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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
# 161 callmetaternuts @ 09/09/15 12:47 PM
Quote:
Originally Posted by CM Hooe
The issue is that left tackles (and right tackles to a lesser extent, but it's mostly left tackles) are allowing a disproportionately high number of sacks relative to other starting offensive linemen.

The total number of sacks allowed is actually pretty solid at a glance, but teams' left tackles are allowing too many sacks. For example, in one given sim, the Cowboys allowed 32 total sacks, but Tyron Smith allowed 12 of them. Washington Post credits Tyron Smith with six sacks allowed in 2014 and he's never allowed double-digit sacks in his career per that source. Another example: Browns LT Joe Thomas - probably the premier left tackle in the league - allowed 13 sacks in the same simulated season (with PBK of 96 following the season); he's never allowed more than six sacks in his career, per Washington Post.

The extreme example: for the Rams, they allowed 60 sacks as a team in one sim I did, and Greg Robinson allowed 41 sacks by himself. No other player on the team allowed more than 9.

Combine this with a component of Game Prep where an offensive tackle will automatically regress if he allows too many sacks in a game. For example, Greg Robinson will automatically lose four points in Pass Blocking permanently if he allows four sacks in a game. The amount of regression may be tied to Consistency; the Rams' right tackle, Rob Havenstein, also allowed four sacks in a single game once this sim, and he lost five points on Pass Blocking instead of four. It appears that three sacks allowed is the threshold for any ratings penalty, so an OL can allow 0, 1, or 2 sacks in a game and be fine.

Going back to Greg Robinson allowing 41 sacks in a season - that's a little over 2.5 sacks a game. In a second sim I did, he allowed at least 3 sacks in 8 games, and in two games allowed more than 6 sacks individually. So he's getting hit with PBK ratings penalties at least eight times in the season.

That's the reason we're seeing the tackles regress so much - they are allowing a ton of sacks individually, and the game is penalizing them for that.

For frame of reference - Washington Post credits Vikings LT Matt Kalil, one of the worst current starting tackles in the NFL by consensus, with 13.75 (.75?) sacks allowed in 2014. Unfortunately sortable real-world individual OL stats are proving really hard for me to find.

If I were to take a stab at what the long-term effects of this would be - CPU teams are going to be at the mercy of the sim engine with respect to developing young offensive tackles, and any who don't perform in the game sims are going to probably discarded quickly on account of the extreme PBK regression. The LTs who already have high ratings, though allowing too many sacks, will probably maintain their ratings more often than not because they mostly won't ever hit the single-game sacks allowed thresholds to incur ratings penalties.
Great point. The regression model seems to be working correctly. It's the sim stats that are pushing it this way. Giving up 30 sacks a year, then yea, they should regress. A QB throws 90 picks a year, we would expect regression, same holds true here.
 
# 162 howboutdat @ 09/09/15 12:50 PM
Quote:
Originally Posted by Allball76
Naw i Agree with you with the top players in the league rookies should be adjusted down also ! There only a few guys 2- 4 that should come in fast every year!
exactly, there are 2 guys in stock roster 95 or over. A guy from my league just simmed 3 seasons and said there are 30 players on teams at 95 or over speed and 6 sitting in FA....This wasnt touched
 
# 163 lvann4x @ 09/09/15 12:53 PM
The rookie speed issue perplexes me. Are the rookies generated by an algorithm, or were they made one at a time by the devs? If they were made one at a time by the devs (which sounds tedious, but only slightly more tedious than a Madden gamer having to check his own Trade Block), then how did we get so many rookies with too much speed? I just wonder how this stuff gets by testing, and how the Ratings Czar gives his blessing to these rookie classes.
It just seems like alot of these things would be a walk in the park, formulaic, tried and true after 30 years.
Seems like these guys would have a firm grasp of the Bell curve, standard deviation, etc. And that they'd have one or two guys that could eyeball a fictional draft class and have a pretty good idea of if it was realistic and useable, just like a farmer can eyeball a crop for 5 seconds and know how close to harvest it is, a scout can watch 2-3 pitches from a pitcher and have a good idea of if he's worth scouting further, or a detective can look at a crime scene and see things that the everyday person would miss. Do all of these professions make mistakes? Yes. But the good ones learn from their own mistakes and come up with a process to prevent silly mistakes, and good organizations find a way to capture knowledge so that there's a continuity of wisdom that is kept in spite of staff turnover.
Football/sports video games are not a novel idea anymore. It's an established industry that's been around for the entire lifetimes of many of the staff.
I'm not pissed. I'm not a Madden-*****. I've been playing Madden since the very first version. I'm just continually surprised and some of the basic stuff that slips through the cracks on an annual basis.
 
