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Madden NFL 18 Got a Huge New Patch: Here is How It Is Playing Now

Madden NFL 18

Madden NFL 18 Got a Huge New Patch: Here is How It Is Playing Now

At the time of our last assessment of the state of Madden 18, the team at EA Tiburon had just rushed out a patch before evacuating their Florida offices on account of the impending hurricane. About a month has passed since then, and Madden fans have waited for a more comprehensive patch to remedy the multitude of annoying bugs, glitches and oversights that were keeping players from fully enjoying their experience with the game. Fortunately, their wish has been granted with the release of a much larger patch that was accompanied by a downright epic list of notes detailing what exactly had been improved about the game. With that said, let’s check out what areas of the game have been significantly affected by this patch, what areas still need improvement, and what problems have been more or less ignored at this point.

What is Working Better

Bubble Screens: A prime example of the kind of bug you wouldn’t usually expect to find in a finished game, let alone one that’s been out for more than a month, receivers running bubble screen routes will now actually, you know, run that route instead of just traipsing up the field like some stubborn baby who refuses to run the play.

QB Dives: Along the same lines, one of the more frustrating things that could be experienced within a pre-patch Madden 18 occurred when you were scrambling with your QB. You’d be running for a first down and make the fateful decision to try and stretch out with a dive to make the necessary yardage only to have your QB perform a more conservative slide instead and come up a little bit short. This is because there was no ability to dive at all with a QB prior to the patch. Luckily, this is no longer the case. Now if they could only find some way to have a QB slide or dive behind the line of scrimmage to avoid a hit and potential fumble.

Simulated Extra Points: A big problem, especially for anyone that was using the Play The Moments option for games, was that you would all too often score a touchdown only to learn afterwards that the CPU had bungled the extra point and you’d only got six points for your efforts. The glitch was due to extra points being simulated from the 35-yard line rather than the 15. Thankfully, this has now been addressed and the extra-point percentage of CPU kickers is now more in line with what you would expect to see in the NFL. The only question then is why this crucial fix wasn’t even deemed important enough to be included in the patch notes?

Squad Seasons: When Squads were first introduced with Madden 18, it seemed akin to a demonstration sport in the Olympics – it was fun to try it out but ultimately seemed like the results were rather inconsequential in the grand scheme of things. It’s not that you weren’t rewarded for your efforts with the requisite coins, but there was no tangible long-term objective to keep you motivated to play the mode. That’s why the addition of seasons within squads appears to be an affirmation that not only are people playing the mode, but that EA is committed to not letting the mode fall by the wayside as co-operative play in Madden has done in the past.

What Still Needs Work

Hit Stick Fumbles: While it’s understood that people would like to get some sort of reward for being able to use the hit stick properly, it was clearly overpowered prior to the patch in how often it could jar the ball loose. The issue may not be quite as bad as it was before, but it still seems as if fumbles happen too frequently when employing the hit or cut stick. While it may be tricky at first to know how and when to use the mechanic, it’s extremely effective once you get the hang of it — there’s really no downside to using it. In real football, laying a big hit on someone may cause a fumble, but you’re also just as likely to see a ball carrier bounce off a tackler who fails to wrap him up. This is the kind of risk-reward it would be nice to see from the hit stick in the future.

Man Coverage: The only item included in the patch notes regarding pass coverage in Madden 18 was one to indicate that man coverage had undergone tuning to improve defenders in man getting beat deep by slower receivers, but it appears good corners can still get torched fairly regularly on not only deep routes when in man coverage but on those pesky crossing routes that have plagued man coverage in Madden for years. It’s enough to make you revert back to sitting in zone coverage as much as humanly possible, which was already ubiquitous when you played against people online last year in Madden 17.

