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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
# 161 sabres32 @ 11/18/15 01:33 PM
Anyone who plays offline CFM, can you answer these questions?

Did this new update change the way your current sliders play? If so what do you notice?

I noticed the CPU QB accuracy was different. The CPU QB missed a ton of easy passes but then would smoke me on a few plays.

Also, I was able to stuff the run very easily.

I think I might start a new franchise but it takes so long finding the perfect slider set.
 
# 162 CR3AMnCR1MS0N @ 11/18/15 01:40 PM
Really glad to see the incoming rookie speeds tuned. That was my biggest issue when the game dropped.

What's the consensus on the amount of XP that is given on the default 100% setting? Is it too much, not enough or just right?
 
# 163 grgmths1433 @ 11/18/15 01:43 PM
Quote:
Originally Posted by roadman
The patch is live on both systems.
I didn't get an notification on X1.
 
# 164 booker21 @ 11/18/15 03:22 PM
Quote:
Originally Posted by IcedCoffee1983
Does anyone know what specifically is different with how they made "Confidence more difficult" to earn.

Was it made more "difficult" to earn for both CPU and Human teams?
I asked Clint on tweeter. He said that what changed is how the confidence affect the Ratings. Not confidence itself.

https://twitter.com/ClintOldenburg/s...22133716942848
 
# 165 roadman @ 11/18/15 03:35 PM
Quote:
Originally Posted by grgmths1433
I didn't get an notification on X1.
Interesting, I popped in the game and said, game needs an update.

I would try to go to your games and apps area, and check on game updates if you didn't get the patch.

I think a majority of people did receive the patch on both systems already.
 
# 166 grgmths1433 @ 11/18/15 03:36 PM
Quote:
Originally Posted by roadman
Interesting, I popped in the game and said, game needs an update.

I would try to go to your games and apps area, and check on game updates if you didn't get the patch.

I think a majority of people did receive the patch on both systems already.
I received the patch automatically because I have it set up like that on the X1.
 
# 167 bcruise @ 11/18/15 03:39 PM
Quote:
Originally Posted by booker21
I asked Clint on tweeter. He said that what changed is how the confidence affect the Ratings. Not confidence itself.

https://twitter.com/ClintOldenburg/s...22133716942848
JMO....I'm not sure Clint read your question correctly (or at least, how you intended it). His answer is something we already knew - that confidence alters ratings in CFM. I'm not sure if he realized you were talking about what changed with it post-patch.
 
# 168 roadman @ 11/18/15 03:40 PM
Quote:
Originally Posted by grgmths1433
I received the patch automatically because I have it set up like that on the X1.
Ok, I guess that means people have it set up differently.
 
# 169 grgmths1433 @ 11/18/15 03:43 PM
Quote:
Originally Posted by roadman
Ok, I guess that means people have it set up differently.
I just unchecked because I like to know when games get updated. Thanks tho.
 
# 170 sabres32 @ 11/18/15 03:52 PM
Quote:
Originally Posted by IcedCoffee1983
Does anyone know what specifically is different with how they made "Confidence more difficult" to earn.

Was it made more "difficult" to earn for both CPU and Human teams?
I was wondering this to. One drive goal I had was to "get 3 carries" with Matt jones. Easy enough, but how exactly is it harder to gain confidence?
 
# 171 bcruise @ 11/18/15 03:58 PM
Quote:
Originally Posted by sabres32
I was wondering this to. One drive goal I had was to "get 3 carries" with Matt jones. Easy enough, but how exactly is it harder to gain confidence?
Usually the cakewalk goals like that only gave you XP, even pre-patch. It was the more difficult ones like consecutive completions or forcing turnovers that gave you confidence as well as XP.
 
# 172 RogueHominid @ 11/18/15 04:03 PM
I did a clean install and have played 6 games post-patch on All Pro, the first two with sliders and the last 4 at default.

