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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
# 861 Roncatto @ 09/11/15 11:09 AM
Ok so I simmed 3 seasons, but stopped at end of each one to check PBK for LT's

You will be pleased to hear that on 4 week progression, the only player dumped for being utter garbage was Oher.

Robinson, actually recovered. Went down to a 75, up to 85 in season 2, down to 80 in season 3.

QB awr i also looked at - the top tier QB's stayed between 82-95, then the rookies and poor QB's went down to 55-65

This is ONLINE CFM-- I swear they have tweaked something.

One more test on weekly progression to see if changes QB awr much and how impacts LT PBK

Edit:- I also deleted the tuner and reinstalled
 
# 862 muelly @ 09/11/15 11:12 AM
Quote:
Originally Posted by Roncatto
Ok so I simmed 3 seasons, but stopped at end of each one to check PBK for LT's

You will be pleased to hear that on 4 week progression, the only player dumped for being utter garbage was Oher.

Robinson, actually recovered. Went down to a 75, up to 85 in season 2, down to 80 in season 3.

QB awr i also looked at - the top tier QB's stayed between 82-95, then the rookies and poor QB's went down to 55-65

This is ONLINE CFM-- I swear they have tweaked something.

One more test on weekly progression to see if changes QB awr much and how impacts LT PBK

Edit:- I also deleted the tuner and reinstalled


Tuner wont matter online it's required to be there, likely server side anyway.


The issue most are battling aside from regression has more to do with confidence getting out of control due to drive goals.


Check your players confidence rating, most will be 99 or very close.
 
# 863 Phobia @ 09/11/15 11:17 AM
This was from a Play Now game with the tuner & patch(default All-Pro sliders), so testing this in a CFM would be next step only. Aside from the confidence & drive goals causing problems in CFM. Now with that said, I saw no issues with the Fitz taking off, so is it only a CFM issue?

We are almost ready to start our CFM in Madden. I've been finalizing the settings to get realistic stats that mirror the NFL. So last night for the Patriots vs Steelers, I really paid close attention to these things.

1) Question: When do they break huddle, how much time is left on the play clock??
Answer: 22 to 20 secs

2) Question: When do most snaps occur on the play clock??
Answer: Any where from 12 secs to 1 sec. More commonly under 8 seconds

3) Question: How many adjustments do the QB's make at the line?
Answer: Very little, MAYBE 1 hot read is called such as telling a WR to slant instead of curl. The majority of the time, they get to the line, adjust the line protection (easy to do in madden), then run the play. So 1 to 2 quick adjustments are made not entire redesigns of plays like you see online in madden. People calling 10 route adjustments is annoying.

So based on this information, after the game I ran a test game against the CPU to see how it played. Here is the settings and stats, see what you think. The game played extremely fun and realistic. Key note, 15 sec accelerated clock is needed otherwise the CPU will snap the ball with 15+ seconds often if you use 20 sec accel clock.

Settings
All Pro
15 min Quarters (real time length)
15 sec Accel clock (Only enough time at line for one adjustment MAYBE two)

Score
Rams(Me) - 27
Jets (CPU) - 20

Passing
25/36 - 266 yards - 69% - 1 TD - 4 INT - Foles(Rams)
20/30 - 182 yards - 67% - 1 TD - 3 INT - Fitz(Jets)

Rushing
29 carries - 129 yards - 4.4 per carry - 2 TD - Mason(Rams)
24 carries - 101 yards - 4.2 per carry - 0 TD - Ivory(Jets)

Receiving
8 catches - 65 Yards - 8.1 ypc - Cook(Rams)
6 catches - 86 yards - 14.3 ypc - 1 TD - Bailey (Rams)
6 catches - 29 yards - 4.8 ypc - Ivory(Jets)
5 catches - 37 yards - 7.4 ypc - Keryley(Jets)

Defense
8 solo - 2 asst - 10 total - 4 tackle for loss - Laurinaitis (Rams)
6 solo - 3 asst - 9 total - 2 INT - Revis (Jets)
5 solo - 9 asst - 14 total - 1 INT - Harris (Jets)
5 solo - 5 asst - 10 total - McLeod (Rams)

Now lets compare those game stats & numbers to last nights real stats.