Franchise: Perhaps it was foolish to expect that the patch would do much to improve upon a franchise mode that had already undergone what were largely only cosmetic changes from Madden 17 to Madden 18, but it’s still a little disappointing to see what has been offered for franchise users with this patch: more minor cosmetic changes. From improvements to the still-boring Twitter feed to the re-appearance of a missing arm sleeve, perhaps the most notable update to franchise mode is a correction to the amount of XP needed to purchase traits.

What Isn’t Working

Penalties: It’s one thing for Madden 18 players to expect to not have too many penalties on arcade or perhaps even competitive mode, but anyone who enjoys a true simulation experience is likely to be left wanting to see more flags thrown during a game. Of course, it’s possible to adjust sliders in order to coax more penalties out of the refs on a regular basis, but those sliders are not (nor have they ever really been) as responsive as you would like. For instance, if you tune to increase the frequency of a certain penalty as far as it will possibly go, you would think that you would then see the penalty called every few plays (or perhaps even every play if we’re maxing it out and hoping for some real results), but you’re more likely to see just a small uptick in the number called rather than the deluge you might expect.

Instability: Though it seemed to be more of an issue with people playing on Xbox rather than PS4, there were many reports of Madden 18 spontaneously crashing when cycling too fast through screens after installation of the patch, sometimes also leading to corrupted save files. It also became apparent that some players were experiencing a glitch that caused the screen to shake so badly that it would become quite difficult to see what was actually happening on the field. Because of this, EA released an update to the patch (or a patch for the patch, if you prefer) that essentially undid an attempt to fix some unfortunate lag that franchise players were enduring, as the first patch was deemed insufficient to correct the issue and actually was the cause of the aforementioned shaking.

Wind: This isn’t exactly a surprise or anything given that Madden has had a wind issue for some time now that hasn’t been addressed, but it would still be nice to finally see some tweaks to the way it works. Contrary to the way wind currents are portrayed in Madden, gusts in real life don’t continuously occur at the exact same force throughout a game, but rather are usually fluctuating wildly all the time. Furthermore, it’s one thing to have to deal with some disruptive gales while playing in New York or Chicago (the windy city, after all) but it’s quite another to see wind regularly have such an extreme effect when playing games in Oakland or Los Angeles.

Looking Ahead

Suffice to say, Madden 18 isn’t exactly perfect at the moment and there are sure to be more patches to come in the near future, especially one to rectify the lag issue that this most recent patch failed to fix. It’ll be interesting to see how much these subsequent patches continue to focus mostly on Madden 18’s Ultimate Team mode, as it appears to be in EA’s best interests to make sure the players that are providing the company with extra revenue through micro-transactions to improve their teams are kept most satisfied of all.

While this is sure to be frustrating to anyone who enjoys playing Madden 18’s other modes (especially franchise players, who certainly feel as if they have been getting shorted for some time now), the one thing that must be said is that Ultimate Team is actually quite a bit of fun if you enjoy playing against online opponents. There are so many different modes alongside an overwhelming amount of options and regular updates that, aside from the endless attempts to get you to pump real money into the game, the game will keep you interested for as long as your free time will allow. There’s never been more incentive to climb the ranks through seasons and try to square off against the best Madden players the world has to offer in MUT Champions and the Weekend League. If you have the skills and are willing to put in the effort, there’s now a tangible sense that you can actually become a fixture in the Madden community, where you eventually can perhaps even make some real money.

