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Madden NFL 16 News Post


Madden NFL 16 title update #2 is available now for both Xbox One and PlayStation 4. It includes improvements and fixes to gameplay, Connected Franchise, Madden Ultimate Team, and more. Check out the details below.

GAMEPLAY
  • Addressed issue where if a team called a time out on the safety punt, they would then be able to kick a regular kickoff
  • Addressed issue where sometimes a defender would have a poor pursuit angle toward the ball carrier if the ball carrier was breaking a tackle during a catch
  • Addressed issue where sometimes defensive linemen would freeze for the remainder of the play after being knocked to the ground
  • Addressed issue where the defense would not adjust alignment if the CPU controlled offensive team enacted a concept audible
  • Updated Individual Coverage adjustments to not only affect the pre-snap shading but also the post play leverage technique
  • Addressed issue where adjusting the ZONE shading would have an effect on the defenders drop location instead of just the leverage technique
  • Addressed issue where cancelling a PA Fake would allow for a 1-step drop on certain plays
  • Addressed issue where the game clock would be restarted of a declined penalty after an incomplete pass
  • Addressed issue where safeties in Cover 4 Deep assignments were reacting to run too quickly
CONNECTED FRANCHISE
  • Addressed issue where defensive holding slider would reset when exiting the screen
  • Addressed issue where accelerated clock would not work in H2H CFM games
  • Addressed issue where visual feedback settings were pulling from the user’s profile instead of league settings
  • Addressed issue where some settings would carry back to the FE after playing a CFM game
  • Addressed issue where the CPU would retain an empty roster spot when simming to the regular season when there is a player on Injured Reserve (note: changes aren’t reflected until after your current season is finished)
  • Addressed issue where the user could not sort player while in the Fantasy draft board
  • Removed Kick Return as a scoutable trait (note: changes won’t be reflected until after your current season is finished)
  • CFM Trade tuning
  • Addressed issue in CFM H2H where uniforms would change back to default home/away even after changing them in the team select screen
  • Addressed a rare issue that caused some Franchise files to be corrupted, preventing players from accessing their CFM (note: this won’t repair already corrupted files, and only prevents future occurrences)
MADDEN ULTIMATE TEAM
  • MUT Play a Friend quarter length boosted to four minutes from two minutes
  • In MUT H2H Seasons and Draft Champions H2H Draft, terminating the game during the load screen will give the quitter a loss and the opponent a win. In MUT, Contracts will still be removed.
OTHER
  • Play Now games were using regular season overtime rules rather than playoff overtime rules (removed possibility for ties)
  • Addressed issue in online games where the defensive timer would run out during a pause causing the game to auto pick the defensive play
  • Addressed over 100 general bug 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
# 241 Young Coaches @ 10/01/15 03:15 AM
Thanks REX. Can't wait to rock this new UpDATE!!!


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# 242 Smallville102001 @ 10/01/15 05:04 AM
Just played my first game post patch and had 11 sacks on Brady and a few other times that I almost had him. Now this is not really because of the patch though. More because of my slider adjustments. I have yet to start a CFM in part because I was wanting for this patch and in part because I have yet to find good enough sliders for me. There are a few things I am still trying to find the right balance for. 1. sacks and pressure on the QB I had been lowering the slider and I find at even like 30 I get no pressure. Now this last game with all of those sacks I had CPU pass blocking at 10 and things looked really bad. I think I need to try a few games at 20-25 and see what happens.


2. Run blocking for CPU. I am finding either the CPU run blocking is to good or there is no Run blocking. The last patch I felt like improved run blocking a lot though so I think 50 for this might be fine. 3. My run blocking kind of the same has the CPU. At 50 there is no run blocking at all. Had it up to like 68 at one point but then it was a little to good. I have had it at 65 for a while and now to many games where my yards are like 2-3 per rush. I think I need to have this at like 66-67. 4. This is the final thing but tackling. At 45 not enough broken tackles. At like 40 maybe to many. Going to most likely keep this at like 40.
 
