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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
# 81 dubplate @ 09/09/15 10:35 AM
So the patch is out but it didn't address the issue the developers told us to hold off on starting a CFM for, but it may be addressed when the roster is released on Friday?!

It would be nice if someone from EA could give us clear and concise answers to our questions so we know just what the hell is going on.

It's one step forward and two steps back with this company.
 
# 82 yankees028 @ 09/09/15 10:36 AM
So what I have read your saying a players ratings still can go over 100?
 
# 83 Hooe @ 09/09/15 10:38 AM
Quote:
Originally Posted by yankees028
So what I have read your saying a players ratings still can go over 100?
No. That was fixed and was explicitly mentioned in the patch notes:

Quote:
Addressed issue where players could receive over 100 confidence resulting in a short-term attribute boost
 
# 84 niles08 @ 09/09/15 10:39 AM
After watching a few drafts it does appear that there are several players with 94-96 speed. However, those players with 94-96 speed that are WR's and are bigger guys have much lower accelerations such as 81-87...this makes sense as the smaller guys obviously move faster.
 
# 85 mdotferg @ 09/09/15 10:39 AM
It's about time
 
# 86 goalieump413 @ 09/09/15 10:39 AM
Generally, I'm very excited to finally get into CFM, whether this patch is perfect or not. I'm happy the patch got done and released as fast as it did.

Second, I don't think they can address the issue of incoming rookie speed with a roster update, as it only addresses data, not core programming. This means that, even if the roster update balanced things out for right now, I believe any future incoming rookie drafts may still have their speed ratings too high.

Third, since I'm a hiatus Madden player, and not familiar with the auto-sub issue, I wasn't looking for any real problems there. I have noticed in simple play-now games that my RB does get subbed out/in at appropriate times though.
 
# 87 Datninja619 @ 09/09/15 10:42 AM
Quote:
Originally Posted by Steve_OS

UPDATE: Just received official word from EA.

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.

That's about what I expected with existing CFM. Glad I don't have to quit my test league, which is turning out to be very fun.
 
# 88 charter04 @ 09/09/15 10:42 AM
too many Tackles are still regressing. The Rams Greg Robinson went from 73 pass block to 50 in the sim season I did post patch. This was a brand new cfm I started after the patch. It seems lower rated Left tackles are still regressing way to much.

why would a guy lose 23 points to his pass blocking in one season?

The rookie class I checked did seem better for Qb's deep accuracy rating. the highest was 74.

I did a super sim and Romo had 13 carries. lol .12 minute quarters. so I guess the "fix" was for a much lower Quarter length.

I haven't had a chance to check out the game play stuff yet
 
# 89 TreyIM2 @ 09/09/15 10:43 AM
Cool. Just gotta wait til Friday to start my CFM - JETS! JETS! JETS!...
 
# 90 mmorg @ 09/09/15 10:44 AM
Quote:
Originally Posted by SteelCityColt
Side question, does anyone else think it's a cop out you can sign FAs at the start of a CFM on a 1 year no bonus contract? Shouldn't you be forced to negotiate with them to make it more realistic?
Not a cop out. I think in the NFL after week 1 or week 2 you can sign players to contracts that are not guaranteed, so it kind of reflects real life. Someone can correct me if I'm wrong about the details or completely wrong at all.
 
# 91 griffy20 @ 09/09/15 10:44 AM
Quote:
Originally Posted by SteelCityColt
So I'm kinda bummed that they've not fixed Rookie Speed, that and the confidence bug is why I was holding off on CFM. Offering up boosting the stock roster as a fix is even more disappointing as I liked how elite speed was rarer in this Madden.

Annoying too that Autosubs still isn't fixed after years of being a known issue. Looks like 16 isn't going to be the Madden to get CFM back on track then.

Side question, does anyone else think it's a cop out you can sign FAs at the start of a CFM on a 1 year no bonus contract? Shouldn't you be forced to negotiate with them to make it more realistic?

Oddly because I've been waiting on the patch for CFM I've gotten into playing MUT and I'm enjoying it. Might stick with it till they fix CFM... hang on a minute... maybe that was their plan all along!
Yep. I signed Terrance Knighton (90 OVR) to a 1 year $1.5M contract in the preseason of year 2.
 
