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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
# 721 T5063 @ 09/10/15 04:48 PM
Quote:
Originally Posted by bkrich83
They will, but even IRL, practice squad players are free agents for all intents and purposes.


Sent from my iPhone using Tapatalk
So practice squad guys should start on the FA list then. Then the CPU won't be needing to make any cuts during the preseason.
 
# 722 BadAssHskr @ 09/10/15 04:53 PM
Quote:
Originally Posted by Danimal
Confidence shouldn't carry over from game to game IMO. It never goes down as far as I can tell and if you do even remotely well by 4 games in your team is like the 85 Bears.

Totally for this, it's understandable one gets hot during a game, and to some extend starts to overachieve, but carrying that momentum into the next week, no way.
 
# 723 Allball76 @ 09/10/15 04:54 PM
Quote:
Originally Posted by booker21
i told you before. they are not going to acknowledge any of this issues.
I´m still surprise no one from EA asked themselves hey, the user will be all 99 in confidence in a few weeks smh
ah ha didnt see this
 
# 724 yankees028 @ 09/10/15 04:55 PM
So when the confidence gets lets say about an 80? Then cant the league comish just reset it back to 50?
 
# 725 howboutdat @ 09/10/15 04:57 PM
Quote:
Originally Posted by yankees028
So when the confidence gets lets say about an 80? Then cant the league comish just reset it back to 50?
NO , all a commish can do is raise anything lower than 50 up to 50, it doesn't allow commish to lower it... Imagine that.
 
# 726 Last Gunfighter @ 09/10/15 04:57 PM
Quote:
Originally Posted by yankees028
So when the confidence gets lets say about an 80? Then cant the league comish just reset it back to 50?
No, unfortunately confidence can only be reset from being low, high confidence stays the same.
 
# 727 Bootzilla @ 09/10/15 04:58 PM
Quote:
Originally Posted by booker21
1.-This is only my personal opinion and i don´t have any prove but to me that is exactly what is going on. On my game Tannenhill was playing like when he was 102+ Deep Acc rating. Even the UI said it was 64. I have played with other qb with 64 DTA and they overthrow deep passes often. This time he didn´t OT a single pass, at that point i just started to tested so i went deep on every down, not one single ot. smh

2.-I´m so sad and worried about how the whole game experience is impacted by the confidence thing that i don´t even bothered to much on the LT progressin. so i can´t answer that one.
So, in a nutshell it appears as though the issue of ratings driven by confidence going over 100 still exists just cosmetically it doesn't show it. Like there's a broken speedometer. You're speeding down the highway passing every car but your speedometer says you're going 35.
 
# 728 booker21 @ 09/10/15 04:59 PM
Quote:
Originally Posted by Bootzilla
So, in a nutshell it appears as though the issue of ratings driven by confidence going over 100 still exists just cosmetically it doesn't show it. Like there's a broken speedometer. You're speeding down the highway passing every car but your speedometer says you're going 35.
That´s how i feel and what i believed, but then i can´t proved it.
 
# 729 drustrk3 @ 09/10/15 05:12 PM
Quote:
Originally Posted by Danimal
This is what I will say about the confidence system. In my CFM I am 7 games in as the Bears. I'm 6-1 and Jay Cutler's completion percentage is 73%, he has thrown for about 2,000 yards. He started with a 55 CFD and he is a 99 CFD and was in the 90's CFD after 4 games.

In case anyone thinks all I do is pass Matt Forte leads the league in rushing attempts and yards at just shy of 1000 yards again 7 games in. Mcclein leads the league in sacks. Both guys 99 CFD.

In Play Now I have gone entire quarters with Cutler and the offense not getting a first down.

I hit drive goals about 80% of the time and I don't even pay attention to them. I hit drive goals when the other team scores sometimes for some unknown reason.

Confidence shouldn't carry over from game to game IMO. It never goes down as far as I can tell and if you do even remotely well by 4 games in your team is like the 85 Bears.

IMO it really is the root of the problems people see and why it varies from user to user. I highly doubt it is fixable this year and I don't know what a solution would entail.

It's highly disappointing because of how well the game plays.
We're your first couple of games more like play now? Lol thanks in advance because I don't feel like going past my first game which is in progress at home right now.

Sent from my SCH-I545 using Tapatalk
 
# 730 DeuceDouglas @ 09/10/15 05:13 PM
I'm just trying to think of all the possible solutions that could be done for this issue and which one would be best for the long term of M16. Here's basically what we have from the thread so far. I'm not sure how viable any of this is and if I were to take a guess, I'd say none of these are likely to actually happen but I would absolutely love to be proved wrong.

1)Disable Confidence Entirely: Create some sort of On/Off switch where it can be disabled completely or just turn it off permanently for everyone.

2)Weekly Confidence Reset: Create an option similar to Progression where Confidence would reset Weekly, Every four weeks, Yearly, Never, etc.

3)Disable Dynamic Drive Goals: Same as Confidence. Either On/Off switch or permanently disabled.

4)Allow Commish to Reset Confidence Entirely: Not sure if this would be viable offline or not though.

