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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
# 81 JKSportsGamer1984 @ 09/30/15 01:37 PM
Quote:
Originally Posted by roadman
michael brunner ‏@michaelbrunne20 Sep 25
players wont resign. @MaddenCFMcenter @Shopmaster @RexDEAFootball @ClintOldenburg @MaddenDaily @glengerman

Clint Oldenburg ‏@ClintOldenburg Sep 26
@michaelbrunne20 we're aware; fix will be patched. Stay tuned

Obviously, not for this patch, but in a later patch.
So basically wait another 2 to 4 weeks to start CFM? Nice
 
# 82 tessl @ 09/30/15 01:44 PM
Quote:
Originally Posted by IcedCoffee1983
Nothing to adjust Drive Goals? The community has been pretty vocal about wanting Drive Goals skill boosts and XP boosts adjusted. Also the goals themselves make NO sense sometimes, like when Im down in a 4th quarter game and get drive a goal to "run for X yards" when I actually need to be making pass attempts... Drive Goals are so out of whack is almost comical. So out of whack many of us are using Booker21's workarounds to turn off that mess completely... I'm really surprised this wasn't touched.

For 5 years in a row now, Auto-Subs DO NOT function properly in CFM. Ridiculous. In Play Now Auto-Subs work fine, fix them in CFM already! 5 years!

Nothing to fix how scrambling QB's never scramble within CFM games? Once again, in Play Now scrambling QB's scramble just fine... I'm miffed this wasn't mentioned.

Nothing mentioned about the weather issues in CFM (hopefully part of the 100?)
Nothing mentioned about LT regression still happening (part of the 100?)
Nothing mentioned about QB awr issues (part of the 100?)
Nothing mentioned about CPU STILL cutting draft picks and them getting deleted (part of the 100?)

I'm bummed. I really thought this patch was going to do WAY more for CFM. They certainly hinted on Twitter it would. Especially on things the community has been very vocal about (like Drive Goals). I really thought they were going to start listening to us.
I quit playing the game waiting for this patch to fix drive goals and confidence.

Is it true they did not change this?
 
# 83 nonnel @ 09/30/15 01:45 PM
Quote:
Originally Posted by jb12780
XP is fine. You shouldn't be able to turn players into monsters after 1 season.

Very happy with the fixes. Good job EA.
There's a middle ground.
 
# 84 DeuceDouglas @ 09/30/15 01:50 PM
Quote:
Originally Posted by berad88
I played a game against the Bears and Cutler scrambled around 5 times that game. I know he is not one of the fastest quarterbacks in the game but he does have that athletic ability to scramble.
I don't remember any other quarterbacks attempting to scramble so far in my franchise so maybe it was a sign of improvement or just a fluke game. I don't know.
I wonder if this is just a Cutler issue. I remember when A&S was talking about the tuner creating wonky things he was playing against Cutler and the Bears too I believe. I hadn't seen anything at all different with the tuner when I played and had and continue to have positive results with it. That being said, I did notice some weird play when playing the Bears and Cutler. I sacked him 8 times and he ran the ball four times. But outside of that I haven't noticed any other QB's doing anything like that and I haven't come anything close to 8 sacks before or since that game so I think there may just be something up with Cutler.
 
# 85 Armor and Sword @ 09/30/15 01:53 PM
Quote:
Originally Posted by DeuceDouglas
I wonder if this is just a Cutler issue. I remember when A&S was talking about the tuner creating wonky things he was playing against Cutler and the Bears too I believe. I hadn't seen anything at all different with the tuner when I played and had and continue to have positive results with it. That being said, I did notice some weird play when playing the Bears and Cutler. I sacked him 8 times and he ran the ball four times. But outside of that I haven't noticed any other QB's doing anything like that and I haven't come anything close to 8 sacks before or since that game so I think there may just be something up with Cutler.
That is what I now suspect. The only wonkery I encountered was with Cutler.
 