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  1. With respect to the criticisms on penalties and sliders, it's important to remember that penalties are called more or less frequently depending on how you are actually playing the game. For example, if you're not playing a ton of press coverage, you're not going to see many if any defensive holding calls. That's how defensive holding has work since it was added when penalties were rebuilt in Madden NFL 16.
    Similarly, you will also see more offensive holding penalties if you set your offensive line coach adjustment to aggressive, and you will see more neutral zone infraction penalties if you set your pass rush adjustment to aggressive (especially against a human opponent who catches on to the fact that you're jumping the snap and starts altering his QB's cadence pre-snap; good CPU quarterback will also do this).
    Finally, remember that the game artificially caps the number of penalties called when the sliders are set to 50. You need to set the sliders for all penalty categories to at least 51 to remove this restriction.
    CM Hooe
    With respect to the criticisms on penalties and sliders, it's important to remember that penalties are called more or less frequently depending on how you are actually playing the game. For example, if you're not playing a ton of press coverage, you're not going to see many if any defensive holding calls. That's how defensive holding has work since it was added when penalties were rebuilt in Madden NFL 16.
    Similarly, you will also see more offensive holding penalties if you set your offensive line coach adjustment to aggressive, and you will see more neutral zone infraction penalties if you set your pass rush adjustment to aggressive (especially against a human opponent who catches on to the fact that you're jumping the snap and starts altering his QB's cadence pre-snap; good CPU quarterback will also do this).
    Finally, remember that the game artificially caps the number of penalties called when the sliders are set to 50. You need to set the sliders for all penalty categories to at least 51 to remove this restriction.

    On the issue of defensive holding, I completely disagree.
    I use the Ravens and press with Jimmy Smith roughly 90% of the time. First draft I selected another press corner that presses ~60% of the time.
    Have yet to see a single defensive holding penalty.
    Still disappointed in Man Coverage. In MUT I have the GOAT edition 87 CB Deion Sanders with a 91 M2M and then picked up 85 CB Patrick Peterson, Hero edition, with a 94 M2M, and still no use in using Man Coverage consistently.
    Though I just witnessed yesterday a situation where Chiefs WR Tyreek Hill was caught by Redskins LB Preston Smith on a crossing route.. PA crossers v. 1 Sam SS blitz. This was on Play Now AP level. Hill caught the pass with P. SMith trailing in Man coverage and Smith was able to catch and make the tackle just after Hill caught the ball.
    The CPU messed up putting a LB on Hill to begin with, but apparently made up for it by suction tackling the receiver regardless of ratings, apparently.. This is how I see it at least.. Maybe receivers slow down when catching a pass?
    I know the game seems to believe receivers should be able to run routes without true step or whatever it was called by EA/Tiburon but then the DB's shouldn't be bound by true step which causes them to pause, slow down, turn completely around, etc when following a receiver in coverage when cuts are made..
    Football logic as a whole needs to be revamped. From playcalling to blocking assignments, this, to me, feels like the dumbest playing Madden in a long while. This is coming from somebody who's both played the sport and follows the sport religiously.
    Sent from my iPhone using Operation Sports
    I think the cpu statue qb issue should’ve made the list. I don’t think I missed it but it’s worth a mention for sure.
    Sent from my iPad using Operation Sports
    ggsimmonds
    On the issue of defensive holding, I completely disagree.
    I use the Ravens and press with Jimmy Smith roughly 90% of the time. First draft I selected another press corner that presses ~60% of the time.
    Have yet to see a single defensive holding penalty.

    With respect to how penalties are triggered in the game, I'm reiterating to you the information which multiple current and previous Tiburon employees relayed to me directly to my face at E3 2015 about how penalties were rebuilt for Madden 16. Penalties by-and-large fall out from user gameplay decisions foremost, and given the doubling down on online head-to-head in the past two cycles I sincerely doubt that that philosophy has changed. User gameplay style and decisions absolutely affect what penalties you see.
    That's not to say the rebuilt WR-DB interactions for this year hasn't introduced an issue which is reducing the number of defensive holding fouls that are called - honestly I haven't seen many defensive holding calls this year either while playing with the slider at 50. To that end, I'm not dismissing the complaint, rather I'm offering some context as to how the game works and some tips as to how people might work around any potential issue.
    CM;
    Penalty sliders are different from your visit a few years ago.
    Here is a Twitter exchange from last week with Clint:
    I don't mind tweaking sliders, I really don't. But the penalty sliders haven't worked for years, it's been tested. What now?
    Clint: needs to be an emphasis, no way to sugar coat it. Features on top of features built over years on top of sliders. Start the #SliderMovement
    I get it. Penalty sliders are on the same mechanics they've been for a while - which worries me about affect on gameplay as well. I get it.
    roadman
    CM;
    Penalty sliders are different from your visit a few years ago.
    Here is a Twitter exchange from last week with Clint:
    I don't mind tweaking sliders, I really don't. But the penalty sliders haven't worked for years, it's been tested. What now?
    Clint: needs to be an emphasis, no way to sugar coat it. Features on top of features built over years on top of sliders. Start the #SliderMovement
    I get it. Penalty sliders are on the same mechanics they've been for a while - which worries me about affect on gameplay as well. I get it.

