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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
# 921 DeuceDouglas @ 09/11/15 01:11 PM
Quote:
Originally Posted by Last Gunfighter
I thought people were saying if the teams are user controlled the drive goals are turned off, hence the reason for the 32 team control in offline CFM.
I was under the impression that was only in an offline scenario and that 32-user control in an Online format would have drive goals but I'm not familiar with that so I could definitely be wrong.

If they're not there in that scenario, I'm not even sure why they were added then. I thought that was one of the big appeals to drive goals was that they were for the online player wouldn't get his confidence destroyed losing every game.
 
# 922 mrsaito @ 09/11/15 01:13 PM
Quote:
Originally Posted by booker21

To create a 32 teams control what you have to do is.

Create a franchise and select your team, starting point, league settings and on YOUR TEAM select all CPU SETTINGS OFF and coach firing OFF. This way the AI won´t touch your team.

Then you start the franchise, until here, is the same as you ever did. Now what you need to do is

1.-Press R3 and select new character.
2.-You will se the same screen you saw before, your team will have your PSN Nickname and said taken, so you select another team and you will have the same exact screen as you did before, but this time on CPU SETTINGS inside the league settings you set all to ON. This way the AI will take care of this team.
3.-you repeat this same thing for the remaining teams.
4.-Then you go back to your character, and done you don´t have to enter or do anything else for the other teams

Saved as a start so you don´t have to re do all again, if you decided to start a new franchise with other team you can just change settings and character.

NOTE: DO NOT SET ANYONE ON AUTOPILOT. It seems this enable the Drive goals.

Hope this helps
Booker - First of all thanks for your help. What is confusing to me is that you tell us to let the AI take care of managing the other 31 teams but also say not to put them on 'autopilot' which sounds like the same thing. I have never done this before so I don't know if there are two options; one for 'CPU ON' and another for auto pilot.
 
# 923 booker21 @ 09/11/15 01:13 PM
Quote:
Originally Posted by DeuceDouglas
This is going to be info most people are well aware of but for anyone unaware (also included a TL;DR at the bottom)

So I've played two games now with Drive Goals on as well as both the patch and tuner on the same sliders as I've been playing Play Now games on. I lost to the Texans 38-20 and then beat the Broncos 37-24. The first game played fine. It played just like the Play Now games I had been playing and felt good even though I lost it was a game that got ugly late but it was fun.

But it is definitely the drive goals and the distributing of Confidence that needs to be fixed. I wasn't going out of my way to accomplish these goals or anything in either game and didn't change my playstyle at all and in the first game completed seven of them and then in the second game I think it was nine or ten. Now what this does basically is negates anything bad that happens during the game. So even though I lost 38-20 and got ran all over on defense and didn't have much offense to speak of, none of my players took any hits for it. Well, they did but the fact that I completed so many drive goals and basically everyone gets +1 for that, it was almost entirely negated so everyone breaks even.

The problem then comes when you end up playing well because not only do you get the significant boosts of playing well but then you get even greater boosts from just completing the drive goals. So as you move through the season, unless you're getting completely blown out and literally not accomplishing anything, you're only going to get stronger and stronger and then blow up when you actually play well.

For example, in the Broncos game I had 192 yards on 28 carries with Jamaal Charles who started the game with 65 confidence. After the game he's now at 79. He went up 14 confidence overall and 8 of it was from drive goals and 6 was from playing well. Meanwhile Frankie Hammond Jr. who has done nothing more than be a lead blocker on KR's has jumped nearly 20 in confidence in two weeks having not played a snap.



Here's my depth chart after two games:





As you can see, damn near everybody is green and getting boosts. And as long as you're completing Drive Goals, you'll be able to, at the very least, maintain this and pretty much only build on it for the entirety of the season and being that the CPU doesn't get the benefits of drive goals, your players have an enormous confidence advantage every game and this isn't even including the possibility of adding on Game Prep confidence to your players.

Basically all that needs happen is they either need to create a menu option to disable drive goals entirely or tweek drive goals to not dole out Confidence. I feel like that would solve the issue and allow Confidence to work the way it's truly intended.

TL;DR - Drive Goals end up distributing more Confidence than playing well does. It also distributes this across your entire team. What this does is negate any negative effects of confidence from playing poorly and only amplify positive boosts for every player on your team. Fixing this issue can include but is not limited to: Disabling Drive Goals (via menu, not 32 team control) or removing Confidence gains entirely from Drive Goals (only XP boost)
Drive goals are broken. You can tell by playing 32 team control confidence, it so balance. Drive goals is unbalancing things badly.

