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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
# 81 charter04 @ 11/17/15 03:48 PM
Quote:
Originally Posted by BleedGreen710
im not sure if thats a good thing or not. were there not enough before?

That's something they said they fixed. I think Safety's and CB's were all coming in slower than the normal. Unless I read the patch notes wrong


Sent from my iPhone using Tapatalk
 
# 82 Allball76 @ 11/17/15 03:48 PM
Quote:
Originally Posted by CleveCluby
Just one simple question for me.. We are 8 weeks into our Off line CFM franchise.. Using Custom sliders.. Got them just about perfect after testing, testing, testing and testing.. before we ever stared our official chise... Now the game is playing pretty awesome, at least to our liking.. When I DL the patch, Are we going to need to redo our sliders again.. ??? We are Ave around 4 sacks a game , 66 % completions, 4.2 yds per carry per game, and about 2 ints. per game. Not perfect, but close to realistic. I don't know if I want to go through all the testing again.. ??? So if anyone testing, Please let me know if you had to change or adjust your slider settings. Thanks in advance. And finally, In a post I read earlier, someone suggested deleting your profile and creating a new one.
feel the same way great patch ! everything i wanted pretty much ! just need to see the tweaks!
 
# 83 dsmith710 @ 11/17/15 03:56 PM
Quote:
Originally Posted by kingsofthevalley
Curious to know how this patch will affect those who don't have the tuner installed? If it even matters at all.
Didn't have the tuner installed before the patch, now I'm not prompted to download a tuner when I start it up
 
# 84 GCruz79 @ 11/17/15 04:40 PM
So was the LT regression issue fixed in franchise mode? For me that was a sticking point for me starting my franchise until this patch hit, thought it would be fixed for sure but no sign of it unless I overlooked it......
 
# 85 eXperiment63 @ 11/17/15 04:43 PM
The only thing that annoys me about this update is things that have been stated As unfixable in a patch are very obviously patchable, yet looked over.

Auto subs and formation subs in cfm. Those two things absolute musts, yet they continue to ignore those issues.

If they can create an entirely new mode, they can fix those.

It all comes down to the dollar signs they are gonna see from this new mode, and that's highly disappointing.

Here's to hoping they address these next year.

Also, why no option to set specific defensive matchups, as well as double team for the entire game? These were in a certain game ten years ago. Zero reason they are not on this game.

Sent from my LGLS991 using Tapatalk
 
# 86 roadman @ 11/17/15 04:52 PM
Quote:
Originally Posted by eXperiment63
The only thing that annoys me about this update is things that have been stated As unfixable in a patch are very obviously patchable, yet looked over.

Auto subs and formation subs in cfm. Those two things absolute musts, yet they continue to ignore those issues.

If they can create an entirely new mode, they can fix those.

It all comes down to the dollar signs they are gonna see from this new mode, and that's highly disappointing.

Here's to hoping they address these next year.

Also, why no option to set specific defensive matchups, as well as double team for the entire game? These were in a certain game ten years ago. Zero reason they are not on this game.

Sent from my LGLS991 using Tapatalk
Hopefully, these things make it for 17. We really don't know the reasons why things aren't in that have been requested.

All I know is this, when Rex answers a question about the near future of what is going into Madden, he's been right more than he's been wrong.
 
# 87 BadAssHskr @ 11/17/15 04:59 PM
Quote:
Originally Posted by eXperiment63
formation subs in cfm.

I know this isn't that popular, but i really started liking the way they do formation subs. it really grew on me this year for some reason.
 
# 88 2_headedmonster @ 11/17/15 05:22 PM
Quote:
Originally Posted by 2_headedmonster
im really not seeing the improved pass rush by my A.I team mates. they still get off the line slowly and seem more interested in engaging than getting to the quarterback.
Disregard this. I cant say if its working or not because oddly the patch didnt install.
 
# 89 queenie.paula @ 11/17/15 05:35 PM
I haven't put madden on yet, im worried what the patch did to my near perfect sliders, can nyone tell me what its doing to your sliders or haing youdo to them?
 
# 90 Jr. @ 11/17/15 05:39 PM
Quote:
Originally Posted by BadAssHskr
I know this isn't that popular, but i really started liking the way they do formation subs. it really grew on me this year for some reason.
What is it that you like about them? I wonder if I'm missing something.

I find it very tedious to try to cycle through the individual positions, find a sub, and still call a play and execute the play in :40.
 
# 91 The JareBear @ 11/17/15 05:57 PM
Quote:
Originally Posted by 2_headedmonster
Disregard this. I cant say if its working or not because oddly the patch didnt install.
I am definitely looking for as many user vs user and user vs cpu impressions we can get on this. AI pass rush was my biggest pet peeve with the game
 
# 92 KingV2k3 @ 11/17/15 06:11 PM
Quote:
Originally Posted by The JareBear
I am definitely looking for as many user vs user and user vs cpu impressions we can get on this.
I'm def keeping my PS4 signed out of the internet until I know EXACTLY what this patch does to gameplay / sliders...