# 92 pack4life69 @ 09/09/15 10:45 AM
"* Addressed issue where players could receive over 100 confidence resulting in a short-term attribute boost"

Can anyone go into more detail on how this was fixed please?

Did they cap it to a certain level or is it actually fixed where peoples whole teams dont become superstars due to all having high confidence?

Been waiting to buy the game since all I play is CFM so im unable to check myself.

Thanks

Sent from my SPH-L710 using Tapatalk
 
# 93 Oldsmobile19 @ 09/09/15 10:45 AM
First I had a quick random question, how do you "like" a post?

But yea they seemed to fix a lot of stuff which I am happy about, I am sure more patches will come in the next few months. Just patiently waiting this roster update to finally start a legit online CFM.
 
# 94 jeremym480 @ 09/09/15 10:47 AM
Quote:
Originally Posted by StefJoeHalt
Yeah..my thought is they had had "sack" totals which completely blow the ratings up..I scanned through others and don't see as big of a loss..but that is kind of lame

Edit: include Michael Oher 64 pass block

Sent from my broken iPhone using my data I can't afford
So from what you're seeing OL regression seems to be related to them giving up too many sacks in sims? If so, then I assume this shouldn't as big of an issue in 32 user CFM's?
 
# 95 Hooe @ 09/09/15 10:48 AM
Quote:
Originally Posted by Danimal
At work but can anyone tell me if they fixed the broken Defensive Holding slider in CFM?
It appears the Defensive Holding slider still does not stick when manually adjusted or when changed via the Import Custom Sliders option.
 
# 96 JayBillups36 @ 09/09/15 10:48 AM
I don't see where they addressed AI stats for quarterbacks on connected franchise. I play CB for the Lions I'm in week 8 and Stafford is 15 of 150 for like 100 yards lol Fix this garbage
 
# 97 joet6683 @ 09/09/15 10:51 AM
Quote:
Originally Posted by charter04
too many Tackles are still regressing. The Rams Greg Robinson went from 73 pass block to 50 in the sim season I did post patch. This was a brand new cfm I started after the patch. It seems lower rated Left tackles are still regressing way to much.

why would a guy lose 23 points to his pass blocking in one season?

The rookie class I checked did seem better for Qb's deep accuracy rating. the highest was 74.

I did a super sim and Romo had 13 carries. lol .12 minute quarters. so I guess the "fix" was for a much lower Quarter length.

I haven't had a chance to check out the game play stuff yet
yep stats are always inflated in super sim because it doesn't account for time in between plays. A full super simmed game needs to be 5 or 6 min quarters. If you play a side of the ball, 7 or 8 min. Not sure why they never update this to take acc clock into account.
 
# 98 howboutdat @ 09/09/15 10:54 AM
Quote:
Originally Posted by StefJoeHalt
Still a small issue with some not all but some Oline regression..finished test season..Greg Robinson 59 pass block, Luke Joeckel 62 pass block


Sent from my broken iPhone using my data I can't afford
so basically this wasnt fixed . great smh. the wait continues
 
# 99 howboutdat @ 09/09/15 10:58 AM
Quote:
Originally Posted by charter04
too many Tackles are still regressing. The Rams Greg Robinson went from 73 pass block to 50 in the sim season I did post patch. This was a brand new cfm I started after the patch. It seems lower rated Left tackles are still regressing way to much.

why would a guy lose 23 points to his pass blocking in one season?

The rookie class I checked did seem better for Qb's deep accuracy rating. the highest was 74.

I did a super sim and Romo had 13 carries. lol .12 minute quarters. so I guess the "fix" was for a much lower Quarter length.

I haven't had a chance to check out the game play stuff yet
So why they put it in patch notes they fixed it , if they didnt? Man this killing it for me
 
# 100 SteelCityColt @ 09/09/15 10:58 AM
Quote:
Originally Posted by mmorg
Not a cop out. I think in the NFL after week 1 or week 2 you can sign players to contracts that are not guaranteed, so it kind of reflects real life. Someone can correct me if I'm wrong about the details or completely wrong at all.
Sorry I just meant you get a chance before the CPU to snap up all the decent FAs (trade them away for picks if you want) with no penalty for doing so.

The better players IRL would want multi year contracts with some guaranteed money. Evan Mathis is the best example I can think of for this year, out of the box he's a FA you can "rent" for a year quite easily. IRL he was shopping around for deals.
 


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