I have to say that the overall effect of this patch is stunning. I was unable to lose on All Pro before and now, the game on default, for me, is near perfect across the board. The CPU offense is more challenging and dynamic, the HUM offense is very well balanced. The CPU defense, particularly in coverage, is much more intelligent and harder to beat. And HUM defense, particularly coverage, is definitely more realistic.

I am particularly thrilled that man coverage now appears to be a viable defensive tactic. I had previously resigned myself to using only zone-heavy schemes because the separation in man coverage was insane, esp. vs. TE and vs. WR on corner routes and drags. That's all different now. You can even cover decent TE with decent coverage LB in man.

The separation between receivers and the WR/DB interactions have been have been tuned to look and feel much more authentic.

Now I feel like I can run any scheme I want, provided the players and matchups are appropriate to that scheme. That's amazing.

This game is now as close to MLBTS on default as I've ever seen it, and that's the highest compliment I can pay Madden.

With this patch, EA has earned a day-one purchase on M17 from me, provided Rex and Kolbe don't go anywhere. They deserve raises.
 
# 173 bcruise @ 11/18/15 04:45 PM
I'm definitely feeling the added heat on the quarterback on default All-Pro, and it's influencing my decision making. I can't just look over every receiver to find an open one - if I try to do that I'm eating grass by about the 3rd or 4th look on a 4 man rush. It's forcing me to be much more cautious with my throws and, most importantly, throwing the ball away if I feel like I'm running out of time.

You'll get even less time on All-Madden, however, the CPU can and will get all day - the clear advantage the CPU has on that level is REALLY coming out after this new patch IMO. It's not made to be balanced on that level at all.
 
# 174 Lisac @ 11/18/15 04:48 PM
Great patch but unfort to late for me to get back into Madden. Refuse to restart Franchise (week 7). Loved everything about this minus ALL the bugs and that's what truly ruined this game for me. This is prob the least I've played a Madden in years. Hopefully all these fixes will be in next years game when they release it or I refuse to give EA anymore of my money! Hope they make it happen!
 
# 175 grgmths1433 @ 11/18/15 04:50 PM
Quote:
Originally Posted by Trojan Man
I did a clean install and have played 6 games post-patch on All Pro, the first two with sliders and the last 4 at default.

I have to say that the overall effect of this patch is stunning. I was unable to lose on All Pro before and now, the game on default, for me, is near perfect across the board. The CPU offense is more challenging and dynamic, the HUM offense is very well balanced. The CPU defense, particularly in coverage, is much more intelligent and harder to beat. And HUM defense, particularly coverage, is definitely more realistic.

I am particularly thrilled that man coverage now appears to be a viable defensive tactic. I had previously resigned myself to using only zone-heavy schemes because the separation in man coverage was insane, esp. vs. TE and vs. WR on corner routes and drags. That's all different now. You can even cover decent TE with decent coverage LB in man.

The separation between receivers and the WR/DB interactions have been have been tuned to look and feel much more authentic.

Now I feel like I can run any scheme I want, provided the players and matchups are appropriate to that scheme. That's amazing.

This game is now as close to MLBTS on default as I've ever seen it, and that's the highest compliment I can pay Madden.

With this patch, EA has earned a day-one purchase on M17 from me, provided Rex and Kolbe don't go anywhere. They deserve raises.
How many minutes per quarter?
 
# 176 edaddy @ 11/18/15 04:53 PM
Quote:
Originally Posted by Trojan Man
I did a clean install and have played 6 games post-patch on All Pro, the first two with sliders and the last 4 at default.

I have to say that the overall effect of this patch is stunning. I was unable to lose on All Pro before and now, the game on default, for me, is near perfect across the board. The CPU offense is more challenging and dynamic, the HUM offense is very well balanced. The CPU defense, particularly in coverage, is much more intelligent and harder to beat. And HUM defense, particularly coverage, is definitely more realistic.

I am particularly thrilled that man coverage now appears to be a viable defensive tactic. I had previously resigned myself to using only zone-heavy schemes because the separation in man coverage was insane, esp. vs. TE and vs. WR on corner routes and drags. That's all different now. You can even cover decent TE with decent coverage LB in man.