Score
Patriots - 28
Steelers - 21

Passing
25/32 - 288 yards - 78% - 4 TD - 0 INT - Brady(Patriots)
26/38 - 351 yards - 68% - 1 TD - 1 INT - Roethlisberger(Steelers)

Rushing
15 carries - 69 yards - 4.6 per carry - 0 TD - Lewis(Patriots)
21 carries - 127 yards - 6.0 per carry - 0 TD - Williams(Steelers)

Receiving
11 catches - 97 yards - 8.8 ypc - 0 TD - Edelman(Patriots)
5 catches - 94 yards - 18.8 ypc - 3 TD - Gronk(Patriots)
9 catches - 133 yards - 14.7 ypc - 1 TD - Brown(Steelers)
8 catches - 84 yards - 10.5 ypc - 0 TD - Miller(Steelers)

Defense (NFL Does not track tackles for loss)
6 solo - 2 asst - 8 total - 1 Sack - Hightower(Patriots)
4 solo - 2 asst - 6 total - 0 sack - Fletcher(Patriots)
8 solo - 0 asst - 8 total - 1 sack - Allen(Steelers)
5 solo - 2 asst - 7 total - 0 sack - Shazier(Steelers)

Analyzing the numbers between the two, they look extremely good. Both look very realistic(one better since it is real lol). We played slightly different, where the Rams vs Jets saw more of a running game since we both didn't have good QB's. While the Patriots vs Steelers game saw far more of a gunslinger passing game. The only issue that stood out to me was the assist tackles in the madden game. I think madden calculates assist even if the defender dives in on the tackle, because the assist numbers are little high. Now maybe this was just because it featured more ground game than a passing attack like the Patriots game.

All in all, this should make for a very fun madden season if we can get the other issues worked out, I just need to work on not throwing INT's lol.

Passing plays
Madden Game - 66
Real Game - 70

Rushing plays
Madden Game - 53
Real Game - 49

Totals plays
Madden Game - 119 plays
Real Game - 119 plays

Crazy how similar everything is to a real game! Only big difference to get figured out. Patriots vs Steelers had 15 penalties for a total of 141 yards. My Rams vs Jets game saw 2 for 30 yards (both face mask).
 
# 864 dubplate @ 09/11/15 11:18 AM
Correct me if I am wrong, but the consensus seems to be...

Offline CFM without tuner
32 Team Control with coach firing off
CPU progression weekly

This thread is moving fast so it's hard to keep track of all the great fixes people are coming up with.
 
# 865 Roncatto @ 09/11/15 11:25 AM
Quote:
Originally Posted by muelly
Tuner wont matter online it's required to be there, likely server side anyway.


The issue most are battling aside from regression has more to do with confidence getting out of control due to drive goals.


Check your players confidence rating, most will be 99 or very close.
Actually no - This is end of season 2 - CNF rating at the top - 91,89,88,85,76,76

Perhaps the confidence problem comes from live play not simming?

Ok Simmed 2 seasons again, this time with Weekly progression.

QB awr not too dissimilar - Some stayed, some plummeted.

LT PBK - Was slightly worse but not crazy.

I think 4 week progression maybe the way to go for now.

When new roster hits will try one more, Its not perfect but might be playable.... if you are happy to play Cloud CFM
 
# 866 noplace @ 09/11/15 11:25 AM
Wonder if the roster update will include practice squad players or just the 53 with IR players with the PS players in the FA pool...
 
# 867 Bull_Market @ 09/11/15 11:29 AM
I appreciate all the work that guys have found to make the game more enjoyable. But, I work 50 hours a week and have I wife, I have a 3 day weekend and Im just going to play, bugs and all. No workarounds, etc. Im not going to my job all week only to come home and be an unpaid intern for EA. By the time I'm done doing "workarounds" there won't be any actual time left to play the actual game.
 
# 868 StevenSD @ 09/11/15 11:36 AM
I was looking last night, and only thing I had an option to delete was the patch from Weds., how can we delete the tuner?
 