Below is the video from a 32 team control, see how much balance the confidence is

https://www.youtube.com/watch?v=_Xuys6a4l_o
 
# 924 Danimal @ 09/11/15 01:14 PM
Quote:
Originally Posted by Last Gunfighter
Well, I play offline but if all the teams are user controlled then from what I've been reading the drive goals will not be active and the LT regression only comes from simmed games. If all the teams are user controlled that shouldn't be an issue either.
Logically I don't think your point on simming is correct. Unless you plan on playing every game, even with 32 control you're simming the games you don't play.
 
# 925 howboutdat @ 09/11/15 01:15 PM
Quote:
Originally Posted by booker21
Drive goals are not working when user vs user CFM. do you still get confidence but is balance. Not like it was before.
can u elaborate on this? i know in our test league we have been running " post patch" still are meeting drive goals and getting the pop ups saying thus. Just curious how they are " not working " exatcly , thanks in advance
 
# 926 booker21 @ 09/11/15 01:17 PM
Quote:
Originally Posted by mrsaito
Booker - First of all thanks for your help. What is confusing to me is that you tell us to let the AI take care of managing the other 31 teams but also say not to put them on 'autopilot' which sounds like the same thing. I have never done this before so I don't know if there are two options; one for 'CPU ON' and another for auto pilot.
I understand you point I will try to clarify.

In theory it seems the same to us. But to the game it isn´t.

If you go to league settings for all the 31 teams you are not going to control, you set all CPU Assistance Settings to ON so the AI will take care of all the player management, signing etc.

What you don´t have to do is to go to "user screen" as commissioner and select all teams with the option as "autopilot" because that will triggers the Drive goals back on. And i know this will be tempting because it´s faster than entering each owner and selecting CPU Settings ON.

It makes more sense now?
 
# 927 booker21 @ 09/11/15 01:21 PM
Quote:
Originally Posted by howboutdat
can u elaborate on this? i know in our test league we have been running " post patch" still are meeting drive goals and getting the pop ups saying thus. Just curious how they are " not working " exatcly , thanks in advance
Yesterday when i was testing it i used 2 controllers each for each team and goals didn´t show up. Of course this could be because teams were using the same PSN. (both were booker2121) or because it was working locally and is some kind of prevention from any kind of cheese or because it was a OFFLINE CFM and CFM ONLINE does not have this. I guess to be 100% sure of this we will need to try this online with a CFM ONLINE and real people. that was more than i could do by myself to try it.

But then if you are saying that people who played CFM Online were playing against each other and Drives goals were still popping up, then i´m afraid that this "trick" only works for CFM Offline. Sorry. I didn´t mean to get high hopes on this.
 
# 928 mrsaito @ 09/11/15 01:22 PM
Quote:
Originally Posted by booker21
I understand you point I will try to clarify.

In theory it seems the same to us. But to the game it isn´t.

If you go to league settings for all the 31 teams you are not going to control, you set all CPU Assistance Settings to ON so the AI will take care of all the player management, signing etc.

What you don´t have to do is to go to "user screen" as commissioner and select all teams with the option as "autopilot" because that will triggers the Drive goals back on. And i know this will be tempting because it´s faster than entering each owner and selecting CPU Settings ON.

It makes more sense now?
Yes Booker, good explanation and thanks again!
 
# 929 picker19 @ 09/11/15 01:28 PM
Someone asked the question earlier but it never got answered...what's the consensus on the tuner? Remove it or keep it? If "KEEP IT" is the answer, are people having success with it installed AFTER the patch is installed?
 
# 930 DeuceDouglas @ 09/11/15 01:29 PM
Quote:
Originally Posted by howboutdat
can u elaborate on this? i know in our test league we have been running " post patch" still are meeting drive goals and getting the pop ups saying thus. Just curious how they are " not working " exatcly , thanks in advance
Just to add to what booker said here's a couple of screenshots from bcruise earlier that show the difference.

Spoiler


Spoiler


The first one shows a 32-team control offline CFM where drive goals are essentially inactive. Wilcox had a good game so he got +10 confidence from it. Now had Drive Goals been active and say you completed 8 of them he would have gotten an 18 point boost in confidence instead. And that's what the second one shows. He didn't have nearly as good of a game but he still negated any negative confidence from a loss for completing the drive goals.

For whatever reason they don't activate or pop up when playing an Offline CFM with 32-team control which essentially disables them. But if they do work in an Online CFM then this is going to continue to be a big issue.
 