The separation between receivers and the WR/DB interactions have been have been tuned to look and feel much more authentic.

Now I feel like I can run any scheme I want, provided the players and matchups are appropriate to that scheme. That's amazing.

This game is now as close to MLBTS on default as I've ever seen it, and that's the highest compliment I can pay Madden.

With this patch, EA has earned a day-one purchase on M17 from me, provided Rex and Kolbe don't go anywhere. They deserve raises.
Did you notice any difference regarding penalties?..are PI and defensive holding still called?...Thanks
 
# 177 BadAssHskr @ 11/18/15 04:55 PM
Quote:
Originally Posted by bcruise
I'm definitely feeling the added heat on the quarterback on default All-Pro, and it's influencing my decision making. I can't just look over every receiver to find an open one - if I try to do that I'm eating grass by about the 3rd or 4th look on a 4 man rush. It's forcing me to be much more cautious with my throws and, most importantly, throwing the ball away if I feel like I'm running out of time.

You'll get even less time on All-Madden, however, the CPU can and will get all day - the clear advantage the CPU has on that level is REALLY coming out after this new patch IMO. It's not made to be balanced on that level at all.

i had been wondering this. also, is the human pass rush any better? by this i mean the AI on the Human team? Me, getting sacks in my games has been a problem, the cpu was always able to get to me.
 
# 178 vrtkolman @ 11/18/15 05:01 PM
Playing on All-Madden, the CPU defensive line vs. my AI offensive line battle looks really, really good. It actually looks like they are fighting rather than a giant suction fest. It has definitely improved the CPU defense especially against the run.

I wish the same could be said for my AI defensive teammates. The CPU still gets all day to throw and has massive running lanes on each play. I hate to say it but after this patch All-Madden is almost unplayable.

Has anyone noticed an increase in difficulty on All-Pro? I want to go back to that difficulty but it was just too easy, maybe the patch has improved on this.
 
# 179 bcruise @ 11/18/15 05:11 PM
Quote:
Originally Posted by vrtkolman
Playing on All-Madden, the CPU defensive line vs. my AI offensive line battle looks really, really good. It actually looks like they are fighting rather than a giant suction fest. It has definitely improved the CPU defense especially against the run.

I wish the same could be said for my AI defensive teammates. The CPU still gets all day to throw and has massive running lanes on each play. I hate to say it but after this patch All-Madden is almost unplayable.

Has anyone noticed an increase in difficulty on All-Pro? I want to go back to that difficulty but it was just too easy, maybe the patch has improved on this.
Like I mentioned a few posts up, I definitely feel like I have less time to throw on average on default All-Pro. I'm basically looking at two reads off the snap, then glancing back to the pocket to determine if I should scramble, throw away or stay in and keep looking. If I try to look for a third before checking the pocket, the rush is getting on me more often than not.

Defense seems to be a mixed bag. My first game I hung 48 on Houston with Dallas, but my first game in this test franchise I'm playing is a very realistic 34-20 with 3 minutes to go save for penalties, which are too low at 50 as it was pre-patch. I'll worry about those next, just want to get a feel for how the defaults are first. Even so, I did have a DPI call basically decide the first CPU vs CPU game I ran post patch, so they're still in there for sure.
 
# 180 fistofrage @ 11/18/15 05:18 PM
Quote:
Originally Posted by vrtkolman
Playing on All-Madden, the CPU defensive line vs. my AI offensive line battle looks really, really good. It actually looks like they are fighting rather than a giant suction fest. It has definitely improved the CPU defense especially against the run.

I wish the same could be said for my AI defensive teammates. The CPU still gets all day to throw and has massive running lanes on each play. I hate to say it but after this patch All-Madden is almost unplayable.

Has anyone noticed an increase in difficulty on All-Pro? I want to go back to that difficulty but it was just too easy, maybe the patch has improved on this.
I agree default All-Madden is unplayable. Every QB is Robo QB and the wide receivers are wide open on every play. Have to tweak some sliders majorly and I bet it's playable.
 


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