    Roadman, with all due respect, the penalty sliders by-and-large work and I do not believe their functionality has changed from what was previously explained to me.
    Find below a screenshot from a Play Now game I just completed, 10 minute quarters, accelerated play clock down to 15 seconds, All Pro difficulty, simulation style, all penalties enabled and all penalty sliders maxed out.

    I saw every kind of penalty in this game except defensive holding and roughing the kicker (which doesn't have a slider). To that end, it looks like something is clearly wrong with defensive holding - as others have mentioned - and it's clearly not working how it was explained to me when I last spoke to Tiburon people about it, and also how I saw it working in Madden 16 (both E3 and retail).
    My current suspicion is that, to repeat myself from earlier, something with the new WR-DB interaction overhaul introduced for M18 has introduced a bug in triggering defensive holding, because even as I was calling press man for long portions of the game (which again is how I was told to trigger defensive holding fouls) I never saw any. I even tried playing as a CB and pressing the receivers myself, still didn't see anything. The only thing I really did not try, and would be curious to mess around with, is if playing as a linebacker in zone coverage and chucking receivers around triggers a foul. Either way, hopefully Tiburon can address this, but again I can see with my own eyes that "the penalty sliders don't work" in the general case is very false.
    You may find a broadcast archive of the game I played on my Twitch channel. Feel free to compare it against other archived broadcasts of franchise games I have played if you want (my online league uses default sliders, simulation style, All Pro difficulty, and 15 second runoff). You will notice that my franchise games have far fewer penalties; through Week 15, my team has the most user penalties called of all user teams in my league with 41 infractions (15 less than any simulated CPU team). Three of the nine user teams in my league have fewer than 20 penalties against, and only two have more than 25.
    If you do watch my games, please excuse the fact that I am terrible and throw many interceptions. :)
    CM Hooe
    With respect to how penalties are triggered in the game, I'm reiterating to you the information which multiple current and previous Tiburon employees relayed to me directly to my face at E3 2015 about how penalties were rebuilt for Madden 16. Penalties by-and-large fall out from user gameplay decisions foremost, and given the doubling down on online head-to-head in the past two cycles I sincerely doubt that that philosophy has changed. User gameplay style and decisions absolutely affect what penalties you see.
    That's not to say the rebuilt WR-DB interactions for this year hasn't introduced an issue which is reducing the number of defensive holding fouls that are called - honestly I haven't seen many defensive holding calls this year either while playing with the slider at 50. To that end, I'm not dismissing the complaint, rather I'm offering some context as to how the game works and some tips as to how people might work around any potential issue.

