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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
# 821 bcruise @ 09/11/15 02:20 AM
Wow, there might be something to the whole "32 team control eliminates drive goals" thing. I started a new offline CFM and usered two teams - the Giants and Cowboys who just happen to play each other in week 1. At the very least, the drive goals aren't appearing on screen, and they may not be active at all. The ticker and floating XP bubbles still appear with the feedback, but the drive goals are noticeably absent. I do plan on playing this whole, full-length game as I'm testing more than just this one thing, but I'll report back on what confidence is looking like at the end of the game. It wasn't unusual to complete 6 or more drive goals and earn a confidence point for each one (some of which affected the entire offense or defense), so there will be a big difference if drive goals are really inactive.

I'm excited about this - in their current state, I want the drive goals and confidence bonus gone as much as anyone on this board (even though I feel the boosts are small and don't massively affect gameplay).
 
# 822 HozAndMoose @ 09/11/15 02:27 AM
Now delete all posts talking about no drive goals with 32 team control so they dont "fix" it.
 
# 823 SwaggerCoach @ 09/11/15 03:06 AM
I will confirm after 1 game in a test 32 team control CFM that drive goals don't appear to be activated. I just played a great game (Cowboys - Giants too). Didn't see anything out of the ordinary.

I'll run more test games with Dallas in weeks 2-5 tomorrow and see what happens.


Sent from my iPhone using Tapatalk
 
# 824 bcruise @ 09/11/15 03:12 AM
Quote:
Originally Posted by SwaggerCoach
I will confirm after 1 game in a test 32 team control CFM that drive goals don't appear to be activated. I just played a great game (Cowboys - Giants too). Didn't see anything out of the ordinary.

I'll run more test games with Dallas in weeks 2-5 tomorrow and see what happens.


Sent from my iPhone using Tapatalk
If you still have that franchise active, check the game prep breakdown for any confidence changes. If drive goals are active you'll see almost nothing but "Dynamic Drive Goal +1" show up in the list. If they're not, you should get some messages about the player's performance and a + or - confidence adjustment due to that.

Also, this game I'm playing is really good. 10-9 just after half, Eli has been sacked just once and scrambled twice. And he's also overthrown 5 different receivers and sitting at 50% completions on 50 QB accuracy.
 
# 825 Robo COP @ 09/11/15 03:37 AM
Quote:
Originally Posted by bcruise
If you still have that franchise active, check the game prep breakdown for any confidence changes. If drive goals are active you'll see almost nothing but "Dynamic Drive Goal +1" show up in the list. If they're not, you should get some messages about the player's performance and a + or - confidence adjustment due to that.

Also, this game I'm playing is really good. 10-9 just after half, Eli has been sacked just once and scrambled twice. And he's also overthrown 5 different receivers and sitting at 50% completions on 50 QB accuracy.
I assume simulated games do not have drive goals somehow built into them, correct?
 
# 826 bcruise @ 09/11/15 03:40 AM
Quote:
Originally Posted by Robo COP
I assume simulated games do not have drive goals somehow built into them, correct?
Correct. I've done a lot of sims while watching QB awareness regression and have never seen a dynamic goal pop after any of those sims. If 32 team eliminates it in-game, then it's completely gone from your franchise.

Game is winding down, I'll have stats and the confidence update soon.
 
# 827 pmurray20 @ 09/11/15 03:58 AM
game played great for the first week, downloaded patch now my cb and safety's don't play defense at all the let everyone catch everything unless I user them, also my game has frozen maybe 7 times tonight in about 4 hours time(digital, no other games freeZe and this one didn't until patch)
 
# 828 PowerB2Melanin @ 09/11/15 04:04 AM

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

Are there any other methods to fixing LT's giving up 25 to 30 sacks a season while simming without going through these solutions. If not i will just use one of these methods when the roster drop and hope for the best.

Edit: Even in the first season of your offline Franchise you can see this occurring. I also control all 32 teams for a more reality purpose.
 