# 86 prof189 @ 09/30/15 02:02 PM
Does anyone know if there is any improvement in the drive goals?
 
# 87 DeuceDouglas @ 09/30/15 02:12 PM
Quote:
Originally Posted by IcedCoffee1983
If I understand the scrambling issue correctly it's that, within CFM, QB's with "scrambling" trait do not scramble. And QB's with "pocket passer" suddenly scramble a lot. Almost as if the scramble and pocket passer traits become reversed in CFM. So, a QB like Russel Wilson will just stand there and take sacks when he should scramble sometimes. When I last played Seattle in my CFM I noticed it with Wilson, he didn't scramble, and I sacked him like 4 times.

I might have the details wrong though, someone with more knowledge of this issue should know...

Anyways, it looks like the patch didn't fix anything with scrambling?
I'm not familiar with the issue either. I haven't had any issues with it. If anything it seems like nobody at all scrambles against me. QB's tend to want to go backward or become statues more than anything. I think the only true scrambling QB I've played has been Tyrod Taylor and he didn't scramble at all but neither have any QB's against me.
 
# 88 khaliib @ 09/30/15 02:19 PM
Quote:
Originally Posted by DeuceDouglas
I just simmed a season and G. Robinson gave up 36 sacks so it doesn't seemed to be fixed in that area but he does still have 74 for Pass Block so maybe it has in one way or another. In my current CFM he's given up like 40 sacks and has 53 for Pass Block.
This issue is driven by the Sim Engine calculation of the "OVR" of the entire OL.

Set all OL on the team to have AWR above "90", and the sack stats drop to 5-12 a season.

Did this for the main players/teams that were hit with it the most for some reason to test....
- Bears
- Giants
- Panthers
- Rams

Ran several different CFM franchises/seasons to test.
- Cumulative AWR above "90" for all OL = limited sacks
- Cumulative AWR below "90" for all OL = increased sacks

But upon release/trade of an OL, the increased sacks start to happen as the cumulative OVR of the OL starts to decrease.

Found the cause, but we can't fix on our end.
Maybe this can be passed along to them as I don't Tweet.
 
# 89 jgarrett @ 09/30/15 02:21 PM
Quote:
Originally Posted by IcedCoffee1983
No, unfortunately they didn't touch anything with Drive Goals (in spite of the community clamoring for changes). To me, this is one of the more disappointing things absent from this patch.
Has this been confirmed by actual game play, or are you just going by the patch notes?
 
# 90 Hooe @ 09/30/15 02:30 PM
Quote:
Originally Posted by khaliib
This issue is driven by the Sim Engine calculation of the "OVR" of the entire OL.

Set all OL on the team to have AWR above "90", and the sack stats drop to 5-12 a season.

Did this for the main players/teams that were hit with it the most for some reason to test....
- Bears
- Giants
- Panthers
- Rams

Ran several different CFM franchises/seasons to test.
- Cumulative AWR above "90" for all OL = limited sacks
- Cumulative AWR below "90" for all OL = increased sacks

But upon release/trade of an OL, the increased sacks start to happen as the cumulative OVR of the OL starts to decrease.

Found the cause, but we can't fix on our end.
Maybe this can be passed along to them as I don't Tweet.
Based on some earlier experimentation by other posters, it appears that the QB Senses Pressure trait is also a driving factor in how Madden NFL 16 determines sacks allowed in a simulated game. Sacks go does across the board and are far more evenly distributed amongst linemen when every QB in the league is set to "Ideal" for this trait.

It's definitely more complex than just OVR rating for offensive linemen.

Link: http://www.operationsports.com/forum...-qb-sacks.html
 
# 91 Armor and Sword @ 09/30/15 02:34 PM
Quote:
Originally Posted by IcedCoffee1983
No, unfortunately they didn't touch anything with Drive Goals (in spite of the community clamoring for changes). To me, this is one of the more disappointing things absent from this patch.
With all due respect. The drive goals were a major new feature and design decision. Tiburon feels there is nothing wrong with it.