    Misunderstanding then.
    I didn't mean to imply that I disagreed that style of play is suppose to influence penalties.
    I thought you were saying that there wasn't a problem with defensive holding, that those who aren't seeing it is because they are not playing press man. That was what I was disagreeing with
    CM;
    I wouldn't disagree with you on maxing out penalty sliders, but most people keep them on default, where the penalties are suppose to be sim like and where the NFL average penalties are suppose to be.
    If you want any penalties at all, you need to put the penalties at 51 or above. Any penalty at 50 will give you less than avg penalties called per game, including DH and DPI. I avg 2 penalties per team per game in season 3 using default penalty sliders.
    So, in essence, they do work on one end of the extreme, but don't work where they should work.
    Even a game play developer has said in the last week that the penalty system needs to be reworked because of features on top of features.
    I would think that would be difficult to dispute.
    All I have to say, is I have not touched Madden for over a month, besides testing after patch. The patch did not fix the QB AI sack issue, which makes offline play not fun at all. Luckily I have some other games playing great , hopefully another patch will come fixing key offline gameplay, like sack issue, then I can play Madden again.
    Xbox GT: Hunkerdown
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    Madden 18 - Still Waiting on patch
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    F1 2017 - Ferrari Career
    CM Hooe
    With respect to the criticisms on penalties and sliders, it's important to remember that penalties are called more or less frequently depending on how you are actually playing the game. For example, if you're not playing a ton of press coverage, you're not going to see many if any defensive holding calls. That's how defensive holding has work since it was added when penalties were rebuilt in Madden NFL 16.
    Similarly, you will also see more offensive holding penalties if you set your offensive line coach adjustment to aggressive, and you will see more neutral zone infraction penalties if you set your pass rush adjustment to aggressive (especially against a human opponent who catches on to the fact that you're jumping the snap and starts altering his QB's cadence pre-snap; good CPU quarterback will also do this).
    Finally, remember that the game artificially caps the number of penalties called when the sliders are set to 50. You need to set the sliders for all penalty categories to at least 51 to remove this restriction.

    That was the case in Madden 16 and 17 but not at 18. Press doesnt seem to matter. Neither the AI nor me are getting any DH calls with the slider high.
    Thank god for F1... Haven't touched this game and only have kept from returning it for what little amount I can get in hopes that some Franchise issues will be patched. I fear it is foolish hope at best
    aholbert32
    That was the case in Madden 16 and 17 but not at 18. Press doesnt seem to matter. Neither the AI nor me are getting any DH calls with the slider high.

    Madden 16 had the perfect blend of wr/db interactions PI calls and Defensive holding calls..it started gradually getting nurfed with the late 17 patches this year everything is off..I get a PI rarely but DH is non existent I agree with CM there must be a bug with the DH due to the new wr/db interactions this year..The DH and PI calls added a new immersive and sim layer to the game..I go back to 17 to get those calls...
    tyberious4now
    It's a Damm shame I'm not able to get my football fix this year.........

    Doesn't it suck?
    I'm dying to play a football game. But this is the only one and it's terrible. :brickwall
    Haven't had a lot of issues with penalties. I've seen some roughing the kicker/punter on me. Offensive line holding penalties seem alright, but there could be a couple more. That is one of the ticky tack penalties I hate in the real NFL though as often times they are ticky tacky and called just to kill a team's drive/momentum.
    DPI is called well enough. OPI only appears to be called on illegal pick types of plays. I see OPI called on me at least 75% of the time I call a PA bubble screen because one of my receivers is blocking too early. I've seen some receivers push off on deep balls and never be called for OPI.
    Facemask penalties are called well enough. I've yet to see a roughing the passer I think though. Might need to increase that one.
    Zone coverage has been disappointing. I primarily play zone coverage. Often times my defenders won't even make it into their zones after the ball is snapped. And they get stuck in an area they shouldn't be covering.
    edit: So far this has only happened in one game this season, but when I played the Cowboys Dak and the OLine were called for a false start on nearly every 1st down. Was crazy. Hasn't happened in any other games. I still have two games left in the season and the Cowboys are week 17, so I'm curious if that will happen again. Also blocked Dan Bailey twice in that game.
    Def Holding is definitely borked this year, it worked fine the previous two cycles, I cranked the slider up and saw it called more often. This year I've had the slider at 85 in our 32-man league all season and have not had a single user in 14 weeks see a Def Holding called yet.
    The other penalty sliders work fine. Roughing is a little too sensitive--called frequently at 51, almost never at 50. But it works.
    Aestis
    Def Holding is definitely borked this year, it worked fine the previous two cycles, I cranked the slider up and saw it called more often. This year I've had the slider at 85 in our 32-man league all season and have not had a single user in 14 weeks see a Def Holding called yet.
    The other penalty sliders work fine. Roughing is a little too sensitive--called frequently at 51, almost never at 50. But it works.

