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Madden NFL 16 News Post



We were just sent word that the 'biggest (Madden) patch we've ever done' is going live today. The patch includes a brand new mode, Ranked Draft Champions, along with 'all kinds of bug fixes.'

We're efforting details on what all of this means and will update this post when we get them!

UPDATE #1: EA has posted a blog detailing the Ranked Draft Champions mode.

Quote:
"In order to compete in Draft Champions Ranked, you’ll need tickets. These tickets can be purchased with coins, and may be available through other sources such as solo challenges.

Players will need 3 tickets, which cost 9,000 coins total (3,000 coins per ticket), to enter a Draft Champions Ranked Event.

How many games will I play in each Draft Champions Ranked Event?

You will play until you either win 6 games or lose 2 games. Ranked Draft Champions is a head to head mode. This means you can lose 1 game and still win your Draft Champions Ranked event."
UPDATE #2: Here are the list of fixes in Patch 16.1

Quote:
MADDEN ULTIMATE TEAM
  • Addressed issue where user could only use Enhanced play call settings in Solo Challenges.
  • The Item Binder filters will retain after searching the Auction House from the Item Binder.
  • Users can now quick sell, auction, or trade items that are in their lineup; this will remove that item from the user’s lineup.
  • Turning off the Camera Toggle setting will now correctly allow you to use Strategy Pad controls in Solo Challenges.
DRAFT CHAMPIONS
  • Ranked Draft Champions mode added.
STABILITY
  • Multiple general stability fixes.
  • Fixed a softlock that could occur when viewing manual instant replay after a questionable call.
GAMEPLAY
  • Addressed a gameplay exploit where user could flip a run play and audible to a new run play resulting in an unintended ball carrier taking the handoff.
  • Addressed an issue where elite defenders were causing lower rated receivers to have 0% chance of catching during two-man interactions.
  • Fixed an exploit where users could hot route PA End Around after they would audible and reset the play.
  • Addressed an exploit with HB auto-motion vs man coverage.
  • Increased the effectiveness of AI pass rushers.
  • Eliminated the ability to “route swap” offensive plays.
  • Fixed the issue where users could not use custom defensive playbooks in online play a friend matches.
  • Increased the chances for elite defenders to intercept the ball during two-man interactions.
  • Increased pass breakup chances when using the Play Receiver mechanic in a two-man Aggressive Catch situation.
  • Addressed exploit where the safety in deep zone would misplay the ball when a receiver streaked down the seam.
  • Addressed an issue where the user would be penalized with an “On the Run” throw type when the QB’s feet were still planted and user was trying to pass lead.
  • Addressed an issue where kickers could shank field goals despite keeping the accuracy inside the cone.
  • Fixed a rare issue where the ball carrier could freeze in place after interacting with other offensive players.
  • Fixed an issue where safeties playing the outside deep zone could still get beat deep defending vertical routes.
  • Fixed an issue where preplay mechanics for DL and LB shifts would not function after pressing or backing off the secondary.
  • Addressed an exploit where motioning a WR half a step inside would give the WR a speed burst upon snapping the ball.
  • Addressed an issue where the WR would not make the proper cut after being pressed at the line of scrimmage.
  • Addressed an issue where the AI team would kick a field goal before 4th down in OT instead of attempting to score a TD.
  • Addressed an issue where outside receivers that are aligned tight to the formation are able to get behind deep third defenders consistently.
  • addressed an exploit where the MLB could come through unblocked on FG attempts and block the kick.
  • Overall improvements to AI pass blocking and bug fixes.
  • Addressed an issue where the half would end even if a defensive penalty occurred on the last play. There will now be an untimed down.
  • Fixed an issue where tapping LT during pre-play caused users to challenge a play they did not want to challenge. Users can now quick challenge by clicking in Rstick during pre-play.
  • Improved the hit stick when a user holds it down rather than flicking it.
  • Fixed an issue where FG kickers were sometimes kicking the ball wildly inaccurate when user slightly misses outside the kick meter cone.
  • Fixed an issue where Users could regain ability to Hot Route and quick hike on PA End Around by audibling to PA End Around during huddle break.
  • Decreased inaccurate passes on short throws for elite QB’s who are not under pressure with their feet set.
  • Fixed an issue where the Center does not snap the ball to the Quarterback, instead immediately engaging the Defensive/Nose Tackle, leaving the Quarterback frozen for the whole play.
  • Fixed an exploit on kickoffs where users on the return team could spam audibles until their opponent is forced to kick an inaccurate kick.
CFM
  • Added XP sliders to new online CFM’s.
  • Note: This feature will only work for new Online leagues only – available 11/18.
  • Fixed a bug in CFM preseason and regular season where a last second field goal in OT by the team who received the ball first and is on their first possession would not end the game.
  • Fixed an issue where generated rookies were only wearing Revolution Speed helmets.
  • Note: This fix will work for existing offline that don’t already have that season’s rookie draft class created; fix already applied to online leagues.
  • Tuned Confidence so that it’s not as easy to earn for offline franchise.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
  • Addressed an issue where users could not edit the Depth Chart during the Preseason.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
  • Addressed an issue where a Low Back Strain would result in an unrealistic injury length.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
  • Purchasing the “Increased Experience – Increase Player Weekly Goal XP” upgrade will now function correctly.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
  • Tuned generated rookie safeties’ speed to better align with the rest of the game.
  • Note: This fix will work for existing offline leagues that don’t already have that season’s rookie draft class created; fix already applied to online leagues.
  • Addressed an issue where interception season goals were not be being tracked correctly in some instances.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
  • Tuned generated rookie wide receivers’ speed to better align with the rest of the game.
  • Note: This fix will work for existing offline leagues that don’t already have that season’s rookie draft class created; fix already applied to online leagues.
  • Tuned generated rookie cornerbacks’ speed to better align with the rest of the game.
  • Note: This fix will work for existing offline that don’t already have that season’s rookie draft class created; fix already applied to online leagues.
  • Fixed an issue where users could have players get traded from their team without their consent when trade type was set to Enable All.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
  • Fixed an issue where users could only re-sign two players before the rest would stay in a “negotiating” state.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
  • Addressed an issue when Progress Player was set to On, the user’s Coach XP would also be spent as well according to the league’s Player Progression Frequency.
  • Note: This fix will work for existing offline leagues; fix already applied to online leagues.
GRAPHICS
  • Added Ann Mara patch to Giants default home and away uniforms.
  • Added William Clay Ford patch to Lions default home and away uniforms.
  • Falcons 50 Seasons patch is added to default Home/Away uniforms.
  • Addressed issues with Bears 1985 Blue Jersey.
  • Addressed errors with the Kansas City Chiefs Official Away Jersey