5)Remove Confidence Boosts from Drive Goal Benefits: Provide no drive goal boosts in Confidence. I still don't think this would do much however.
 
# 731 kchuskey @ 09/10/15 05:14 PM
I was under the impression that the patch fixed the issue with confidence, and the drive goal stuff. I thought that now our only problem was that the LT's sucked after awhile, and the rookies were too fast. Oh...and the pocket QB's liked to rush. But that was supposedly fixed if you just removed the tuner. Now you are all saying that the initial patch didn't fix any of the confidence stuff? I'm so flippin confused every time I step foot in here.
 
# 732 Greekcian @ 09/10/15 05:16 PM
So I see they still did not fix the controls getting frozen in online draft champions...
 
# 733 bkrich83 @ 09/10/15 05:17 PM
Quote:
Originally Posted by T5063
So practice squad guys should start on the FA list then. Then the CPU won't be needing to make any cuts during the preseason.

I think that's the best implementation. IRL practice squad guys can be signed by any team at any time to the 53. Make them free agents in the game as that's essentially what they are. I believe that will keep the cpu from making dumb roster cuts.

Does that make sense?


Sent from my iPhone using Tapatalk
 
# 734 Danimal @ 09/10/15 05:18 PM
Quote:
Originally Posted by drustrk3
We're your first couple of games more like play now? Lol thanks in advance because I don't feel like going past my first game which is in progress at home right now.

Sent from my SCH-I545 using Tapatalk
My first game was against the Packers and i lost and got the same results as Play Now. I lost connection to the servers after the game and it wouldn't update so I had to replay it. I manage to do really well in the replay but still has reasonable numbers. Then it just snowballed.

The only game I lost was to Seattle as Cutler threw 5 picks (he has 6 total for 7 games) because they just seemed to intercept anything thrown at them and in that game I still had a competition percentage of 75%

I went into the 4th quarter of one game, I think the Cardinals with a 90% completion percentage.

I'm going to start a new CFM when the final 53 roster is released just to see if I get different results.
 
# 735 Phobia @ 09/10/15 05:21 PM
Quote:
Originally Posted by kchuskey
I was under the impression that the patch fixed the issue with confidence, and the drive goal stuff. I thought that now our only problem was that the LT's sucked after awhile, and the rookies were too fast. Oh...and the pocket QB's liked to rush. But that was supposedly fixed if you just removed the tuner. Now you are all saying that the initial patch didn't fix any of the confidence stuff? I'm so flippin confused every time I step foot in here.
Judging by Danimal & CM posts, confidence is still broken or causing big issues.
 
# 736 Twinkie12 @ 09/10/15 05:30 PM
"Addressed issue where some players would disappear from the free agent pool."

Kinda been overlooked in this thread with the other more important issues but this hasn't necessarily been "fixed." Throughout the preseason they are all there but once you hit Week 1 they are gone, and there is a cap on the FA's. Not a giant issue, and at least you can sign guys before the season but it's odd that once the regular season starts there is a limited number again.
 
# 737 yankees028 @ 09/10/15 05:37 PM
What if you play your game. Then raise the CPU passblock to 99 sim then lower it back down to play your game?
 
# 738 Dj_MyTime @ 09/10/15 05:39 PM
Quote:
Originally Posted by bkrich83
I think that's the best implementation. IRL practice squad guys can be signed by any team at any time to the 53. Make them free agents in the game as that's essentially what they are. I believe that will keep the cpu from making dumb roster cuts.

Does that make sense?


Sent from my iPhone using Tapatalk
I do believe the host team can still make an offer as the PS player can choose to stay or go . So them being in Free Agency is not ideal.

Each team should have their 53 man roster, and 10-12 man practice squads all available. Then as apart game-planning we set our 45 active players.

Following the real world model is the best option in my opinion. There could be an option for an in-depth franchise experience, or one where users just play season to season 'streamline' where they don't have to address the minute details of team/roster management.
 
# 739 Danimal @ 09/10/15 05:41 PM
Quote:
Originally Posted by kchuskey
I was under the impression that the patch fixed the issue with confidence, and the drive goal stuff. I thought that now our only problem was that the LT's sucked after awhile, and the rookies were too fast. Oh...and the pocket QB's liked to rush. But that was supposedly fixed if you just removed the tuner. Now you are all saying that the initial patch didn't fix any of the confidence stuff? I'm so flippin confused every time I step foot in here.
I'm not saying anything of the sort. The Patch notes said

"Addressed issue where players could receive over 100 confidence resulting in a short-term attribute boost"

I don't see anyone over 100 CFD anymore.

I see a whole load of my team at 99. I'm just reporting my results and the eyeball test. When I can see the Bears play as they should (crappy) in Play Now but like Superbowl contenders in CFM there is only one factor I know if that could be the cause and that is CFD.

Hell last night my whole defense got a confidence boost because it was about holding the team to X number of rushing yards or something and the AI scored on a 1 play 75 yard pass play. It's virtually impossible not to raise your teams CFD rating after a handful of games.
 
# 740 yankees028 @ 09/10/15 05:44 PM
What happens if you edit a players confidence to 0 before you start a season? will it be harder for that player to build up confidence
 


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