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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
# 281 DeuceDouglas @ 10/01/15 03:02 PM
Quote:
Originally Posted by booker21
Anyone else could start a franchise and play a game without the work around, advance week and post the screenshot showing the confidence breakdown? I´m at work. for 4 more hours!
Here's from a game I played Pre-Patch



And this was from the game I played this morning



Someone can play more games to see if that trend continues and I'm guessing it will but you can already see a huge difference. I completed a large number of drive goals in both games and you can see the huge difference in results. I can't guarantee it but my guess still stands that they capped out the confidence gain from drive goals at 1.

EDIT: One thing you don't see in the first screenshot either is that even though it says +8, it doesn't include any of the other goals and/or gains from that game. IIRC, from that one game Jamaal Charles actually went up 16 in confidence even though it only said +8.
 
# 282 GrayDawg @ 10/01/15 03:05 PM
Quote:
Originally Posted by IcedCoffee1983
You will need to re-start your franchise to get the WR TE and OL drills to show up.

It's already been confirmed the patch fixed this, but not for existing franchises.

Honestly, I just am starting over with all my offline franchises, there are way too many fixes this time not do start over.
You got to be kidding me! Is there a chance things reset in the next season.
 
# 283 Brandwin @ 10/01/15 03:09 PM
I was getting those small increases with the work around, so there's no difference other than not having to do the work around, correct? A few seasons in and there will be multiple guys with 99 confidence?
 
# 284 booker21 @ 10/01/15 03:14 PM
Quote:
Originally Posted by DeuceDouglas
Here's from a game I played Pre-Patch



And this was from the game I played this morning



Someone can play more games to see if that trend continues and I'm guessing it will but you can already see a huge difference. I completed a large number of drive goals in both games and you can see the huge difference in results. I can't guarantee it but my guess still stands that they capped out the confidence gain from drive goals at 1.

EDIT: One thing you don't see in the first screenshot either is that even though it says +8, it doesn't include any of the other goals and/or gains from that game. IIRC, from that one game Jamaal Charles actually went up 16 in confidence even though it only said +8.
Great info, so they capped Drive goals to +1.

you can tell this system is buged already. I mean, what´s the poing of aiming for the other drive goals if they are only going to give you 1 point

What i don´t like is that you will get a 1+ confidence for all the team guarantee on every game, that means 16 rating boost guarantee for every player. you have drive goals on every drive, that means 60 chances to get the drive goal completed. You can´t fail.

oh well, i´m glad they tweaked, i would love that they would turn off this $@#$@ feature but i guess it´s better than nothing. I may still keep doing the workaround though. I like my Drive goals to be 100% off. Hate having bonuses over CPU.
 
# 285 althor @ 10/01/15 03:17 PM
Quote:
Originally Posted by IcedCoffee1983
You will need to re-start your franchise to get the WR TE and OL drills to show up.

It's already been confirmed the patch fixed this, but not for existing franchises.

Honestly, I just am starting over with all my offline franchises, there are way too many fixes this time not do start over.
Hrm, wonder what I am doing wrong then. I restarted franchise and still do not have those options. I have extra QB drills now, but no WR, TE, and OL. Not that it matters really, I lock up trying to get into game prep. I was going to do some to see if it opened up more options but lock up on loading screen.
 
# 286 Danimal @ 10/01/15 03:21 PM
Quote:
Originally Posted by DeuceDouglas
And this was from the game I played this morning



Someone can play more games to see if that trend continues and I'm guessing it will but you can already see a huge difference.
Would you mind posting another shot after week 2 of the same guy?
 
# 287 booker21 @ 10/01/15 03:29 PM
Quote:
Originally Posted by Danimal
Would you mind posting another shot after week 2 of the same guy?
In the long run, you will notice the Drive goals Boost. Don´t get me wrong, i´m really happy they capped at 1, but this should be turned off, it´s not balance. The super sim games doesn´t use it.
You have 60 chances to complete the drive goals, remember some are as easy as complete 3 consecutive passes or get 2 first downs. so you get a guarantee 1+. Some of these drives, affect the whole team (offense or Defense).

On that screen, without Drive goals, players would have 1 less

charles 4,
davis 0
west 0

It the long run, it will be noticeable. This will be 16+ boost that CPU team doesn´t get.
Next year EA should give us the option to turn this off. As we had when we could turn off the Home field advantage from NCAA.
 