# 164 redsfan4life @ 09/09/15 12:53 PM
Quote:
Originally Posted by callmetaternuts
Great point. The regression model seems to be working correctly. It's the sim stats that are pushing it this way. Giving up 30 sacks a year, then yea, they should regress. A QB throws 90 picks a year, we would expect regression, same holds true here.
This is encouraging to me because I think it'll be a lot more realistic in leagues where all the games are played.
 
# 165 StefJoeHalt @ 09/09/15 12:54 PM
Quote:
Originally Posted by CM Hooe
The issue is that left tackles (and right tackles to a lesser extent, but it's mostly left tackles) are allowing a disproportionately high number of sacks relative to other starting offensive linemen.

The total number of sacks allowed is actually pretty solid at a glance, but teams' left tackles are allowing too many sacks. For example, in one given sim, the Cowboys allowed 32 total sacks, but Tyron Smith allowed 12 of them. Washington Post credits Tyron Smith with six sacks allowed in 2014 and he's never allowed double-digit sacks in his career per that source. Another example: Browns LT Joe Thomas - probably the premier left tackle in the league - allowed 13 sacks in the same simulated season (with PBK of 96 following the season); he's never allowed more than six sacks in his career, per Washington Post.

The extreme example: for the Rams, they allowed 60 sacks as a team in one sim I did, and Greg Robinson allowed 41 sacks by himself. No other player on the team allowed more than 9.

Combine this with a component of Game Prep where an offensive tackle will automatically regress if he allows too many sacks in a game. For example, Greg Robinson will automatically lose four points in Pass Blocking permanently if he allows four sacks in a game. The amount of regression may be tied to Consistency; the Rams' right tackle, Rob Havenstein, also allowed four sacks in a single game once this sim, and he lost five points on Pass Blocking instead of four. It appears that three sacks allowed is the threshold for any ratings penalty, so an OL can allow 0, 1, or 2 sacks in a game and be fine.

Going back to Greg Robinson allowing 41 sacks in a season - that's a little over 2.5 sacks a game. In a second sim I did, he allowed at least 3 sacks in 8 games, and in two games allowed more than 6 sacks individually. So he's getting hit with PBK ratings penalties at least eight times in the season.

That's the reason we're seeing the tackles regress so much - they are allowing a ton of sacks individually, and the game is penalizing them for that.

For frame of reference - Washington Post credits Vikings LT Matt Kalil, one of the worst current starting tackles in the NFL by consensus, with 13.75 (.75?) sacks allowed in 2014. Unfortunately sortable real-world individual OL stats are proving really hard for me to find.

If I were to take a stab at what the long-term effects of this would be - CPU teams are going to be at the mercy of the sim engine with respect to developing young offensive tackles, and any who don't perform in the game sims are going to probably discarded quickly on account of the extreme PBK regression. The LTs who already have high ratings, though allowing too many sacks, will probably maintain their ratings more often than not because they mostly won't ever hit the single-game sacks allowed thresholds to incur ratings penalties.

You said it way better then me lol..next time I'll just do my little research then not post and wait for u to say it 100 times better lol


Sent from my broken iPhone using my data I can't afford
 
# 166 jwelsh1 @ 09/09/15 12:55 PM
Does anyone know whether regression in the "injury" rating is tied to the injuries that occur there?

I did a test run cfm season with RGIII. He made it through 17 weeks of the season without missing a game for injury (he left 4 or 5 early) and I was putting all XP into injury rating, raising it from 77 to 83.

RGIII broke a collarbone in week 17 and the. Started the next season back down at 77. Ironically, Giovani Bernard also broke a collarbone in week one, but his injury rating wasn't affected.


