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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
# 1041 DrDoctor @ 09/12/15 01:26 PM
Quote:
Originally Posted by roadman
The rookies were not touched, it was the decision of the developer to raise the speed of the older CB's.
I understand. I'm just saying that raising the speed of some older CB's doesnt solve the issue of the generated rookies being overpowered when it comes to SPD, possibly the most important attribute in the league.

Odell Beckham is 91SPD 90ACC. I can draft about 15 rookies each season who blow him away.
 
# 1042 SmashMan @ 09/12/15 01:39 PM
Quote:
Originally Posted by CleveCluby
HEY ROADMAN.. Good to see you again. Like everyone else, been experimenting with sliders and rosters but getting ready to start my Franchise.. Just a simple question.. I have not DL the tuner, But from my understanding, the TUNER only affects game play ONLINE and has no affect at all on CFM OFFLINE game play.. I never play OL, so I am assuming the tuner is not a necessity for me. Would that be correct. ?
I'm not roadman, but I can answer this. The tuning update effects gameplay as a whole, both online and offline.
 
# 1043 roadman @ 09/12/15 01:46 PM
Quote:
Originally Posted by DrDoctor
I understand. I'm just saying that raising the speed of some older CB's doesnt solve the issue of the generated rookies being overpowered when it comes to SPD, possibly the most important attribute in the league.

Odell Beckham is 91SPD 90ACC. I can draft about 15 rookies each season who blow him away.
And I get that also, all I am saying is the developer thought this was the best decision going forward for this issue.

We'll see if there are other decisions in the near future.
 
# 1044 StevenSD @ 09/12/15 01:47 PM
Quote:
Originally Posted by DrDoctor
Odell Beckham is 91SPD 90ACC. I can draft about 15 rookies each season who blow him away.
Maybe in those categories only, but it's hard to find a rookie that has his catching attributes out the gate.
 
# 1045 DrDoctor @ 09/12/15 02:01 PM
Quote:
Originally Posted by StevenSD
Maybe in those categories only, but it's hard to find a rookie that has his catching attributes out the gate.
Agreed, but when your WR can outrun literally everyone, his catching attributes seem to matter less. In my first franchise I drafted a 6'2" WR with 99SPD/98ACC who had decent catching abilities. I played on All-Madden with some decent sliders, and there was not one CB in the league that could cover him. He typically was +6-10SPD faster than any opposing corner.

I feel like the solution is just to NOT draft those guys, I guess.
 
# 1046 JumpOffMang @ 09/12/15 02:25 PM
The overpowered rookies are kind of a big deal for competitive online connected franchises. The raising of some CBs from 83 to 85 speed really doesn't make a difference
 
# 1047 bkrich83 @ 09/12/15 02:46 PM
Quote:
Originally Posted by JumpOffMang
The overpowered rookies are kind of a big deal for competitive online connected franchises. The raising of some CBs from 83 to 85 speed really doesn't make a difference
Based on what metric or testing?
 
# 1048 bkrich83 @ 09/12/15 02:50 PM
Quote:
Originally Posted by IcedCoffee1983
....



I understand your point and you're definitely right in some aspects. However those young guys might have speed but they won't have stellar technical skills in year one. Not until you build up their rookie skills.

Also keep in mind as young generated WR's come in your CFM, so will young generated CB's and Safeties, as more and more years go by in your CFM.

So I agree it's a problem in the stock roster vs generated rookies, but they did up some older guys, you can adjust the speed threshold to universally fix it if you want, and long term your CFM will have both fast CB's and WR's.

Kinda stinks, but not huge for me.

I'd rather they fix broken CFM Aut-Sub sliders, and LT regression, and this stupid drive goals/confidence thing.

Then we have a game to play.
I had read in some places that and maybe Millenium can verify that the draft class speeds are simply their combine 40 time with zero age regression. If that's the case I am ok with it. I also believe people put way too much weight in the speed rating when it comes to this version of the game. Imo, no longer the sole dominant trait.
 
# 1049 JumpOffMang @ 09/12/15 03:21 PM
Quote:
Originally Posted by bkrich83
Based on what metric or testing?
Based off playing the game. I can use a 98 speed rookie receiver and out run the CB and sometimes even a cover 2 safety on a streak for a touchdown. If there is no safety help the rookie receiver wins every time.
 
