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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
# 241 Robo COP @ 11/20/15 04:31 AM
Quote:
Originally Posted by khaliib
They're not generated at all.
All ratings/traits for every player in each of the 30 draft classes are already established.
The system just chooses a random draft class, but again, players are not generated at any time in a CFM.
yea this isn't madden 12 man. Draft classes have been random for a few years now
 
# 242 khaliib @ 11/20/15 11:18 AM
Quote:
Originally Posted by Robo COP
yea this isn't madden 12 man. Draft classes have been random for a few years now
My response was about "Generated Players" in CFM, not about the randomness of a draft class.
Key word was "CFM" so I don't know why M12 would be referenced at all here.
 
# 243 khaliib @ 11/20/15 11:32 AM
Wish someone could reach out to Rex and ask him to define the min positional ratings needed in Madden to be defined as "Elite", since there were several tweaks to the match ups they are interacting in.

Is it when a positional rating hit the "90'ish" mark and above?

Would help a lot with defining what marks to look for and progress towards with rookie players in CFM.

Not looking for a generalized "A. Rogers" response, but the exact rating marks that the "game" looks at that determines he's elite from others in the position.
 
# 244 noplace @ 11/20/15 11:36 AM
Just saw this... Haven't booted up in a week. Has the QB cam been fixed in CFM?
 
# 245 Armor and Sword @ 11/20/15 11:51 AM
Quote:
Originally Posted by noplace
Just saw this... Haven't booted up in a week. Has the QB cam been fixed in CFM?
If you mean if you have it turned off and it still shows up from the zoomed camera view then the answer is no. It is still there.
 
# 246 grgmths1433 @ 11/20/15 12:12 PM
Anyone have any good penalties settings. Not seeing many penalties. I play on All Star default 13 mins and only see about for penalties a game.
 
# 247 BadAssHskr @ 11/20/15 01:29 PM
I don't know, let me preface by saying, I was getting Really Happy last night when i fired up the game, so i'm sure that had something to do with it, but man, this game just completely blew me out of the water!

It's the "100's" of things they didn't list in the patch notes that make a (in my best donald trump voice) YUGE difference.

About like M16.5 really.

I went into my franchise game last night 4-10 with the Browns and the Raiders left on my schedule. Got absolutely rocked by the Browns 30-7. I was a bit pissed because these were 2 games i was pretty sure i had a chance of winning. I normally would have thrown in the towel and simmed to the end of the game, but i just couldn't stop playing.

Been a big fan of the A&S sliders, i might have to consider going back to a default slider base for my final game and see how it goes.

I certainly think that the Madden team quit screwing around with franchise/game play/etc. This is a game completely Nailed. Just a thought, but since it looks like they are serious about making this game mode great, it could be good that they have a cash cow generating revenue. They can easily use the funds to push the game further than ever.

Anyhow, Thanks team for such a beautiful effort. I'm blown away.

Question, does anybody know if the custom play book thing where int needed to be loaded before each game was addressed?
 
# 248 fistofrage @ 11/20/15 01:48 PM
Quote:
Originally Posted by grgmths1433
Anyone have any good penalties settings. Not seeing many penalties. I play on All Star default 13 mins and only see about for penalties a game.
off sides false start at 65, PI and offense and defensive holding at 60. Face Mask 55. Those are play now.

In CFM you can change them one click at a time so put block in the back at 51 and rough passer at 51 in CFM.
 
# 249 Teleo @ 11/20/15 04:40 PM
I apologize if this has been mentioned but I am on the XBOX 1 and I wanted to start fresh with Madden so I uninstalled the game and then reinstalled it. The game was installed but I was never prompted to download a patch. Was the patch installed as I reinstalled the game? Also, when I loaded the game it showed that the game was loading my profile, sliders, and everything else that it loads when you start the game...so confused. I'm not even sure if my game uninstalled to begin with...Can someone please give me some advice on what to do? Thank you so much!
 
# 250 SlayersRageX @ 11/20/15 08:52 PM
^ wondering the same thing, except I just bought the digital version of the game

Sent from my SPH-L720T using Tapatalk
 
# 251 Davon_A_Brown @ 11/20/15 09:21 PM
My only issue post-patch...
http://xboxdvr.com/gamer/Davon%20A%2...video/12838789
QBs refuse to throw the ball away on All-Pro play now. The pocket presence is there. They roll out and avoid the rush perfectly, but instead of taking off or getting rid of the ball they just keep drifting to the sideline.


Sent from my iPhone using Tapatalk
 
# 252 Davon_A_Brown @ 11/20/15 09:27 PM
Here's another example:
http://xboxdvr.com/gamer/Davon%20A%2...video/12789090




Sent from my iPhone using Tapatalk
 
# 253 gjneff @ 11/20/15 09:44 PM
Quote:
Originally Posted by khaliib
They're not generated at all.
All ratings/traits for every player in each of the 30 draft classes are already established.
The system just chooses a random draft class, but again, players are not generated at any time in a CFM.
That is false. All players are randomly generated, not pre-made random classes.
 