Sent from my iPhone using Tapatalk
 
# 167 JoedicyMichael @ 09/09/15 12:56 PM
Any success downloading rosters etc ?
 
# 168 redsfan4life @ 09/09/15 12:57 PM
Quote:
Originally Posted by JoedicyMichael
Any success downloading rosters etc ?
No.



Trying to get some for my online CFM but may just start with stock rosters and have guys make their own cuts. Kinda realistic anyway if you ask me.
 
# 169 kongemeier @ 09/09/15 12:57 PM
Quote:
Originally Posted by thm305
Too excited to read through the thread so I don't know if its been mentioned, but Supersim now works in Player CFM!!
Works...?! Does this mean I can play 15 min. quarters and not get 400 total plays?
 
# 170 sabres32 @ 09/09/15 12:59 PM
YES finally I can't start!!!
 
# 171 kse79x @ 09/09/15 01:00 PM
Quote:
Originally Posted by sabres32
YES finally I can't start!!!
Depends on if you think the speed issue is a concern.
 
# 172 suh90beast @ 09/09/15 01:00 PM
How long is it taking you guys to download? Mine says 108 minutes

Sent from a stoner in New Orleans
 
# 173 JoedicyMichael @ 09/09/15 01:01 PM
Quote:
Originally Posted by redsfan4life
No.



Trying to get some for my online CFM but may just start with stock rosters and have guys make their own cuts. Kinda realistic anyway if you ask me.
Bummer 😯.. I guess we'll wait.
 
# 174 redsfan4life @ 09/09/15 01:01 PM
Quote:
Originally Posted by kse79x
Depends on if you think the speed issue is a concern.
I'm confused what exactly is the concern about this again?
 
# 175 kse79x @ 09/09/15 01:03 PM
Quote:
Originally Posted by redsfan4life
I'm confused what exactly is the concern about this again?
Apparently too many rookies have high speed and some Vets speeds are too low from what Ive read. I hear this will be addressed in the roster update this week though I have yet to see EA confirm it
 
# 176 Mike Lowe @ 09/09/15 01:04 PM
Quote:
Originally Posted by StefJoeHalt
Well you should be able to combat it some with XP..but problem isn't regression its sim stats..specifically sacks allowed..or at least my opinion..30 some sacks allowed by one player should cause u to be the worse pass blocker ever..that puts guys at 1.8 sacks a game..some teams don't give up that many..never mind just one player


Sent from my broken iPhone using my data I can't afford
I agree, but the issue too is that AI teams never assess their depth charts based on anything but overall rating. Guys are never benched throughout the season, but instead remain starters once they are slotted in that position. A dude would not give up 30+ sacks in a season IRL because he'd be benched long before. Neither would a guy with 40 INTs.
 
# 177 denniscvd @ 09/09/15 01:07 PM
You'd wonder when this whole calculation of speed error started. Yeah the draft class rookies are rated way too fast.. But look at the current rookies in madden. They lead in bunches in the current speed ratings.. How fast are they going to regress? Like why is Mario Alford a 97 speed, even though his 40 time was 4.43 vs for example Mike Wallace who is a 92 speed and ran 4.33?
 
# 178 kse79x @ 09/09/15 01:07 PM
Ok, maybe I am slow. Where is the specific reference from EA regarding Roster update and speed issues? Ive not seen anything yet. Have reached out to Rex and Kolbe on twitter with no response yet.
 
# 179 althor @ 09/09/15 01:07 PM
Quote:
Originally Posted by suh90beast
How long is it taking you guys to download? Mine says 108 minutes

Sent from a stoner in New Orleans
Took me about 2 hours total. At times it would download fast and I would make a lot of progress then it would shut down to barely moving.
 
# 180 StefJoeHalt @ 09/09/15 01:07 PM
Quote:
Originally Posted by Mike Lowe
I agree, but the issue too is that AI teams never assess their depth charts based on anything but overall rating. Guys are never benched throughout the season, but instead remain starters once they are slotted in that position. A dude would not give up 30+ sacks in a season IRL because he'd be benched long before. Neither would a guy with 40 INTs.

I agree..which leads me to think only way "kind of" around this is 32 control.


Sent from my broken iPhone using my data I can't afford
 


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