# 288 Brandwin @ 10/01/15 03:42 PM
I started a new cfm and I was able to do catch drills with receivers and tight ends, but that was the only new drills for me. Simmed through my current season in cfm and have acceleration burst added. So i don't know what the deal is with game prep drills. I don't know what triggers new ones being added or not. Year 3 I had a new one added was for kickers. First time in three seasons I has the option for that drill.


Not only that, but I still just have some guys at a +1 or +2 with two players at a +3.

Also, QB awareness and LT pass blocking seems fine. I have ststtibf QB's who are in the 90's with awareness and some who are low 60's or 50's. Same with left tackles, lowest pass block for a starter is 77. Most guys are somewhere in the 80's with a handful in the 99-97 rating.

While I would like the drills for my receivers and tight ends, I'm just not seeing the advantage of restarting. If you're enjoying your CFM and deep into it, it see a pointless to restart to me. I'll continue with the work around to turn drives on and try to win back to back Super Bowls.
 
# 289 Ddson24 @ 10/01/15 03:46 PM
Quote:
Originally Posted by booker21
In the long run, you will notice the Drive goals Boost. Don´t get me wrong, i´m really happy they capped at 1, but this should be turned off, it´s not balance. The super sim games doesn´t use it.
You have 60 chances to complete the drive goals, remember some are as easy as complete 3 consecutive passes or get 2 first downs. so you get a guarantee 1+. Some of these drives, affect the whole team (offense or Defense).

On that screen, without Drive goals, players would have 1 less

charles 4,
davis 0
west 0

It the long run, it will be noticeable. This will be 16+ boost that CPU team doesn´t get.
Next year EA should give us the option to turn this off. As we had when we could turn off the Home field advantage from NCAA.
This is not true at all. You don't get plus one every game. I have played 10+ and only had 2 plus ones. It is not capped at one at all. You only get xp for goals. Once a game it gives you one for conf and if you fail you do not get it again that game. It is all xp based. I wish it just told me what goal is the conf one cause I can never figure it out. I complete like 80 percent of them yet only plus 2 conf in 10+ games over 2 different cfm. This guy placed one game and was just saying it looks like it's capped. Not that it is.
 
# 290 Armor and Sword @ 10/01/15 03:47 PM
Quote:
Originally Posted by Brandwin
I started a new cfm and I was able to do catch drills with receivers and tight ends, but that was the only new drills for me. Simmed through my current season in cfm and have acceleration burst added. So i don't know what the deal is with game prep drills. I don't know what triggers new ones being added or not. Year 3 I had a new one added was for kickers. First time in three seasons I has the option for that drill.


Not only that, but I still just have some guys at a +1 or +2 with two players at a +3.

Also, QB awareness and LT pass blocking seems fine. I have ststtibf QB's who are in the 90's with awareness and some who are low 60's or 50's. Same with left tackles, lowest pass block for a starter is 77. Most guys are somewhere in the 80's with a handful in the 99-97 rating.

While I would like the drills for my receivers and tight ends, I'm just not seeing the advantage of restarting. If you're enjoying your CFM and deep into it, it see a pointless to restart to me. I'll continue with the work around to turn drives on and try to win back to back Super Bowls.

Same here. I am in week 13 of my CFM and am not restarting. I am having too much fun and feel "invested" in my universe.

Great patch....great game. Great year for sports games and games all around.

Happy gaming everyone!!!
 
# 291 bcruise @ 10/01/15 03:48 PM
Quote:
Originally Posted by booker21
I mean, what´s the poing of aiming for the other drive goals if they are only going to give you 1 point
XP is the point. it gives you XP for completing some of them and confidence for others. Doesn't say which until after the game.

Quote:
What i don´t like is that you will get a 1+ confidence for all the team guarantee on every game, that means 16 rating boost guarantee for every player. you have drive goals on every drive, that means 60 chances to get the drive goal completed. You can´t fail.
It's not a guarantee. I'm seeing a lot of goals like high-volume target or 20 yard rush, and those aren't always easy to get. Even in my one game where I got a +1 drive goal confidence it was only 13 players or so.

Quote:
oh well, i´m glad they tweaked, i would love that they would turn off this $@#$@ feature but i guess it´s better than nothing. I may still keep doing the workaround though. I like my Drive goals to be 100% off. Hate having bonuses over CPU.
Totally agree. I mean if you really want to get down to it even 1 point a game for some players is going to show up in the long run. But it'll take much, much longer to do so. If this is truly lessened to this degree, I don't feel like it completely breaks the confidence system anymore, and that's pretty important to those who don't want to bother with workarounds.
 
