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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
# 941 Danimal @ 09/11/15 01:53 PM
Quote:
Originally Posted by Phobia
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".
I think the only thing that is known is that in an off line CFM 32 team user controlled drive goals don't show up. We have video proof of that. Everything else is technically speculation although some of it a little bit more proveable than the rest.

Bottom line for me is once the roster is out i will test this out and see what I get.
 
# 942 althor @ 09/11/15 01:53 PM
Quote:
Originally Posted by Phobia
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".
Yeah it would really help to have some specific threads on certain items at this point, IMO, since it is hard to keep up. You ask a question (or someone else) and it gets lost before anyone can answer it.
 
# 943 dpower15 @ 09/11/15 01:55 PM
I've looked all over but the thread is moving too quick. What exactly is 32 team control resolving for offline CFMs?

I saw that the awareness issue for QBs can be resolved/mitigated by doing weekly progression, but can't seem to find an actual explanation of what 32 team control does.

Thanks in advance!


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# 944 booker21 @ 09/11/15 01:56 PM
Quote:
Originally Posted by Bull_Market
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 ?
Go to the thread below. but the short version. playing 32 control offline CFM disables Drive goals.

Drive goals are making confidence unbalance so after 4 or 5 weeks you will have tons of confidence, it seems little but it affect gampleay in a big time.


http://www.operationsports.com/forum...tructions.html
 
# 945 KingV2k3 @ 09/11/15 01:57 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.
This thread contends that the best fix for the inflated sack stats that lead to the LT regression issue are most easily fixed by changing QB traits:


http://www.operationsports.com/forum...egression.html

In this thread, the contention is that setting progression to weekly helps minimimze both the LT regression and QB AWR regression / failure to progress:

http://www.operationsports.com/forum...ogression.html

32 Team Control, helps by shutting of Drive Goals and minimizing confidence, but the specific LT and QB regression issues are in need of an extra workaround...
 
# 946 Last Gunfighter @ 09/11/15 02:00 PM
Quote:
Originally Posted by althor
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.
I think it counters the issue by keeping QB AwR from regressing, this in turn helps them take less sacks. Less sacks means the LTs don't regress as badly.

Sent from my SAMSUNG-SM-G850A using Tapatalk
 
# 947 Last Gunfighter @ 09/11/15 02:02 PM
Quote:
Originally Posted by KingV2k3
This thread contends that the best fix for the inflated sack stats that lead to the LT regression issue are most easily fixed by changing QB traits:


http://www.operationsports.com/forum...egression.html

In this thread, the contention is that setting progression to weekly helps minimimze both the LT regression and QB AWR regression / failure to progress:

http://www.operationsports.com/forum...ogression.html

32 Team Control, helps by shutting of Drive Goals and minimizing confidence, but the specific LT and QB regression issues are in need of an extra workaround...
Thank you, I was looking all over for that!

Sent from my SAMSUNG-SM-G850A using Tapatalk
 
# 948 Bull_Market @ 09/11/15 02:11 PM
Quote:
Originally Posted by KingV2k3
This thread contends that the best fix for the inflated sack stats that lead to the LT regression issue are most easily fixed by changing QB traits:


http://www.operationsports.com/forum...egression.html

In this thread, the contention is that setting progression to weekly helps minimimze both the LT regression and QB AWR regression / failure to progress:

http://www.operationsports.com/forum...ogression.html

32 Team Control, helps by shutting of Drive Goals and minimizing confidence, but the specific LT and QB regression issues are in need of an extra workaround...
So essentially more "either or" gaming?
 
# 949 KingV2k3 @ 09/11/15 02:24 PM
Quote:
Originally Posted by Bull_Market
So essentially more "either or" gaming?
I'm not sure if I understand the question, but to me it looks like it's worth implementing all three (or four) current, available workarounds / fixes:

1) Minimal QB Roster Edits

2) 32 Team Control

3) Weekly Progression

And:

4) Deciding if you prefer the WR / DB tuner "on" or "off"...

Personally, I'm used to do this much or more every year, so it's turning into less of a big deal to me as the members of this fine forum continue to make the game as playable as possible...

Thanks y'all!

 
# 950 shadowking42 @ 09/11/15 02:29 PM
As for TRADES in a 32-team User Control CFM, you can make any trade you want......even if it's Luck in exchange for a long snapper. There's nothing to stop you from doing that, other than the salary cap.

The "CPU controlled" teams can be set to do everything else with free agents, XP, roster moves, etc. and it functions very well with those. But in a 32-team CFM, the CPU will never initiate a trade, nor will it respond to a trade offer on it's own.

Of course while that's a slight bummer, I strongly encourage everyone to do the 32-team CFM because that trade logic seems to be the ONLY thing you'll miss out on. I did this in Madden 15, and it worked like a charm. Thanks to everyone recommending this. Can't wait for the roster update!
 