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
# 201 Rjrosco @ 11/19/15 02:38 AM
Quote:
Originally Posted by grgmths1433
I did and the game plays better.
So is that a total wipe and install or just a profile delete and carry on existing cfm. Really didn't want to restart my franchise, however not seeing the CPU bringing The heat like some have said either, thats with human pass block at 25.
 
# 202 queenie.paula @ 11/19/15 03:16 AM
im wondering what is everyone doing, just reinstalling the whole game? I didn't, but not sure if the effects are better by doing that or not
 
# 203 Skyboxer @ 11/19/15 04:16 AM
debating whether I should restart and create an ONLINE CFM as my SP CFM...
 
# 204 grgmths1433 @ 11/19/15 05:05 AM
Quote:
Originally Posted by PanthersFan89
Are 100% sure?

Sent from my SGH-M919 using Tapatalk
Yes it worth giving a try.
 
# 205 grgmths1433 @ 11/19/15 05:06 AM
Quote:
Originally Posted by Rjrosco
So is that a total wipe and install or just a profile delete and carry on existing cfm. Really didn't want to restart my franchise, however not seeing the CPU bringing The heat like some have said either, thats with human pass block at 25.
Total wipe.
 
# 206 xxkidvxx @ 11/19/15 06:56 AM
Guys i dont think a total wipe is what has to be done. I simply installed patch on ps4 and am having great results.
 
# 207 jfsolo @ 11/19/15 09:42 AM
Quote:
Originally Posted by xxkidvxx
Guys i dont think a total wipe is what has to be done. I simply installed patch on ps4 and am having great results.

It's one of those things that makes people feel better, even if it doesn't actually do anything.
 
# 208 booker21 @ 11/19/15 10:03 AM
Quote:
Originally Posted by IcedCoffee1983
I tweeted Clint for clarification on this.

He said they didn't tweak how much confidence you GET from Drive goals, or wins, losses, etc. so I'm not surprised you saw no difference.

He said what they tweaked was the EFFECT confidence has on stat boosts. So basically they didn't change how much confidence you earn, they just lowered the boost to your skills that high confidence gives.

So they basically universally lowered the skills boosting effect confidence has on both CPU controlled teams and Human controlled teams. I'm actually happy they took this approach because confidence can be annoying in CFM by making it play differently than "play now" mode.