# 243 Smallville102001 @ 10/01/15 05:05 AM
I have a few questions about CFM. Where do you see player progression for CPU players? I cant not find it for the life of me. Also what about retired players?
 
# 244 tubaSimulator @ 10/01/15 06:10 AM
I uninstalled Madden 16, cleared the cache and am now in the process of installing it again. So I'll have a fresh, newly installed game with the latest patch. Anything anyone wants me to test out? Maybe we don't just need a to restart CFM but reinstall the entire game for some elements of the patch to work
 
# 245 slick1ru2 @ 10/01/15 07:18 AM
I now have no game commentary in an existing offline CFM franchise.

Edit: It was a sound bar issue, not the game, phew.


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# 246 roadman @ 10/01/15 08:49 AM
Quote:
Originally Posted by bcruise
Starting to think I should go down to rookie to really test out the drive goal thing...lol! I'm 0-3 and currently getting blasted by the Saints.

Anyway, my team-wide confidence still looks very reasonable, both because of only getting drive goal confidence in one game (and only one point) and because of multiple negative confidence drops due to bad performance. I'll screenshot the CFM menu depth chart when I finish this game - it does look strikingly different from pre-patch.
This sounds real encouraging.
 
# 247 eastcoast49ers @ 10/01/15 09:01 AM
Quote:
Originally Posted by IcedCoffee1983
So wait, they possibly did tune down the rewards for drive goals?

This will be good news if true…
I think it's just coincidence so far. I play with the drive goal visuals off so i can't see what they are. It helps me not to aim to complete them. So completing less of them = less reward. I'm assuming if i specifically tried to complete every drive goal that there would still be a confidence issue.
 
# 248 ripp1p @ 10/01/15 09:53 AM
Do you have to restart offline cfm?
 
# 249 Ddson24 @ 10/01/15 09:59 AM
I just started a new cfm and did some test with it. Now I only played one game but I did a lot of test with this before with the drive goals and I am the one that figured out that if you run a 32 team offline league that there are no drive goals. Well I think me and a few others figured that out lol. Anyways I played 3 games and you don't get conf like before. In those 3 games I have completed on avg 6 drive goals a game and only one gave me conf. All others was just xp. Also you lose more conf now for loses and other stuff like fumbles and yards givin up and not rushing or passing well etc.... I know that happened before but it seems like a lot more is being lost. So over 3 games and about 18 drive goals completed only 1 gave conf. I have to say that what they did with it now is great. Makes use them fun and not op. A good way to get xp for players. I also seen a few I have never seen before that makes them harder to get. Instead of 3 rushes it was 6 lol. Hard to do that one.
 
# 250 booker21 @ 10/01/15 10:08 AM
Quote:
Originally Posted by bcruise
4.8 in my first game vs the Giants and 2.7 at the half of a second game with the same matchup (I restarted CFM to test the drive goal thing). Seems okay so far.



Default everything, all-pro.

Yeah. I'm currently 4.9 with my starter rb. I guess those first few games were abnormal.


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# 251 Ddson24 @ 10/01/15 10:22 AM
Here is a pic. I know not a great one but whatever. Just to show prove about the drive goals to the haters lol.
 
# 252 roadman @ 10/01/15 10:30 AM
Thanks for pointing that out.

This was one of the biggest complaints from posters in here yesterday because it wasn't in the patch notes, but I do understand that.

It just takes someone to play through several games before one notices it's fixed.

So, one of the concerning issues looks like it was worked on and much better now.
 
# 253 SolidSquid @ 10/01/15 10:31 AM
I'm soooo happy shading work. Played my brother online last night who is a slants abuser and shading inside finally started taking away those routes forcing him into holding onto the ball or making bad throws. Feels like there's strategy involved now.
 