    That seems to be the norm for many of the sliders over the years.
    50 -- not enough
    51 -- okay its more, but still not there
    52 -- holy hell flags are flying like confetti
    With all due respect for anyone in this thread....play now is not a good way to test sliders. I have almost literally used everyone's sliders this year and have not seen one DH call....seen maybe two PI...no more than 10 penalties between two teams in ANY cfm game I have played...about 50....
    Just last night seen late hit out of bounds called even though was tackled in bounds and took to the ground. Also seen blatant PI on defense...not even overthrown... And not called. Yet had CPU overthrow ten yards over AND behind on a play and I hit the receiver anyway..flag for PI...not any other penalty.
    This game to me...as ive played every single one since the first...is the same to me with the exception of 16 and maybe 17. And thats slightly different...penalty wise..gameplay wise its just the same bs every year...I put the game on the shelf as I'm having an awesome time with 2k18.
    My first advice to any developer of this game...add more sliders ala 2k18. Weed out legacy stuff cuz they still exist. 2020 I may pick it up again IF in see some good recommendations from this group overall on OS. Again...just my opinion... Take it for what its worth. Everyone has their own experience. Just mine has been headache after headache every year. Dont even get me started on special teams....I mean.....wow
    SonicBoom2040
    With all due respect for anyone in this thread....play now is not a good way to test sliders. I have almost literally used everyone's sliders this year and have not seen one DH call....seen maybe two PI...no more than 10 penalties between two teams in ANY cfm game I have played...about 50....
    Just last night seen late hit out of bounds called even though was tackled in bounds and took to the ground. Also seen blatant PI on defense...not even overthrown... And not called. Yet had CPU overthrow ten yards over AND behind on a play and I hit the receiver anyway..flag for PI...not any other penalty.
    This game to me...as ive played every single one since the first...is the same to me with the exception of 16 and maybe 17. And thats slightly different...penalty wise..gameplay wise its just the same bs every year...I put the game on the shelf as I'm having an awesome time with 2k18.
    My first advice to any developer of this game...add more sliders ala 2k18. Weed out legacy stuff cuz they still exist. 2020 I may pick it up again IF in see some good recommendations from this group overall on OS. Again...just my opinion... Take it for what its worth. Everyone has their own experience. Just mine has been headache after headache every year. Dont even get me started on special teams....I mean.....wow

    I seriously doubt EA is going to address the penalty problem via patch because the code was obviously changed to accommodate the new wr/db/ animations which have led to nonexistent PI and DH calls this year. Changing the code will entail changing the animations back to previous editions animations which can be time consuming and frankly with the other tournament ventures I doubt its a high priority if a priority at all this year. The Frostbite engine and enhanced graphics were big selling points and marketing tools this year for those that playoffline, sim and against the cpu. If anything does change it will be done via a after season patch to start incrementally testing out 19..
    Blazzen
    Looks like I made the right decision to skip Madden this year after buying it every year for the past decade.