Can they improve it for Madden 17? Absolutely. Just like they gave us the ability to raise confidence below 50 to keep the playing field more level in our CFM's.

I have been playing 32 team control and it has been awesome. On the other hand I am also playing a solo offline fantasy CFM and drive goals are there and I have had basically zero issues in my enjoyment of the game.

There is a loud minority about this perceived issue. I say perceived because the guys who designed and programed the game obviously think it is just fine as it is.

They are not changing a major back of the box feature via a patch this year.

The pros and cons of this new feature have been talked about ad nausem and i am sure the team see's the various thoughts and will take plenty into account for Madden 17.

What I am saying is......it is not changing. So let's move on.

Enjoy the game. It is really good. IF you can't overlook something like that....well, that's too bad.

At least for myself....I can, I have and I am loving Madden 16.
 
# 92 Cavicchi @ 09/30/15 02:39 PM
Quote:
Originally Posted by shugknight
I would assume the scrambling glitch would be fixed via a tuner, since it was caused by a tuner.

Speaking of, I deleted my tuner and no QB scrambles on me.
What are the negatives, if any, by deleting the tuner?
 
# 93 hooder18 @ 09/30/15 02:42 PM
Was the frame rate issue fixed for the XBox One version?
 
# 94 noplace @ 09/30/15 02:46 PM
Quote:
Originally Posted by Armor and Sword
I can confirm with great enthusisim that the defensive camera has been fixed!!!!!!
Which part? The switching and cam not follwing th play or the passing cam zooming in even if set to off?
 
# 95 Helios12787 @ 09/30/15 02:50 PM
The couple things I was wishing for (and the few things that last gen and current gen share) didn't get fixed. Which means ps3 didn't get a patch.

Guess 32 team control with a roster edited for ideal sense pressure quarterbacks and raised awareness LTs is the only answer this year.

The cpu going into draft with 2 WRs and CBs also doesn't help since they will draft multiples of those early in draft. Guess I'll be doing armor and swords method of doing all the resigning for cpu too.

Players not signing midseason isn't a huge issue imo for the user. Gives you less time to nickel and dime players which I like lol.
 
# 96 khaliib @ 09/30/15 02:51 PM
Quote:
Originally Posted by CM Hooe
Based on some earlier experimentation by other posters, it appears that the QB Senses Pressure trait is also a driving factor in how Madden NFL 16 determines sacks allowed in a simulated game. Sacks go does across the board and are far more evenly distributed amongst linemen when every QB in the league is set to "Ideal" for this trait.

It's definitely more complex than just OVR rating for offensive linemen.

Link: http://www.operationsports.com/forum...-qb-sacks.html
Probably is, didn't touch any of the QB Traits.
Just saw a realistic number of sacks being consistent based off of the cumulative OL AWR.

It's not a big issue with me, but hope they can render a fix for those that it really impacts.
 
# 97 Armor and Sword @ 09/30/15 02:59 PM
Quote:
Originally Posted by saywatt;2047722733[B
Looks like this patch was useless to anyone who plays Sim style CFM... unbelievable.[/b] I can't believe with billions of dollars they refuse to fix fundamentally flawed aspects of this game.

I know where I work that if my programmers can't fix issues within 24-48 hours someone WILL be getting fired. We make 50 million/year compared to EA's 5 billion.

I don't mean to rag EA but if you work in development you'd be more disappointing and understanding of my issues. I fully understand software development and these issues are not hard to fix with now five years of the same code. There are other reasons EA is not producing results - and difficulty is not one of them.

Luckily walmart will let me return it for star wars or something else lol. I'll wait for another patch before I play I guess...
Definitions of this statement can vary wildly. I am getting great simulation style football out of this game. In fact the best it has ever been in the series history. It's like people think franchise mode was amazing before they went to the Connected Franchise model. I have some news. IMO it was stale and yeah it had some great features I want back (Tony Bruno show, pre-season position battles, player roles, RFA) but overall? CFM right now is just as good in many ways. Draft and scouting? It blows away previous Madden's before the CFM model. The draft presentation has come a long way.