# 254 J1Warrior @ 10/01/15 10:42 AM
Quote:
Originally Posted by tubaSimulator
As far as I can see from the patch notes they haven't addressed anything related to drive goals or overall. All the patch notes are in the first post in this thread so scroll up
I did read it and it says the 100 bug fixes so I was curious if it fixed it. My bad for asking a question on a forum related to the topic.
 
# 255 Danimal @ 10/01/15 10:44 AM
As I said yesterday play about 8 or 9 games then report on drive goals. The reason people report different results is it's very easy to get goals that you accomplish from doing nothing. The nature of the system means people will get different results just based on the randomness of the goals offered to them.

I'm not saying it is not fixed or tweaked but 4 games is a very small sample size.

I tweeted Rex yesterday and asked him if they tuned it and have received no response yet. An answer would end all speculation.
 
# 256 Ddson24 @ 10/01/15 10:50 AM
Quote:
Originally Posted by Danimal
As I said yesterday play about 8 or 9 games then report on drive goals. The reason people report different results is it's very easy to get goals that you accomplish from doing nothing. The nature of the system means people will get different results just based on the randomness of the goals offered to them.

I'm not saying it is not fixed or tweaked but 4 games is a very small sample size.

I tweeted Rex yesterday and asked him if they tuned it and have received no response yet. An answer would end all speculation.
I understand you saying 4 games isn't enough but when you have played 5 season with them on before and never, and I mean never had less then plus 5 to conf. Then it's pretty easy to see that it is total different. Not to mention all the bs games I played before the game came out and was testing the cfm in ea access and found drive goals to be way op. Yes you still complete so very easy but it's just xp. Not as big of a deal. To say 4 games isn't enough when before you could see how crazy it was after one game is not a true statement. Everyone knows what one or two games of drive goals does to your team. That's why they hated it.
 
# 257 Ddson24 @ 10/01/15 10:56 AM
I am off work today so I'll go ahead a play a few more games and see what is up with it tho. Played one this morning and I am playing now and it's still the same. Still only getting xp. So 5 games played full and only one I completed was conf. It looks like the ones that say player whoever do this gives xp and the team ones give xp and conf. Not 100 on that still testing that out. It is different then before for sure.
 
# 258 econoodle @ 10/01/15 10:56 AM
Quote:
Originally Posted by Danimal
As I said yesterday play about 8 or 9 games then report on drive goals. The reason people report different results is it's very easy to get goals that you accomplish from doing nothing. The nature of the system means people will get different results just based on the randomness of the goals offered to them.

I'm not saying it is not fixed or tweaked but 4 games is a very small sample size.

I tweeted Rex yesterday and asked him if they tuned it and have received no response yet. An answer would end all speculation.

I asked him also with no response, which raised a bit of a red flag.


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# 259 KingV2k3 @ 10/01/15 11:05 AM
Quote:
Originally Posted by econoodle
I asked him also with no response, which raised a bit of a red flag.


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I wouldn't blame them AT ALL if the "company line" on this was radio silence...

Why?

Well, admitting you had to nerf a box feature due to poor implementation isn't good marketing...

The consensus from the forum on this will prob form by this afternoon anyway...

This is turning out to be a much more substantial patch than the notes would indicate...that, and the fact that they left core gameplay "as is" is a VERY good thing, IMHO...

Thanks EA!
 
# 260 Ddson24 @ 10/01/15 11:07 AM
Quote:
Originally Posted by Danimal
The problem with the play it and test it line of thinking is in order to find out if drive goals / confidence is still and issue you have to play somewhere between 4-7 games and I mean play not sim them.

It's was a big enough complaint that I think if something was done they would of said it. Besides Clint's tweet about it being a perceived issue make it sound like they don't agree anyway.
And not to be an *** but you said 4-7 games not 8 or 9 lol. Seems like you are just trying to hate on it now. Just don't know why you would say 4-7 then change to 8-9 when someone, I mean a few people have already said it's different and has played YOUR 4-7 games.
 


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