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Madden NFL 18 Patch 1.12 Available, Fixes Trade Meter Issue in Franchise Mode

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Old 02-27-2018, 10:49 PM   #17
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Re: Madden NFL 18 Patch 1.12 Available, Fixes Trade Meter Issue in Franchise Mode

Quote:
Originally Posted by poobobo
They broke cut days. It now cuts players that you do not select. Sends them to FA. Even signs players you did not sign. I have auto fill roster turned off.
Can you elaborate more? Is this during advances, using Big Decision, before/ after cut week? When you say sign are these FAs replacing the cuts, in-season signings, etc?

If this screws up cut days it's a much bigger blow then no trade feedback.
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Old 02-28-2018, 02:47 AM   #18
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Re: Madden NFL 18 Patch 1.12 Available, Fixes Trade Meter Issue in Franchise Mode

Quote:
Originally Posted by poobobo
They broke cut days. It now cuts players that you do not select. Sends them to FA. Even signs players you did not sign. I have auto fill roster turned off.
I haven't seen any issues....can you provide more specifics? Video would help.
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Old 02-28-2018, 05:49 AM   #19
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Re: Trade Meter Fix out Tomorrow

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Originally Posted by phantomshark
Haven't noticed any problem with either of these things, what problem are you having?
How can you not notice impossibly long punts when the wind is over 10mph? I lost a game I could have won when the CPU punted the ball 83 yards (over 70 in the air), not leaving me with what constitute normal field position. I've seen several punts 65 yards and over, or had the CPU kick 15 yard punts INTO the same wind.
As for the false start glitch, either team can and will false start anywhere from 3 to 6 times IN A ROW on several occasions.
Those are problems we've had at least 2 Madden games running. It's been brought to EAs attention, but the choose to even acknowledge the problem...simply ignoring it.

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Old 02-28-2018, 07:19 AM   #20
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Re: Madden NFL 18 Patch 1.12 Available, Fixes Trade Meter Issue in Franchise Mode

Any word yet on unintended consequences?

I have this game tuned like a Ferrari right now and have not downloaded the last patch. I'm going to try to avoid it for fear of having to fix something that got unintentionally broken with this patch, but I'm not always able to keep my PS4 offline or to stop the installs before they happen.

I'd love to know if there are aspects of the game that look a little different after 1.12 so I can start contingency planning, should I somehow wind up with this thing installed.
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Old 02-28-2018, 07:41 AM   #21
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Re: Trade Meter Fix out Tomorrow

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Originally Posted by mykelmosinee
How can you not notice impossibly long punts when the wind is over 10mph? I lost a game I could have won when the CPU punted the ball 83 yards (over 70 in the air), not leaving me with what constitute normal field position. I've seen several punts 65 yards and over, or had the CPU kick 15 yard punts INTO the same wind.
As for the false start glitch, either team can and will false start anywhere from 3 to 6 times IN A ROW on several occasions.
Those are problems we've had at least 2 Madden games running. It's been brought to EAs attention, but the choose to even acknowledge the problem...simply ignoring it.

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I witnessed a 90 yard punt yesterday and it cleared the end zone not just rolling that far


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Old 02-28-2018, 08:04 AM   #22
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punting in the wind issue is definitly still an issue and has been from day one of last year
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Old 02-28-2018, 10:48 AM   #23
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Re: Madden NFL 18 Patch 1.12 Available, Fixes Trade Meter Issue in Franchise Mode

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Originally Posted by tyler28
punting in the wind issue is definitly still an issue and has been from day one of last year
Only when the wind is over 9 mph.....which is EVERY OUTDOOR GAME....seriously, never played a game without a 9-12 mph wind.
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Old 02-28-2018, 10:55 AM   #24
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Re: Madden NFL 18 Patch 1.12 Available, Fixes Trade Meter Issue in Franchise Mode

The punting into the wind issue for the CPU has existed since day one. It can happens indoors or outdoors. And the CPU won't always do it for some reason. I'm not sure what triggers it, but you can play the same game against a CPU opponent over and over and the CPU will punt normally probably 75% of the time. And then the other 25% it punts really short for 2 of the 4 quarters.

It sucks, but hasn't been game breaking for me. And funnily enough it has caused me to muff several punts if I'm not paying attention and don't switch to my returner before the ball is snapped. If you have control of the returner before the ball is snapped you can fair catch call and stay away. So, in a way I do kind of enjoy it because it forces me to pay attention and make sure I select my returner before the snap. Otherwise there is a good chance I'm muffing a punt and giving the ball back to the CPU.

As for long punts with the aid of the wind, that is not an issue. Madden's punting with the aid of the wind has always been unrealistic. Heck, with a regular kicker you can make record breaking FG's if the wind is strong enough behind your back. Had the CPU make a 62 yarder and several 60 yarders over the course of my 4 seasons in my CFM.
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