I hope next year they scrap Drive Goals completely (since it has been universally panned) and either tone down confidence or tweak so fluctuates evenly. Also I think it should reset to 50 each season. If my WR has 99 confidence at the end of a season, why is it still 99 a year later at the beginning of the next pre season?

Ugh... Confidence and Drive Goals and I are not friends
Thanks for the clarification.

I played 3 straight games and when i look at my teams, they were still increasing the Ovr 1, 2 or 3 overall when the confidence passed 60 or so.

So i´m not sure were the decreased is reflected. Maybe the ratings has less impact in game?

Oh well time to move on i guess. too much confidence talk.
 
# 209 azdawgpound @ 11/19/15 10:06 AM
This patch actually gave the cmp a running game... No more lop sided before this patch I could shut the run down with ease and cmp would have like 10 carries 15 yards for whole game.

I've played 2 games since patch and first game I beat ravens 28-13... But it wasent easy because they could run the ball 18 carries like 70 yards

Second game I played against Bengals and I lost 27-17..it was tied 10-10@ half but Bengals got ball in 3rd and basically ran it down my try throat hill and Bernard killed me..they had combined like 150+ on me with most to Bernard.

I like how they tightened things up via ai pass rush and pass defense.

Funny thing is I haven't even had to adjust any sliders this yr... All-Pro default everything 12 minute quarters.
 
# 210 budsmoker247 @ 11/19/15 11:03 AM
Now hopefully on the next patch it'll let us edit generated rookies names because I hate to see players with the same first and last name on there, like Phillip Phillip or David David or Warren Warren. Lol
 
# 211 scoobyskyline3 @ 11/19/15 11:54 AM
Quote:
Originally Posted by azdawgpound
This patch actually gave the cmp a running game... No more lop sided before this patch I could shut the run down with ease and cmp would have like 10 carries 15 yards for whole game.
I noticed this last night in my CFM with my buddies, i gave up 134 to Crowell and went to overtime on all pro without any sliders when previously we were about to change the league settings because me and a few other guys would repetitively win by 50 against the cpu while some others struggled
 
# 212 JCLII @ 11/19/15 01:34 PM
Quote:
Originally Posted by GeauxTigers
4) This might seem silly to some ... but if you're going to take the time to put in throwback and alternate uniforms then in offline Franchise it would be nice at the start of the game to be able to set the opponents uniform too ... I'd like every now and then when I'm playing say the Chargers to put them in their powder blue uniforms ... but seems like I'm only able to do that outside Franchise mode if I'm playing a single game (which frankly when I'm investing time into Franchise mode I don't drift outside it very often for individual games).
You can work around this by turning on another controller.



Sent from my HTCONE using Tapatalk
 
# 213 KingV2k3 @ 11/19/15 01:37 PM
My two cents:

1) CPU QB pocket presence / sack avoidance and overall AWR in the passing game improved

2) CPU HB ball carrier vision / AWR / overall run game improved

3) Coverage / AWR in the defensive backfield improved

4) Run / Pass Blocking animations improved

5) Defensive players go for the "Strip Ball" animation more often, which has finally lead to fumbles by HBs

6) HUM QB slightly more inaccurate, which is a plus


I'm using the exact same sliders as I was pre patch and the effect of this patch has been less of an "Attribute Boost" for the CPU than a "AWR Boost"...

Game plays even better, more competitively and just plain looks better...

Nice job, EA!
 
# 214 nflman2033 @ 11/19/15 01:40 PM
[quote]Fixed an issue where generated rookies were only wearing Revolution Speed helmets./QUOTE]

I am not sure why anyone wanted this fixed. Most players coming in the league now wear this style. You will never see the old standard styles anymore. Look around the ones who do have been in league for years. With all the other issues I just don't know why this was changed. Past few versions of madden I have had to change rookies to use this style. I thought it was great this year.

Oh well. I guess I just don't understand.
 
# 215 JoshC1977 @ 11/19/15 02:03 PM
Quote:
Originally Posted by KingV2k3
My two cents:

1) CPU QB pocket presence / sack avoidance and overall AWR in the passing game improved

2) CPU HB ball carrier vision / AWR / overall run game improved

3) Coverage / AWR in the defensive backfield improved

4) Run / Pass Blocking animations improved

5) Defensive players go for the "Strip Ball" animation more often, which has finally lead to fumbles by HBs


I'm using the exact same sliders as I was pre patch and the effect of this patch has been less of an "Attribute Boost" for the CPU than a "AWR Boost"...