# 869 SmashMan @ 09/11/15 11:42 AM
Quote:
Originally Posted by StevenSD
I was looking last night, and only thing I had an option to delete was the patch from Weds., how can we delete the tuner?
Main menu>Settings>Manage files

I can't remember the exact wording of the menus, but something like that. Where you would go to load and delete stuff in the main menu. You can delete the tuner from there.
 
# 870 T5063 @ 09/11/15 11:43 AM
Quote:
Originally Posted by Bull_Market
I appreciate all the work that guys have found to make the game more enjoyable. But, I work 50 hours a week and have I wife, I have a 3 day weekend and Im just going to play, bugs and all. No workarounds, etc. Im not going to my job all week only to come home and be an unpaid intern for EA. By the time I'm done doing "workarounds" there won't be any actual time left to play the actual game.
Me as well, I have one hour to an hour and a half most nights to myself giving me enough time to play one game and then mess around with roster moves, scouting etc. I have no desire to do any kind of workarounds or 32 team control. Besides, I'm already going nutty with all the testing I've been doing the last few weeks.

I'm just gonna start up my CFM as soon as the roster comes out, and then just live with any bugs that are left in the game. If it really become unbearable and not enjoyable there is always NHL, NBA2k16 and FIFA around the corner for my sports game fix.

This is supposed to be my hobby and hobbies arent supposed to be this stressful.
 
# 871 LowerWolf @ 09/11/15 11:44 AM
The tuner is a save file just like your profile, roster or franchise file. You can delete it either from the in-game menu or your system menu.
 
# 872 muelly @ 09/11/15 11:58 AM
Quote:
Originally Posted by T5063
Me as well, I have one hour to an hour and a half most nights to myself giving me enough time to play one game and then mess around with roster moves, scouting etc. I have no desire to do any kind of workarounds or 32 team control. Besides, I'm already going nutty with all the testing I've been doing the last few weeks.

I'm just gonna start up my CFM as soon as the roster comes out, and then just live with any bugs that are left in the game. If it really become unbearable and not enjoyable there is always NHL, NBA2k16 and FIFA around the corner for my sports game fix.

This is supposed to be my hobby and hobbies arent supposed to be this stressful.


Same here, 3 kids wife and a job, along with coaching some youth sports. That being said I think 32 team control is wise to consider, it sounds like its a one time setup that ultimately will make the game play better. I've grown frustrated from seeing this play so authentic in play now to total crap in CFM by week 6. 71 ovr backup qb throwing for 86% on the money every time is not fun either, it was more wait for the rb to fumble or a penalty to push them back. No defense was stopping it. I'm going to consider the 32 team control, I want to get the best gameplay and have fun exciting games when I can play. Beyond setup it doesn't sound like theres much more control. I believe you can tune everything for select teams to CPU control.
 
# 873 RogueHominid @ 09/11/15 12:03 PM
Quote:
Originally Posted by muelly
Same here, 3 kids wife and a job, along with coaching some youth sports. That being said I think 32 team control is wise to consider, it sounds like its a one time setup that ultimately will make the game play better. I've grown frustrated from seeing this play so authentic in play now to total crap in CFM by week 6. 71 ovr backup qb throwing for 86% on the money every time is not fun either, it was more wait for the rb to fumble or a penalty to push them back. No defense was stopping it. I'm going to consider the 32 team control, I want to get the best gameplay and have fun exciting games when I can play. Beyond setup it doesn't sound like theres much more control. I believe you can tune everything for select teams to CPU control.
From what A&S has said, it's like The Show in that you can set it up so everything for the other 31 teams is on auto-pilot. So it's a one-time investment that allows the opportunity to correct a major game flaw.
 
# 874 Brandwin @ 09/11/15 12:04 PM
Someone should do a video on how to set up 32 team control. I'm sure we would all appreciate it. Haha.
 
# 875 Armor and Sword @ 09/11/15 12:05 PM
Quote:
Originally Posted by muelly
Same here, 3 kids wife and a job, along with coaching some youth sports. That being said I think 32 team control is wise to consider, it sounds like its a one time setup that ultimately will make the game play better. I've grown frustrated from seeing this play so authentic in play now to total crap in CFM by week 6. 71 ovr backup qb throwing for 86% on the money every time is not fun either, it was more wait for the rb to fumble or a penalty to push them back. No defense was stopping it. I'm going to consider the 32 team control, I want to get the best gameplay and have fun exciting games when I can play. Beyond setup it doesn't sound like theres much more control. I believe you can tune everything for select teams to CPU control.