# 1050 BleedGreen710 @ 09/12/15 03:30 PM
Quote:
Originally Posted by BleedGreen710
so what do i need to do to get a good franchise? so far through skimming I've seen the following being suggested

set control to all 32 teams
set CPU progression to weekly
delete tuner

is that accurate?

anything else?
really looking for some clarification

thanks in advance
 
# 1051 Finn @ 09/12/15 03:37 PM
Quote:
Originally Posted by BleedGreen710
really looking for some clarification

thanks in advance
Yes that is correct. After deleting the tuner and being sure that the patch has been installed you can then redownload the tuner and it should help alleviate the problems people have seen.

By doing the 32 team control you will no longer experience drive goals that boost confidence over the long run of a CFM.
 
# 1052 kenchun24 @ 09/12/15 04:50 PM
"Madden Season" isn't late August...that's for Fantasy Football prep/drafts and the last pre-season action before the kickoff starts. Madden Season in late November, after the game has been fully patched, tested by the community, and is priced at it's more deserving $34.99 tag at big box store Thanksgiving weekend sales.
 
# 1053 JumpOffMang @ 09/12/15 05:42 PM
Quote:
Originally Posted by NEOPARADIGM
And route-running, awareness, run block & run block footwork, catch-in-traffic, spectacular catch, consistency, and on and on. I could barely care less about speed so long as the guy isn't SLOW; just about, I dunno, EVERYTHING ELSE is more important.
You can upgrade +10 in every one of those stats for the same exp as a +1 to speed. It might be more important if your casually playing the computer, but speed is #1 in competitive matches
 
# 1054 dpower15 @ 09/12/15 06:13 PM
I'm doing 32 team CFM as suggested. Are drive goals things like "opportune preseason" and "preseason starter" or are those the weekly goals? Want to be sure the drive goals aren't going to screw anything up.


Sent from my iPhone using Tapatalk
 
# 1055 ajk49er @ 09/12/15 06:30 PM
I'd like to call on all the people who see the issues with the rating system to back the following idea:


LOWER FREE AGENT RATINGS UNTIL THEY SIGN IN REAL LIFE!!!!!!!


yes, I understand we can edit our own rosters, I don't see why we should have to. Brian De La Puente can't get a job in the NFL, yet sits at an 80. why are guys like Joe Mays a 79 overall? that makes Joe Mays better than any option my team has at ILB #2.


this has been going on for years, Felix Jones was a FA beast even when no team wanted to give him the ball. and IMO if you lowered EVERY FA RATING by 10 points, we wouldn't see half the problems with CPU controlled rosters within CFM.
 
# 1056 ajk49er @ 09/12/15 06:35 PM
to answer above, the QB progression seems to be on track with weekly progression


I went with every 4 weeks, and had 4 QB's over an 82 by year 5.


I went with weekly progression and there was basically the same number of high rated QB's as there are in year 1.
 
# 1057 madmastermind @ 09/12/15 06:40 PM
Anyone know how to stop the CFM from picking up players from the Free Agent pool ... while human owners are still signing in with their teams? I've noticed quite a few moves having taken place .. and now because of it, we're asking those owners to release said players that were picked up by the CFM. Hopefully, there's a work around ... otherwise, it's going to be quite a bit of work to keep a hold on which teams have made moves already.
 
# 1058 DrDoctor @ 09/12/15 08:27 PM
Quote:
Originally Posted by Finn
Yes that is correct. After deleting the tuner and being sure that the patch has been installed you can then redownload the tuner and it should help alleviate the problems people have seen.
How do you delete and redownload the tuner?
 
# 1059 bkrich83 @ 09/13/15 12:44 AM
Quote:
Originally Posted by JumpOffMang
Based off playing the game. I can use a 98 speed rookie receiver and out run the CB and sometimes even a cover 2 safety on a streak for a touchdown. If there is no safety help the rookie receiver wins every time.
Shenanigans.


Sent from my iPhone using Tapatalk
 
# 1060 Shmiggity @ 09/13/15 01:20 AM
Quote:
Originally Posted by IcedCoffee1983
Has anyone checked on this?

This would be huge if Mike is right..
I absolutely agree with Mike. Between last night and this morning I have simmed 12 seasons, 1 at a time. The only issue present is CPU QB awr does not go up if you progress at "end of season." But, both options of "every 4 weeks" and "weekly" eliminate this.

Progressing at "end of season" leads to a league of QBs with super high accuracy ratings across the board and untouched awr. The other 2 options lead to increased awr as well as slower increase in accuracy ratings. I prefer "weekly" which had Andrew Luck at 97 awr after 2 seasons, and Winston up to a 76 awr.

"Every 4 weeks" is a nice balance between QB and LT progression. As far as I'm concerned, the only thing I feel a need to look into for my cfm is the user confidence. Which I will test a few things for tonight .

Sent from my XT1254 using Tapatalk
 


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