lot closer to the 4.28 that our NFLDS scouts had when they were actually there in 1998.

http://bleacherreport.com/articles/1...-reciever-ever

So, we are forced to either believe that the 4.15, which was not cited in the wikipedia article, is more or less viable than the 4.28 I quoted directly from a scouting report PDF from 1998. Or, we can conclude that neither is correct and we can go with the reported 4.25 from Bleacher Report, which also did not cite the source, albeit you will find more articles about the 4.25 from authors on the internet than perhaps otherwise.

Not all of them can be true.


If you would be so kind, can you please link the other sources aside from wikipedia that stated that Moss ran a 4.15 at his Marshall Pro Day in 1998?
 
# 344 StefJoeHalt @ 09/09/15 05:30 PM
Quote:
Originally Posted by howboutdat
Yeah , i think its been made fairly clear today , sim stats causing large sack numbers, causing extreme drops in pass blocking attribute.



Still makes this bullet seem like it was not fixed at all :



"Tuned regression for offensive linemen"



So its still broken and is still an issue for CFM . To me a big issue, a LT becoming a high school kid in attributes playing nfl players in a seasons time.Again , i say , EA needs more QA testers. All people have done is sim thru a season to find this .

I see what ur saying..but to be more specific..I think regression is fine...its SIM stats that are off


Sent from my broken iPhone using my data I can't afford
 
# 345 MontagueBall @ 09/09/15 05:30 PM
I've tweeted the developers and asked for a patch to put the Miami Dolphins on the correct sideline in Sun Life Stadium. They are on the visitor's sideline. Really takes away from the immersion. After reading these updates, I'm not hopeful.
 
# 346 sirjam @ 09/09/15 05:31 PM
I didn't have time to read through 44 pages. So can someone tell me if they fixed the cfm cloud save bug? Didn't see any mention in the description. Thanks
 
# 347 muelly @ 09/09/15 05:32 PM
Quote:
Originally Posted by howboutdat
Yeah , i think its been made fairly clear today , sim stats causing large sack numbers, causing extreme drops in pass blocking attribute.

Still makes this bullet seem like it was not fixed at all :

"Tuned regression for offensive linemen"

So its still broken and is still an issue for CFM . To me a big issue, a LT becoming a high school kid in attributes playing nfl players in a seasons time.Again , i say , EA needs more QA testers. All people have done is sim thru a season to find this .
Is this affecting all LT or just mostly Robinson? I keep seeing his name floated, perhaps EA thinks hes going to bust and forcing him out of the league in 3 years.


Joking aside, hope this can be quickly fixed with a serverside update to assist online CFM users.
 
# 348 StefJoeHalt @ 09/09/15 05:36 PM
Has anyone sent this current info (Linemen stats) to Rex or Koble?


Sent from my broken iPhone using my data I can't afford
 
# 349 jeremym480 @ 09/09/15 05:37 PM
Can anyone confirm if the Accelerated Play Clock is working in User vs User CFM games?
 
# 350 dfine1966 @ 09/09/15 05:39 PM
So it looks like the new EA update didn't fix the problem for community downloads even though it had been a day one problem.


Sent from my iPhone using Tapatalk
 
# 351 Brandwin @ 09/09/15 05:48 PM
Double post. Can't delete on Tapatalk.
 
# 352 Brandwin @ 09/09/15 05:49 PM
Quote:
Originally Posted by jeremym480
Can anyone confirm if the Accelerated Play Clock is working in User vs User CFM games?
Not working. Such a bummer for online leagues.
 
# 353 Bat @ 09/09/15 05:49 PM
Do custom playbooks work online now?
 
# 354 The JareBear @ 09/09/15 05:50 PM
Quote:
Originally Posted by Brandwin
Not working. Such a bummer for online leagues.
Big time bummer
 
# 355 Rebel10 @ 09/09/15 05:52 PM
Quote:
Originally Posted by jeremym480
Can anyone confirm if the Accelerated Play Clock is working in User vs User CFM games?
Are you serious...? User v. User CFM games don't have accelerated play clock? Ugggh. This was a bug in Madden like 2 years ago that got patched, and somehow it made it's way into Madden '16 untested? So... now I've got to wait longer to start our CFM... Jesus.
 
# 356 Brandwin @ 09/09/15 05:55 PM
Quote:
Originally Posted by Rebel10
Are you serious...? User v. User CFM games don't have accelerated play clock? Ugggh. This was a bug in Madden like 2 years ago that got patched, and somehow it made it's way into Madden '16 untested? So... now I've got to wait longer to start our CFM... Jesus.
Not working at all. That is a huge blow. All excited to get our online leagues going and this. It's either wait for patch, or play shorter quarters.
 
# 357 jeremym480 @ 09/09/15 05:55 PM
Quote:
Originally Posted by Rebel10
Are you serious...? User v. User CFM games don't have accelerated play clock? Ugggh. This was a bug in Madden like 2 years ago that got patched, and somehow it made it's way into Madden '16 untested? So... now I've got to wait longer to start our CFM... Jesus.
I believe in Madden 25 they fixed it through a server side update. I already tweeted Rex, hopefully they can fix it soon because because the thought of waiting on another patch isn't a good one.
 
# 358 kchuskey @ 09/09/15 06:00 PM
Quote:
Originally Posted by Rebel10
Are you serious...? User v. User CFM games don't have accelerated play clock? Ugggh. This was a bug in Madden like 2 years ago that got patched, and somehow it made it's way into Madden '16 untested? So... now I've got to wait longer to start our CFM... Jesus.


Maybe they are just going for Ultra realism.
 
# 359 althor @ 09/09/15 06:00 PM
Ok, LT work around that will work for me just fine.

Here is what I did...

I switched
RG- Warmack 87 overall- pb-77/rb-93 with
LT- Lewan 86 overall- pb-84/rb-91 making

RG (playing LT)- Warmack- 82 overall same blocking.
LT (playing RG)-Lewan- 91 overall same blocking.

Simmed an entire season. (9-7)

RG (playing LT)- Warmack- 83(+1) pb-80/rb-96
LT (playing RG)- Lewan- 93(+3) pb-87/rb-94

switched back to normal position

RG(playing RG)- Warmack- 88(+2) same blocking
LT(playing LT)- Lewan- 89(+4) same blocking


I did this 4 times, the above being the 4th sim and the best.

1st time they each had +/- 1 to 2 pts from original. (6-10)
2nd time they were each unchanged. (8-8)
3rd time Lewan was injured and returned to starting LT upon
return Warmack was backup LT. Turned injury off 4th sim.

*seems RG isnt punished as much for sacks given up, RT might work also, I havent checked it yet.
 
# 360 Brandwin @ 09/09/15 06:06 PM
Tried different times, run off, preseason vs regular season. No luck on accel clock human vs human.
 


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