    I skipped the last two years and last played M15. I'm loving M18 so far. The Cloud CFM is a huge upgrade from M15 and the play has been solid so far.
    SonicBoom2040
    With all due respect for anyone in this thread....play now is not a good way to test sliders. I have almost literally used everyone's sliders this year and have not seen one DH call....seen maybe two PI...no more than 10 penalties between two teams in ANY cfm game I have played...about 50....
    Just last night seen late hit out of bounds called even though was tackled in bounds and took to the ground. Also seen blatant PI on defense...not even overthrown... And not called. Yet had CPU overthrow ten yards over AND behind on a play and I hit the receiver anyway..flag for PI...not any other penalty.
    This game to me...as ive played every single one since the first...is the same to me with the exception of 16 and maybe 17. And thats slightly different...penalty wise..gameplay wise its just the same bs every year...I put the game on the shelf as I'm having an awesome time with 2k18.
    My first advice to any developer of this game...add more sliders ala 2k18. Weed out legacy stuff cuz they still exist. 2020 I may pick it up again IF in see some good recommendations from this group overall on OS. Again...just my opinion... Take it for what its worth. Everyone has their own experience. Just mine has been headache after headache every year. Dont even get me started on special teams....I mean.....wow

    We get Def PI calls nearly every game in our league.
    One thing regarding # of penalties in a game that most guys here miss the mark on is that, when I did an analysis in M17 of what penalties are even in the game, it only made up something like 60% of penalties in the NFL. A lot of flags such as unsportsmanlike conduct are just not in Madden. So even if all the penalties in the game were *exactly* tuned to NFL levels, it still wouldn't match the total # of penalties in an NFL game due to this discrepancy.
    So folks should be balancing apples/apples, have holding occur about as often as holding is called in the NFL, have Def PI called about as often as it is in the NFL, etc. If all someone does is balance for the total # of flags, you're going to get certain penalties called way more often than the NFL in order to get that aggregate # to match up.
    I was definitely surprised by the stock penalties.
    I rented the game for 3 days, and I don't know that I saw anything besides maybe 1 or 2 encroachment calls, and 3 or 4 false starts in about 5 games. Definitely seemed a little light.
    Devaster
    I skipped the last two years and last played M15. I'm loving M18 so far. The Cloud CFM is a huge upgrade from M15 and the play has been solid so far.

    I agree with you on the gameplay being pretty solid. I'm 100% SIM, and can agree that there are some glaring issues with the game. When all is said and done though, I have to look at it for what it is..........it's a video game, and as bad as I would love to have a perfect game I know that's almost impossible. I have been able to live with the sack issue just due to the fact that I do run coach mode, and the QB position is the only position I do not control. So for me as long as it is an issue for myself and the AI it makes it a lot more bearable. I do hope that the next patch will be in the SIM players favor though.
    roadman

    but most people keep them on default, where the penalties are suppose to be sim like and where the NFL average penalties are suppose to be.