It is a one time front end set-up.

Just make sure when you set up every coach on the front end you set player progression to weekly and set all roster/game prep to auto for 31 teams. And coach firing to off


After that you are all set to roll. And you can play any game you want in addition to your own each week....sorta like a "game of the week" showcase for your CFM. It's fun to play with other teams to get a feel. Also if your in a tight playoff race and you have a huge underdog playing your division rival.....take that underdog team and try to upset your rival in front of you to help your play off push!!! So many things you can do to spice up your CFM with 32 team control.

You can make it as deep or as hands off as you want. Just do the front end set up and off you go.

Also....huge thing. Before you start week one pre-season (or regular season if you choose to bypass the pre season on your intial set-up) save it and name it 32TeamMasterFile.


Then if you ever want to start over.....you don't have to go through this process ever again.
 
# 876 jeremym480 @ 09/11/15 12:09 PM
Quote:
Originally Posted by Brandwin
Someone should do a video on how to set up 32 team control. I'm sure we would all appreciate it. Haha.
Someone should make a thread about it and list the setup, all workarounds, the pros/cons, etc. That way all of this doesn't get lost in the middle of a thread somewhere.

If there's one already made, then please disregard this post.
 
# 877 jwelsh1 @ 09/11/15 12:10 PM
I know you said cfm, but are these instructions for online or offline?

Also, is there a way to maintain coach firings by doing 32 owners? (Eg the user would just decide which coaches get fired at year end)

Will the auto-sign franchises still out-bid the user for free agents? Do you have to determine on your own which trades to accept/reject?

Trying to decide whether to try all this or just live with the drive goal bugs in one man cfm.


Sent from my iPhone using Tapatalk
 
# 878 kehlis @ 09/11/15 12:11 PM
If someone wants to do it I'll get it stickied, I agree that it would be helpful. I don't know how to do it either
 
# 879 jets0610 @ 09/11/15 12:12 PM
Quote:
Originally Posted by Armor and Sword
It is a one time front end set-up.

Just make sure when you set up every coach on the front end you set player progression to weekly and set all roster/game prep to auto for 31 teams. And coach firing to off


After that you are all set to roll. And you can play any game you want in addition to your own each week....sorta like a "game of the week" showcase for your CFM. It's fun to play with other teams to get a feel. Also if your in a tight playoff race and you have a huge underdog playing your division rival.....take that underdog team and try to upset your rival in front of you to help your play off push!!! So many things you can do to spice up your CFM with 32 team control.

You can make it as deep or as hands off as you want. Just do the front end set up and off you go.

Also....huge thing. Before you start week one pre-season (or regular season if you choose to bypass the pre season on your intial set-up) save it and name it 32TeamMasterFile.


Then if you ever want to start over.....you don't have to go through this process ever again.

Anyone know if this will work if I put 31 teams on autopilot and just keep the team I use off autopilot?
 
# 880 T5063 @ 09/11/15 12:13 PM
Quote:
Originally Posted by Armor and Sword
It is a one time front end set-up.

Just make sure when you set up every coach on the front end you set player progression to weekly and set all roster/game prep to auto for 31 teams. And coach firing to off


After that you are all set to roll. And you can play any game you want in addition to your own each week....sorta like a "game of the week" showcase for your CFM. It's fun to play with other teams to get a feel. Also if your in a tight playoff race and you have a huge underdog playing your division rival.....take that underdog team and try to upset your rival in front of you to help your play off push!!! So many things you can do to spice up your CFM with 32 team control.

You can make it as deep or as hands off as you want. Just do the front end set up and off you go.

Also....huge thing. Before you start week one pre-season (or regular season if you choose to bypass the pre season on your intial set-up) save it and name it 32TeamMasterFile.


Then if you ever want to start over.....you don't have to go through this process ever again.
If its just a one time thing I might be willing to give it a shot... Do you have a thread on how to set this up what you can do/ dont have to do once you get going? Which CFM problems will this get rid of exactly?

Also, can you do owner modes instead and leave coach firings on?
 


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