# 829 bcruise @ 09/11/15 04:26 AM
TL : DR : 32 Team control kills Drive Goals, confirmed. If you want more info, read on...

Good news to report. This was an example of my confidence changes after a nice win over NYG:



Compare that to drive goals being active, where nearly every post-game confidence check looked like this:




This is big. Look at the first pic's list and see what kind of game Wilcox had. No matter what you think of the confidence system, it's working as the devs intended there - he had a great game and got rewarded for it. In the 2nd pic's franchise, every single player on my team had at least three Drive Goal confidence boosters like Wilcox got (though some of them did not gain as much overall because of poor performances). The difference? It was after an awful loss to the Patriots where NO ONE should have been getting confidence boosts.

No one on my team actually lost confidence from the Giants game - it was really well-played all around and I wouldn't have expected to lose any (though a few did break even). But without those artificial Drive Goals boosting confidence back up, the minuses from bad games will start to add up. The possibility is there, and that's what matters.

Here's some of the stats from the game, All Pro Default with (not enough) tweaked penalties, 15 minutes accel 15. Offline CFM, tuner ACTIVE.

Spoiler


It was good stuff except the penalties which are very much a work in progress still. These are the EXACT same settings where Brady went full Robo on me last night with an 80% completion day (which isn't looking quite so crazy with the real game tonight, eh? )
 
# 830 Entiae @ 09/11/15 04:35 AM
I'm getting excited over here!
 
# 831 Jhendrix6426 @ 09/11/15 05:26 AM
Check and tell us if changing the QB traits help with QB awr regression. I would assume it has to help if they are taking far less sacks. Could be a suitable workaround while we wait for updates from EA. let us know what you see with LT and QB regression.
 
# 832 roolz @ 09/11/15 05:59 AM
bcruise

ive been waiting for news like this to give my money to the EA shareholders

so do we have a defined way of starting our franchise to ensure we get these results?

ie a workaround check list to perform to get where you are right now.
 
# 833 FluffyTonka @ 09/11/15 06:14 AM
and with the opening day rosters out tomorrow, it could be all systems go!

good times
 
# 834 bcruise @ 09/11/15 06:25 AM
Quote:
Originally Posted by roolz
bcruise

ive been waiting for news like this to give my money to the EA shareholders

so do we have a defined way of starting our franchise to ensure we get these results?

ie a workaround check list to perform to get where you are right now.
I know it flies in the face of everything people have been saying about the tuner. But I am using that tuner, in CFM's (both online and offline) created AFTER the recent patch. And I am getting consistent results like this. That's really all I can say - aside from streaming my games (which I can do) there's no better way of proving what I'm experiencing.

I'm heading off to bed now so I can try to come up with a full organized list tomorrow, it's nothing complicated though. 15 minute quarters with 15 accel clock, All-Pro and all sliders at 50 except for injuries (75, and I'm still playing around with it), and various penalty settings I've been toying with (nothing above 55). Fatigue is at 50 because of the OL subbing situation that occurs on 60 - it's just a tough choice of having unwanted OL subs and backups getting more carries, or OL staying in and backups getting few carries.

If I post it, look for it in the "Default Slider Support Group Thread" - I don't want to clutter this one too much and it'll be more on-topic there.
 
# 835 DeuceDouglas @ 09/11/15 06:39 AM
I'm going to start up a CFM right now and run a bit of a test. I'm going to play on my custom sliders that I've been getting really good games on in Play Now and play probably four games with drive goals on and then I'll start another CFM and play the same four games with drive goals off and keep track of some of my guys confidence and such throughout the games. Then after that I'll decide where to go from there.

Also as a sidenote, if 32-team control works to eliminate drive goals, then I would assume that you wouldn't even need to do that for it to work. You could probably just create a character of the head coach or owner of the team you're playing each week and then retire them after you've played the game and this should create the same effect I believe. And I don't know if that would completely solve the issue as confidence can still tend to have a snowball effect when moving game-to-game but it would definitely help alleviate some of the pressure confidence gets from drive goals.
 