# 254 Robo COP @ 11/20/15 10:37 PM
Quote:
Originally Posted by Davon_A_Brown
Here's another example:
http://xboxdvr.com/gamer/Davon%20A%2...video/12789090




Sent from my iPhone using Tapatalk
in that second one he started to wind up but got hit. May have even been trying to throw downfield, which explains why he stopped and planted. And the first one he was at least trying to squeak out some yards on the scramble.

Don't get me wrong, both bad decision by the AI. But when I first read your post I was anticipating QBs basically running out of bounds behind the line rather than throwing the ball away.

I wonder if maybe those QBs don't have the throw ball away trait, which is affecting them trying to string out the play rather than throw it away
 
# 255 Davon_A_Brown @ 11/20/15 10:50 PM
Quote:
Originally Posted by NimitsTexan
I am pretty sure I have seen the ball thrown away in at least once in the pre-season game.



CPU QBs have never thrown it away as much as RL ones generally do, and with (seemingly) improved QB play, they may be finding WRs before the have to. I definitely have NOT noticed them taking more sacks in "throw away" situations than before.


Quote:
Originally Posted by Robo COP
in that second one he started to wind up but got hit. May have even been trying to throw downfield, which explains why he stopped and planted. And the first one he was at least trying to squeak out some yards on the scramble.



Don't get me wrong, both bad decision by the AI. But when I first read your post I was anticipating QBs basically running out of bounds behind the line rather than throwing the ball away.



I wonder if maybe those QBs don't have the throw ball away trait, which is affecting them trying to string out the play rather than throw it away

My bad if I did a bad job explaining what I was seeing. In four post-patch games I played against the Bengals, Titans, Giants, and Cardinals. In three of the four games the QB pretty much held on to the ball until he was hit if no one was open every play. Mariota was pretty bad, but he did run a few times.
I am happy to admit that I may have spoke too soon. I just played against the Chargers and Philip Rivers did not hesitate to get rid of the ball when the rush began to close in on him. I think you're on to something Robo COP. It may just be the players playing to their traits and not a gameplay issue after all.
I'm gonna do some more testing before bed.


Sent from my iPhone using Tapatalk
 
# 256 queenie.paula @ 11/21/15 12:13 AM
it seems like a trait thing to me too ive seen a couple QBs hold on to it till they were knocked down and a couple throw it away
 
# 257 benton32 @ 11/21/15 12:26 AM
Quote:
Originally Posted by MMChrisS


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.



UPDATE #2: Here are the list of fixes in Patch 16.1


I still wish we could get rid of connected franchise/career mode. And just do normal GM mode or Player mode, etc etc, Where you can slide controller to cpu vs cpu or u can actually go into other teams games. and not just yours. LIke say i wanted to watch SB or Pro Bowl. And how sweet would it be in supersim mode where you could pick the play you wanted simulated. I know this does not seem very important to people,. I know mostly madden now a days is all about MUT and now the new Draft Champions mode which DC doesnt look to bad, im not huge on MUT,

but im thinking along the lines as those who like to be a coach type person, AAAHH reminds me... I wish we had normal coach mode on here like on NCAA 14, Human QB doesnt take off and run unless u make him, And u have to do the read options/options unless u auto lock onto someone else and then u miss the play cause u cant follow it. Just my 2 cents, I still feel at times the secondary is lost especially in zone, ill see guys leave Wrs and leave them wide open, Yes that can happen in zone coverage, but its like the CPU is content on going to their zone spots regardless of whats going on, I guess i could always check out of Zone and into man if i think its going to get killed in Zone,
 
# 258 benton32 @ 11/21/15 12:37 AM
Quote:
Originally Posted by DJ
Glorious that I can play Madden and get whipped by the CPU on default sliders. Not tinkering with sliders has definitely increased my enjoyment of this game. The other 2 games I play with minimal slider adjustments? MLB The Show and NBA 2K. To me, that says a lot about Madden 16.

Post patch i did my niner franchise, lost to the browns it was close by 7. but what stood out.. manziel and KAP throw 9 ints together, 5 by JM, and 4 by Kaepernick I think INT was around 35 on the slider and pass cov was like 70s, but still, i hadnt changed them from before and after patch, oh well.. every game is different,

I have been alil frustrated i dunno if its the setting.. sliders, or my team just isnt that good we are 1-12 im not getting blown out the issue is defense, im giving up 30 pts a game. i wish for once i could have a defensive punchfest, like 12-10 or 13-7 but no every game is around 31-24 38-28 etc etc i did have a shoot out 46-43, but ehh i like how every game is different. I JUST want the good players and teams to stand out and the bad players and teams to stand out. IF i have a good defense i want it to show that i do... etc etc and not just be random...
 
# 259 Mikeyo918 @ 11/21/15 12:53 AM
Just witnessed a CPU missed FG from 28 yds. I couldn't believe what I witnessed. Wide right.
 
# 260 StefJoeHalt @ 11/21/15 02:06 AM
Quote:
Originally Posted by Mikeyo918
Just witnessed a CPU missed FG from 28 yds. I couldn't believe what I witnessed. Wide right.

Ray Finkle??


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


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