# 951 MizzouRah @ 09/11/15 02:36 PM
Is there a place I can go on the XB1 that shows that the patch is installed? I have not seen any patch pop up - but I assume it installed on its own or something? Is there anyway to check?
 
# 952 jb12780 @ 09/11/15 02:38 PM
How come in CFM you can't put TE's at long snapper but outside of CFM you can?

Sent from my LG-LS980 using Tapatalk
 
# 953 picker19 @ 09/11/15 02:55 PM
Quote:
Originally Posted by shadowking42
As for TRADES in a 32-team User Control CFM, you can make any trade you want......even if it's Luck in exchange for a long snapper. There's nothing to stop you from doing that, other than the salary cap.

The "CPU controlled" teams can be set to do everything else with free agents, XP, roster moves, etc. and it functions very well with those. But in a 32-team CFM, the CPU will never initiate a trade, nor will it respond to a trade offer on it's own.

Of course while that's a slight bummer, I strongly encourage everyone to do the 32-team CFM because that trade logic seems to be the ONLY thing you'll miss out on. I did this in Madden 15, and it worked like a charm. Thanks to everyone recommending this. Can't wait for the roster update!
Thanks for bringing this up. I assume this then means during the draft, there will be no trades, either, for teams to move up/down. This definitely stinks, but it's something I can live with if it means getting rid of the drive goals. That to me makes CMF unplayable versus having little to no trading.
 
# 954 kchuskey @ 09/11/15 03:06 PM
So........... Are the fast rookies (that used to be a huge problem), not a huge problem any longer??? Earlier in the thread it was considered game killer. Now... I haven't heard a peep about it.
 
# 955 althor @ 09/11/15 03:14 PM
Quote:
Originally Posted by kchuskey
So........... Are the fast rookies (that used to be a huge problem), not a huge problem any longer??? Earlier in the thread it was considered game killer. Now... I haven't heard a peep about it.
I believe this is being addressed in the roster update with faster veterans.
 
# 956 kchuskey @ 09/11/15 03:20 PM
Quote:
Originally Posted by althor
I believe this is being addressed in the roster update with faster veterans.

I was under the impression that that also was only assumed, or speculation. Has that been confirmed? I'm not really worried about the rookies. Just making notes of what all to change, and look out for.
 
# 957 Phobia @ 09/11/15 03:24 PM
Quote:
Originally Posted by kchuskey
I was under the impression that that also was only assumed, or speculation. Has that been confirmed? I'm not really worried about the rookies. Just making notes of what all to change, and look out for.
Dev with EA confirmed the current rosters will be adjusted to match the incoming rookies in speed. So yes its been confirmed but we won't be 100% on how good the fix is until roster drops today.
 
# 958 StevenSD @ 09/11/15 03:24 PM
Quote:
Originally Posted by althor
I believe this is being addressed in the roster update with faster veterans.
Not exactly confirmed to be addressed with roster update, but it's possible.

I have done some 10 year sim testing and overall every position gets faster rookies about 10 years in, some people think it's a problem others don't.
 
# 959 jwelsh1 @ 09/11/15 03:25 PM
Quote:
Originally Posted by shadowking42
As for TRADES in a 32-team User Control CFM, you can make any trade you want......even if it's Luck in exchange for a long snapper. There's nothing to stop you from doing that, other than the salary cap.

The "CPU controlled" teams can be set to do everything else with free agents, XP, roster moves, etc. and it functions very well with those. But in a 32-team CFM, the CPU will never initiate a trade, nor will it respond to a trade offer on it's own.

Of course while that's a slight bummer, I strongly encourage everyone to do the 32-team CFM because that trade logic seems to be the ONLY thing you'll miss out on. I did this in Madden 15, and it worked like a charm. Thanks to everyone recommending this. Can't wait for the roster update!

Ultimately, going without trades would increase realism a bit. But I do like to make them!

Armor has a suggestion for how to do trades via a random number generator. See his slider thread.

I usually make trades mainly year 1, and an obvious but painful workaround would be to have a separate 1 user franchise running where you could see what assets make the trades work, write them down, and then surrender the same ones in the 32 teamer.

Also, the default trade logic accepts literally any draft pick for players on the trade block, so these could still be made without worrying too much about cheating the system.


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# 960 bakersville123 @ 09/11/15 03:26 PM
Quote:
Originally Posted by booker21
I never did a 32 teams control. I like to control 1 team and be in control of that team only, but this year is a must, otherwise as we already proved dynamic goals impact the gameplay in a bad way.

What i meant on the replied on armorīs post is that some people read 32 teams control and run away, they think they have to play other games, or baby sitting other teams, and while you can do, you can also play almost as if it were a 1 solo CFM. It sound complicated but it isnīt.


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 wonīt 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 donīt have to enter or do anything else for the other teams

Saved as a start so you donīt 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
Thank you for the summary. But I'm confused. You say set the other coaches to CPU control but then say do not set anyone no autopilot? What do you mean? Thanks!
 


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