# 931 DeuceDouglas @ 09/11/15 01:31 PM
Quote:
Originally Posted by picker19
Someone asked the question earlier but it never got answered...what's the consensus on the tuner? Remove it or keep it? If "KEEP IT" is the answer, are people having success with it installed AFTER the patch is installed?
I kept it and had it on the entire time. I have only had positive results with it in both CFM and Play Now and I've been more satisfied with gameplay both post tuner and post patch.
 
# 932 howboutdat @ 09/11/15 01:40 PM
Quote:
Originally Posted by DeuceDouglas
Just to add to what booker said here's a couple of screenshots from bcruise earlier that show the difference.

Spoiler


Spoiler


The first one shows a 32-team control offline CFM where drive goals are essentially inactive. Wilcox had a good game so he got +10 confidence from it. Now had Drive Goals been active and say you completed 8 of them he would have gotten an 18 point boost in confidence instead. And that's what the second one shows. He didn't have nearly as good of a game but he still negated any negative confidence from a loss for completing the drive goals.

For whatever reason they don't activate or pop up when playing an Offline CFM with 32-team control which essentially disables them. But if they do work in an Online CFM then this is going to continue to be a big issue.
Well id be glad to report back from out 32 man league , but we are doing all 4 weeks of preseason , so may take 3 weeks before we are in week 5 or so of reg season before i could really get good stats on it to show.
 
# 933 Last Gunfighter @ 09/11/15 01:43 PM
Quote:
Originally Posted by Danimal
Logically I don't think your point on simming is correct. Unless you plan on playing every game, even with 32 control you're simming the games you don't play.
Sorry for the confusion. The LT regression issue is a sim issue and from what I have been reading here if you set up 32 team control and set the other 31 teams to weekly progression it in effect counteracts the regression issue.
 
# 934 NJ2NC @ 09/11/15 01:46 PM
Was the roster update pushed back? It says I already have the latest rosters in game and I double checked the roster it had and there were no cuts done. There's no information about the roster update anywhere else on the forums that I can find. Does anyone know what's going on with the roster update that was supposed to be released today?
 
# 935 althor @ 09/11/15 01:47 PM
Quote:
Originally Posted by Last Gunfighter
Sorry for the confusion. The LT regression issue is a sim issue and from what I have been reading here if you set up 32 team control and set the other 31 teams to weekly progression it in effect counteracts the regression issue.
Does it counter the issue because the cpu uses their weekly points on PB to keep it up in the 70s? I can see how that would work but at the same time, if that is the case, it is wasted a lot of xp that is already hard to come by.
 
# 936 Phobia @ 09/11/15 01:47 PM
This is one of the fastest moving threads I can remember in a long time. So with that said, its very hard to keep up with what is "known" and what is "speculated".
 
# 937 jb12780 @ 09/11/15 01:48 PM
It hasn't been released yet. There's still plenty of time.

Sent from my LG-LS980 using Tapatalk
 
# 938 kongemeier @ 09/11/15 01:50 PM
Quote:
Originally Posted by NJ2NC
Was the roster update pushed back? It says I already have the latest rosters in game and I double checked the roster it had and there were no cuts done. There's no information about the roster update anywhere else on the forums that I can find. Does anyone know what's going on with the roster update that was supposed to be released today?
I would like to know this as well. With the 32 team control fix I just need the new rosters to start up my CCM.
 
# 939 strife1013 @ 09/11/15 01:50 PM
Rex Dickson said on Twitter "The week one roster is still scheduled for today. We should have it up this evening once we have final approval from QA"

There it is.... Tonight hopefully.
 
# 940 Bull_Market @ 09/11/15 01:52 PM
Quote:
Originally Posted by booker21
Actually there is no need to keep researching. This is enough proof that confidence. Well actually drive goals are the problem. And to me it was implemented later in the game since the 32 method. Confidence is so much more balance and make sense. It doesn't reward you for silly things like getting 2 first downs. It does increase AND DECrEASE based on performance that make sense.

Also what I notice is that the confidence doesn't dynamically change in game. They do change for the next game.

My qb started with 63 confidence and even he threw a td. His confidence was still 63. Then after the next week he was awarded for that 1+ buy at the same time he was penalize for losing the game and other stuff. It's really really good. Why they add the drive goals why???? They are unbalancing the game.

If you want to play the game and plays like play now you don't have other option than do this. Is a must and the game plays awesome.


Sent from my iPhone using Tapatalk
Sorry if this seems rude. But what are you talking about? Can you explain in detail what you are doing to replicate your gameplay experience ?
 


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