Game plays even better, more competitively and just plain looks better...

Nice job, EA!
You finally took the plunge huh?

I totally agree on all of your points. Add to those that the QB scrambling issue has been fixed and this is one heck of a patch.
 
# 216 DJ @ 11/19/15 02:05 PM
Quote:
Originally Posted by KingV2k3
My two cents:

1) CPU QB pocket presence / sack avoidance and overall AWR in the passing game improved

2) CPU HB ball carrier vision / AWR / overall run game improved

3) Coverage / AWR in the defensive backfield improved

4) Run / Pass Blocking animations improved

5) Defensive players go for the "Strip Ball" animation more often, which has finally lead to fumbles by HBs


I'm using the exact same sliders as I was pre patch and the effect of this patch has been less of an "Attribute Boost" for the CPU than a "AWR Boost"...

Game plays even better, more competitively and just plain looks better...

Nice job, EA!
Agreed, King. The only downside is that this game has completely ruined NCAA 14 for me.
 
# 217 jfsolo @ 11/19/15 02:17 PM
Quote:
Originally Posted by KingV2k3
My two cents:

1) CPU QB pocket presence / sack avoidance and overall AWR in the passing game improved

2) CPU HB ball carrier vision / AWR / overall run game improved

3) Coverage / AWR in the defensive backfield improved

4) Run / Pass Blocking animations improved

5) Defensive players go for the "Strip Ball" animation more often, which has finally lead to fumbles by HBs


I'm using the exact same sliders as I was pre patch and the effect of this patch has been less of an "Attribute Boost" for the CPU than a "AWR Boost"...

Game plays even better, more competitively and just plain looks better...

Nice job, EA!


I agree with this post 100%.
 
# 218 Armor and Sword @ 11/19/15 02:20 PM
Major major props to Rex and his team. This patch was a huge success on many levels.

The game was already my favorite Madden ever to date. This patch made it even stronger and this is hands down my favorite console football game to date.

Outstanding dedication to giving us a great football game on the console.

Thank you for listening and ignoring the negativity to hear the voices of guys who enjoy Madden and feel the game has made huge strides on the new systems after the dark period on PS3/360.

Madden is going in a great direction and I am excited for 17. But for now 16 will be played till the next release.

Can't wait what the team has in store for even more improvement in offline/online CFM, presentation and even more options for user control so we can shape, customize and get exactly the franchise mode we want.

Options without removal of features is a cornerstone to some other great sports games (MLBTS and NBA 2K) I hope Madden can see that model and build on Madden 16.

Great job.
 
# 219 BadAssHskr @ 11/19/15 02:32 PM
Quote:
Originally Posted by Skyboxer
debating whether I should restart and create an ONLINE CFM as my SP CFM...

I honestly don't know why more people don't do this. Since NCAA I've only ever strictly done single person OD's/CFM's. I'ts so much more worth it to me to be able to access my franchise away from the console, than any potential benefit you may get from going offline.

I don't want to jinx myself, but through many years of ncaa and now madden, i haven't once had an issue with the online version. In fact, just this year, early on, i was prompted that the EA servers would be down for maintenance XX Date at XX time - XX Date at XX time, if that's what most people fear. granted i haven't seen that message since.

Anyhow, got nothing to lose if you fire up an online, play a game, and you don't like it.



Quote:
Originally Posted by KingV2k3
My two cents:

1) CPU QB pocket presence / sack avoidance and overall AWR in the passing game improved

2) CPU HB ball carrier vision / AWR / overall run game improved

3) Coverage / AWR in the defensive backfield improved

4) Run / Pass Blocking animations improved

5) Defensive players go for the "Strip Ball" animation more often, which has finally lead to fumbles by HBs


I'm using the exact same sliders as I was pre patch and the effect of this patch has been less of an "Attribute Boost" for the CPU than a "AWR Boost"...

Game plays even better, more competitively and just plain looks better...

Nice job, EA!

Posts like this make me wonder if i ought to head back to AP Default sliders. i'm 4-10 in my franchise, last 2 games should be at least winnable, wonder how the patch will affect what i'm already used to. Good news is, Thursday night = Game night, will be finding out soon.
 
# 220 RogueHominid @ 11/19/15 02:49 PM
Did they add signs in the crowd a la MLBTS just now, or have I somehow never noticed them before?

I saw several different signs in the stands, like the D-fence sign and others, and I can't remember those being there before.
 


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