My main concern is that some have reported that the Tuner from a couple months ago is no longer appearing as a "Yes / No" download option, post patch...

If they folded the tuner into this patch, I'm not interested...

Definitely prefer the "No Tuner" gameplay...
 
# 93 bcruise @ 11/17/15 06:13 PM
Well, so far Watt has sacked me 4 times in 1 1/2 games (playing a Houston-Dallas matchup). On the most recent one he was on me in 2.2 seconds (normal game speed), running free off of a 5-man overload blitz. The O-line had no chance, and neither did I.

In the one CPU vs CPU game I ran there were only 3 sacks total between both teams, so I'm not worried about them overtweaking it. But it does feel like something is different there. All Pro, default everything sliders (even penalties which I moved back to default for the sake of testing).
 
# 94 BlackBetty15 @ 11/17/15 06:16 PM
Quote:
Originally Posted by KingV2k3
I'm def keeping my PS4 signed out of the internet until I know EXACTLY what this patch does to gameplay / sliders...

My main concern is that some have reported that the Tuner from a couple months ago is no longer appearing as a "Yes / No" download option, post patch...

If they folded the tuner into this patch, I'm not interested...

Definitely prefer the "No Tuner" gameplay...
I play default everything so I will start my bucs cfm and play a couple and let you know
 
# 95 BlackBetty15 @ 11/17/15 06:17 PM
I will be honest though...that tuner really had no bearing. I saw the qb craziness without it. That's why I started the trait editing. If they fixed the pash rush to counter this I am happy
 
# 96 BadAssHskr @ 11/17/15 06:22 PM
Quote:
Originally Posted by Jr.
What is it that you like about them? I wonder if I'm missing something.

I find it very tedious to try to cycle through the individual positions, find a sub, and still call a play and execute the play in :40.
i guess i just like doing it on the fly. perhaps i should be more specific though, as you put it, yeah i can see that getting tedious.

i should have said i like it in relation to placing different running backs in different formations, throughout the course of the game. i like having my main back, then my power back, and then i still utilize my 3rd stringer. i can easily sub my power back for more and more formations if he gets hot. this way i can adjust without leaving the game, my power back into more and more formations for that particular game, still having my starter in at various formations.

i don't really know how to explain it very clear i guess.
 
# 97 KingV2k3 @ 11/17/15 06:25 PM
Quote:
Originally Posted by BlackBetty15
I will be honest though...that tuner really had no bearing. I saw the qb craziness without it. That's why I started the trait editing. If they fixed the pash rush to counter this I am happy
Fair enough, but I respectfully disagree...

For one thing, the Tuner made the "Catch Versus Drop" percentage really high on INTs...

I just really didn't care for the way it affected the WR / DB interaction overall...

HUM v CPU, to clarify...
 
# 98 eXperiment63 @ 11/17/15 06:28 PM
Quote:
Originally Posted by BadAssHskr
i guess i just like doing it on the fly. perhaps i should be more specific though, as you put it, yeah i can see that getting tedious.

i should have said i like it in relation to placing different running backs in different formations, throughout the course of the game. i like having my main back, then my power back, and then i still utilize my 3rd stringer. i can easily sub my power back for more and more formations if he gets hot. this way i can adjust without leaving the game, my power back into more and more formations for that particular game, still having my starter in at various formations.

i don't really know how to explain it very clear i guess.
I'm talking about full on gameplanning with formation subs set by your playbook. You can set anyone to play anything on the field. You want your SS playing as a linebacker ala arz, do it up. You want to set which receiver plays which position on a set by set basis, ok. Do you want to bring Devin McCourty down as a slot corner and play his backup at safety because your 3rd strong corner is terrible? Be my guest.

The set by set substitutions you could do in that game were phenomenal. You could literally set every position on the field for every formation and sub-set.

You could then have your top corner follow Calvin Johnson all game, and even set your safety to shade his way that entire game.

Sent from my LGLS991 using Tapatalk
 
# 99 KrushEm12 @ 11/17/15 06:33 PM
Has any one noticed if the Force Win feature in
CFM was toned down ??? Love that feature but
the scores were outrageous seemed all wins were
in the 50s ... Overal great patch thinkin about restarting
my CFM cant wait .....
 
# 100 jfsolo @ 11/17/15 06:42 PM
I'm in Year 6, but I'm going to start over tomorrow. Going to miss the drafted players and the team that I've build up, but I really want to take full advantage of all the new stuff. I'm hypothesizing that 120% will be the perfect XP setting for me.
 


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