# 292 mavfan21 @ 10/01/15 03:49 PM
So CPU teams will never get the Confidence boost post-patch?

Even in a 32-team or 'autopilot' situation?
 
# 293 bcruise @ 10/01/15 03:51 PM
Quote:
Originally Posted by mavfan21
So CPU teams will never get the Confidence boost post-patch?

Even in a 32-team or 'autopilot' situation?
They were never intended to. Their confidence goes up or down based solely on their statistical performances from game to game.

Drive goals are meant to be only for a user-controlled team.
 
# 294 edaddy @ 10/01/15 04:00 PM
Can someone who has played the game after patch 2 tell me if penalties have been affected particularly PI and defensive holding. I noticed a drop in PI and defensive holding after Patch 1 even after cranking it up just wanted to know if its been returned to normal..Thanks!!
 
# 295 bcruise @ 10/01/15 04:05 PM
Quote:
Originally Posted by edaddy
Can someone who has played the game after patch 2 tell me if penalties have been affected particularly PI and defensive holding. I noticed a drop in PI and defensive holding after Patch 1 even after cranking it up just wanted to know if its been returned to normal..Thanks!!
I've seen two Defensive Pass Interference calls even at 50 through 4 games of testing. I kind of expected there to be none at all.

55-60 is probably still good for getting the right number of them.
 
# 296 GrayDawg @ 10/01/15 04:08 PM
Quote:
Originally Posted by IcedCoffee1983
You will need to re-start your franchise to get the WR TE and OL drills to show up.

It's already been confirmed the patch fixed this, but not for existing franchises.

Honestly, I just am starting over with all my offline franchises, there are way too many fixes this time not do start over.
Ok I did a test run restarting my franchise and selected several teams. They added several other drills however they are for confidence and not xp. This appears to be a flaw in thinking or design. In either case I think I am going to continue my current franchise as is and focus on developing 1-2 players vs 3-4 using non drills. Its ridiculous that you can't develop WR's, TE's, and OL like you can QB's. QB's have like 3 opportunities for XP.
 
# 297 sir psycho @ 10/01/15 04:19 PM
I don't have the game yet, and I really want to finally get it.

One of the complaints I saw people making, that I haven't seen addressed yet in this thread, was that CPU scrambling QBs would never run and pocket passers were taking off frequently. Is anyone that's played using the 2nd patch still seeing this issue?

Thanks
 
# 298 DeuceDouglas @ 10/01/15 04:53 PM
Quote:
Originally Posted by Danimal
Would you mind posting another shot after week 2 of the same guy?
I only played a 3 minute quarter game but I was still able to get 3 or 4 drive goals in it offensively. Here's a screenshot of him post game.



I also encountered a really odd bug. I don't know if they're connected or not but I was playing and forced a fumble so it put me on offense with a new drive goal. The play was reviewed and overturned so Denver got the ball back but my offensive drive goal stuck while I was on defense so there was that. Then when they came out to run a play, this is what happened:

 
# 299 jfsolo @ 10/01/15 05:05 PM
Quote:
Originally Posted by bcruise
They were never intended to. Their confidence goes up or down based solely on their statistical performances from game to game.





Drive goals are meant to be only for a user-controlled team.


I never knew that drive goals were only for the user team. That's weak, I'm glad that it ended up being OP, and that I used the workaround to disable them.
 
# 300 bcruise @ 10/01/15 05:10 PM
Quote:
Originally Posted by DeuceDouglas
I only played a 3 minute quarter game but I was still able to get 3 or 4 drive goals in it offensively. Here's a screenshot of him post game.



I also encountered a really odd bug. I don't know if they're connected or not but I was playing and forced a fumble so it put me on offense with a new drive goal. The play was reviewed and overturned so Denver got the ball back but my offensive drive goal stuck while I was on defense so there was that. Then when they came out to run a play, this is what happened:

Haha, same bug just happened to me in my game. Exact same scenario - overturned fumble. What are the odds?



Week 5: Everyone on my team -all 53- got a +1 Drive Goal confidence in a 45-18 beatdown at the hands of the Pats. I think I saw it pop late in the game after a Dez Bryant completion of a drive goal in garbage time. This, at its core, is what's wrong with Drive goals conceptually, but this feels like one of those situations where it would have given +5 or +6 before, and that very well may have been a bug that was fixed.

I took PLENTY of confidence negatives from this ugly game, too. I took video of the confidence screen.

 


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