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The Biggest Madden Patch Ever Arrives Today, New Mode and Various Bug Fixes

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Old 11-17-2015, 10:49 AM   #1
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The Biggest Madden Patch Ever Arrives Today, New Mode and Various Bug Fixes



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
Platform: PS3 / PS4 / Xbox 360 / Xbox One
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Old 11-17-2015, 10:51 AM   #2
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You'll need to spend money to play Ranked Games regularly on Draft Champions. They have a new ticket system, and each team is 9000 coins.
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Old 11-17-2015, 11:01 AM   #3
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Cant wait. Sounds awesome.
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Old 11-17-2015, 11:05 AM   #4
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Re: The Biggest Madden Patch Ever Arrives Today, New Mode and Various Bug Fixes

Edit - just saw the CFM info edited in the post. This is great news!

Last edited by EricFreakingBerry; 11-17-2015 at 11:15 AM.
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Old 11-17-2015, 11:13 AM   #5
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Re: The Biggest Madden Patch Ever Arrives Today, New Mode and Various Bug Fixes

Quote:
Increased the effectiveness of AI pass rushers.
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Old 11-17-2015, 11:14 AM   #6
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Re: The Biggest Madden Patch Ever Arrives Today, New Mode and Various Bug Fixes

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Originally Posted by Senator Palmer
New sliders for xp available tomorrow. That's huge, finally give people some control of how much xp they get.
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Old 11-17-2015, 11:18 AM   #7
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Re: The Biggest Madden Patch Ever Arrives Today, New Mode and Various Bug Fixes

"Tuned Confidence so that it’s not as easy to earn for offline franchise."

YES
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Old 11-17-2015, 11:18 AM   #8
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Just off the top of my head here's some changes/fixes I hope they include ...

1) I think the wind needs to be adjusted ... the difference between kicking into the wind vs with the wind is too often the ball landing well inside the field of play vs going several rows into the stands (I'm just not seeing that happen very often in real life no matter the wind).

2) In my offline Franchise whenever players game stats are shown for comparison to the previous week the previous week stats are always zero ... which leads to the repetitive comment about how that player has rebounded nicely from the previous week when for whatever reason it's just not pulling their previous week stats.

3) Speaking of stats in Franchise mode ... when looking through league leaders it shouldn't include players who don't have enough passes to qualify for say the passing title ... too many of the "top" rated passers are players who clearly only played a game or two even 15 weeks into the season.

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).

All in all these are fairly small things and I do really enjoy this years version ... but no harm in trying to get EA to perfect even the minor details be it this year or next year.
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