# 836 Entiae @ 09/11/15 07:07 AM
Quote:
Originally Posted by DeuceDouglas
I'm going to start up a CFM right now and run a bit of a test. I'm going to play on my custom sliders that I've been getting really good games on in Play Now and play probably four games with drive goals on and then I'll start another CFM and play the same four games with drive goals off and keep track of some of my guys confidence and such throughout the games. Then after that I'll decide where to go from there.

Also as a sidenote, if 32-team control works to eliminate drive goals, then I would assume that you wouldn't even need to do that for it to work. You could probably just create a character of the head coach or owner of the team you're playing each week and then retire them after you've played the game and this should create the same effect I believe. And I don't know if that would completely solve the issue as confidence can still tend to have a snowball effect when moving game-to-game but it would definitely help alleviate some of the pressure confidence gets from drive goals.
Thanks a bunch for doing this, and you too bcruise!

I might just pick up the game immediately if the results are positive.
 
# 837 Roncatto @ 09/11/15 08:13 AM
Does anyone know if Solo online(cloud) CFM is different to Offline?

I ran a test Online season last night and simmed the season. Granted the number of sacks given up by LT/RT was high, I checked all the starting LT's and only Greg Robsinson was below 80 PBK (67). Players like Lewan, Matthews, Bushrod etc had PBK between 80-83 and then the elite tackles still have PBK 95-99 etc.

Could they have tweaked online CFm like they did in M15 all the time and this stuff will be in next patch offline?
 
# 838 muelly @ 09/11/15 08:16 AM
Quote:
Originally Posted by Roncatto
Does anyone know if Solo online(cloud) CFM is different to Offline?

I ran a test Online season last night and simmed the season. Granted the number of sacks given up by LT/RT was high, I checked all the starting LT's and only Greg Robsinson was below 80 PBK (67). Players like Lewan, Matthews, Bushrod etc had PBK between 80-83 and then the elite tackles still have PBK 95-99 etc.

Could they have tweaked online CFm like they did in M15 all the time and this stuff will be in next patch offline?
I too want to know, is it best to play online cfm or offline. I've always done online to get the updates first but maybe this year is different.
 
# 839 muelly @ 09/11/15 08:24 AM
Quote:
Originally Posted by bcruise
I know it flies in the face of everything people have been saying about the tuner. But I am using that tuner, in CFM's (both online and offline) created AFTER the recent patch. And I am getting consistent results like this. That's really all I can say - aside from streaming my games (which I can do) there's no better way of proving what I'm experiencing.

I'm heading off to bed now so I can try to come up with a full organized list tomorrow, it's nothing complicated though. 15 minute quarters with 15 accel clock, All-Pro and all sliders at 50 except for injuries (75, and I'm still playing around with it), and various penalty settings I've been toying with (nothing above 55). Fatigue is at 50 because of the OL subbing situation that occurs on 60 - it's just a tough choice of having unwanted OL subs and backups getting more carries, or OL staying in and backups getting few carries.

If I post it, look for it in the "Default Slider Support Group Thread" - I don't want to clutter this one too much and it'll be more on-topic there.


How do you go about starting up a 32 team league that plays the best? I hear you cant have coach firings on? I haven't experienced qbs scrambling but they're deadly accurate suddenly. Help me out here, I'd like to do the 32 team if it works but want the other 31 teams to mange themselves.


Also does this have to be offline or can this be done in an online CFM?
 
# 840 Roncatto @ 09/11/15 08:45 AM
Quote:
Originally Posted by muelly
I too want to know, is it best to play online cfm or offline. I've always done online to get the updates first but maybe this year is different.

When the new roster hits later, I'm going to sim 2 seasons (gets first rookie class) and see what PBK ratings are for the main LT's to see if any have gone silly.

I only play online CFM as so much quicker to sim.
 


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