I managed to have a blast last year with Madden 15 (despite warts like the sack issue) and the year before with Madden 25 (despite warts as well).

This new team has made this game better each and every version starting with M25. I am very happy I am able to play Madden year round again. Something I have not been able to do since Madden 05 and 07 on PS2!!!

Again.....it's about managing expectations you have from a video game. And working with what you got to make it fun, immersive and having a good time.

This team has responded with 2 patches inside of 5 weeks.

Pretty awesome. And from what I read they are not done tweaking the game for us yet. They seem very committed to giving us a high quality football game. WR/DB interactions were the number 1 request last year.....and they killed it this year. The passing game is amazing IMO. Even the running game is also far better than it has been ever in the series history.

I don't agree with the doomsayer attitudes about Madden 16. This game is really impressive. It is the best console football game I have ever played.

No doubt.

It's not perfect. Nor do I ever expect a sports video game to ever be.

Ok....off my soap box.
 
# 98 KingV2k3 @ 09/30/15 03:00 PM
Quote:
Originally Posted by khaliib
Probably is, didn't touch any of the QB Traits.
Just saw a realistic number of sacks being consistent based off of the cumulative OL AWR.

It's not a big issue with me, but hope they can render a fix for those that it really impacts.
Yeah, but if you do the roster edits suggested in those threads, it's minimized to a somewhat acceptable extent...

I did with Rovert's roster and it took a whopping 10 or 15 minutes total...
 
# 99 MADdenHatter @ 09/30/15 03:03 PM
Quote:
Originally Posted by Armor and Sword
With all due respect. The drive goals were a major new feature and design decision. Tiburon feels there is nothing wrong with it.

Can they improve it for Madden 17? Absolutely. Just like they gave us the ability to raise confidence below 50 to keep the playing field more level in our CFM's.

I have been playing 32 team control and it has been awesome. On the other hand I am also playing a solo offline fantasy CFM and drive goals are there and I have had basically zero issues in my enjoyment of the game.

There is a loud minority about this perceived issue. I say perceived because the guys who designed and programed the game obviously think it is just fine as it is.

They are not changing a major back of the box feature via a patch this year.

The pros and cons of this new feature have been talked about ad nausem and i am sure the team see's the various thoughts and will take plenty into account for Madden 17.

What I am saying is......it is not changing. So let's move on.

Enjoy the game. It is really good. IF you can't overlook something like that....well, that's too bad.

At least for myself....I can, I have and I am loving Madden 16.
I'm glad you are enjoying the game, really.


But this is an issue, and to say it's not is just wrong. I don't know how many games you win on average each season you play, but with the drive goals and the confidence boost and the boost to the players overall I basically can't be beaten.


And yes, there are sliders, and I do use them. I have seen your slider set, and for me I use it as a rough draft and basically handcuff myself a little more than those sliders because it's too easy. I've found a nice slider set with the workaround to drive goals that give me competitive games. But with the drive goals my defense is unstoppable, and my offense is just as deadly. The first game of the season, sure, it's an actual GAME and not a beat down. But after that first win, the next game is easier, then the next game is even easier, and so on and so forth.


This is a HUGE issue for people who don't want to take a team and go 15-2 or 16-0 each and every season, especially if you are trying to do a rebuild project. I have no idea how anyone can find any game challenging when the drive goals are active, it's just your overpowered team versus the computer that hasen't had their overalls inflated.
 
# 100 DeuceDouglas @ 09/30/15 03:06 PM
FWIW regarding the LT issue, I've simulated a couple seasons and been paying attention to G. Robinson of STL specifically and he doesn't seem to be losing anything on his Pass Block. He's still giving up absurd amounts of sacks but he's not losing anything. Is there any other guys that this was an issue with that I can check?
 


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