    Here is the problem. Now how i was raised, if someone tells you one thing but its not actually how they claim, it was called a lie.Maybe others was raised differently than me it seems.
    The penalty sliders were said by ea devs that on default ( 50) that they were tuned to replicate how often they are called in real life. That is what we were told.
    Here is last years averages of penalties by team, per game :
    https://www.teamrankings.com/nfl/stat/penalties-per-game
    So lets just take the two least teams in the NFL here, should on average if they played each other have 7 penalties per game, Again this is with the least two averages.
    Our league, sim mode, week 1 , of all games played ( not simmed), all stock penalty sliders. The most amount of penalties an any game was 6 . There was only 1 game like that, next most amount is 4. Majority 1-2 and a few with 0 .
    http://www.daddyleagues.com/mbc/schedules
    Yes , we dont play 15 minute quarters. But we do average about 100 snaps per game which is not far enough off real life numbers that the penalties numbers should be that much lower than real life numbers IF the default settings are really tuned to occur as is average of real life numbers.Bottom line, there is no way to dance around this issue and claim its alright, because its not. All things like this does is add to the reasons, why so many doubt and distrust what they say and promise year in and year out.This is just 1 example, and if EA wants people to be more trusting, maybe tell us the truth from the start.
    All the penalties work including defensive holding.
    Before I did my slider thingy, I got more defensive holding than offensive holding!
    We mess the penalties up when we start messing with the sliders. I got mine about right to where I see 1 or 2 defensive holdings a game.
    The penalties and attributes are connected. Going too extreme with any of them throws the game off.
    Those of you placing DH at 99 are only assuring you will never see one. Leave from 50 to 60.
    howboutdat
    Here is the problem. Now how i was raised, if someone tells you one thing but its not actually how they claim, it was called a lie.Maybe others was raised differently than me it seems.
    The penalty sliders were said by ea devs that on default ( 50) that they were tuned to replicate how often they are called in real life. That is what we were told.
    Here is last years averages of penalties by team, per game :
    https://www.teamrankings.com/nfl/stat/penalties-per-game
    So lets just take the two least teams in the NFL here, should on average if they played each other have 7 penalties per game, Again this is with the least two averages.
    Our league, sim mode, week 1 , of all games played ( not simmed), all stock penalty sliders. The most amount of penalties an any game was 6 . There was only 1 game like that, next most amount is 4. Majority 1-2 and a few with 0 .
    http://www.daddyleagues.com/mbc/schedules
    Yes , we dont play 15 minute quarters. But we do average about 100 snaps per game which is not far enough off real life numbers that the penalties numbers should be that much lower than real life numbers IF the default settings are really tuned to occur as is average of real life numbers.Bottom line, there is no way to dance around this issue and claim its alright, because its not. All things like this does is add to the reasons, why so many doubt and distrust what they say and promise year in and year out.This is just 1 example, and if EA wants people to be more trusting, maybe tell us the truth from the start.

    Considering the game doesn't account for a number of penalties those numbers don't seem that bad. And some ref crews in real life are much more prone to penalties than others.
    howboutdat
    Here is the problem. Now how i was raised, if someone tells you one thing but its not actually how they claim, it was called a lie.Maybe others was raised differently than me it seems.
    The penalty sliders were said by ea devs that on default ( 50) that they were tuned to replicate how often they are called in real life. That is what we were told.
    Here is last years averages of penalties by team, per game :
    https://www.teamrankings.com/nfl/stat/penalties-per-game
    So lets just take the two least teams in the NFL here, should on average if they played each other have 7 penalties per game, Again this is with the least two averages.
    Our league, sim mode, week 1 , of all games played ( not simmed), all stock penalty sliders. The most amount of penalties an any game was 6 . There was only 1 game like that, next most amount is 4. Majority 1-2 and a few with 0 .
    http://www.daddyleagues.com/mbc/schedules
    Yes , we dont play 15 minute quarters. But we do average about 100 snaps per game which is not far enough off real life numbers that the penalties numbers should be that much lower than real life numbers IF the default settings are really tuned to occur as is average of real life numbers.Bottom line, there is no way to dance around this issue and claim its alright, because its not. All things like this does is add to the reasons, why so many doubt and distrust what they say and promise year in and year out.This is just 1 example, and if EA wants people to be more trusting, maybe tell us the truth from the start.

    At what point does it become a lie? Does it become a lie in hindsight? Maybe it took them some time to figure why the penalties aren't working. Who knows, really. I've only seen it asked recently.
    The penalties were working in 16
    roadman
    At what point does it become a lie? Does it become a lie in hindsight? Maybe it took them some time to figure why the penalties aren't working. Who knows, really. I've only seen it asked recently.
    The penalties were working in 16

    ok ..............:y220a:
    https://www.easports.com/madden-nfl/news/2017/new-game-styles
    "Injuries and penalties occur at a rate on par with real-world NFL statistics and data"
    This is talking about simulation mode.
    How soon we are willing to forget..... this was pre launch, so seems they must have tested it to make this statement no? i mean im no game dev, but i know how things in a business should work. You dont make claims on things you know are not sure if they work or not.
    Mandeezee
    All the penalties work including defensive holding.
    Before I did my slider thingy, I got more defensive holding than offensive holding!
    We mess the penalties up when we start messing with the sliders. I got mine about right to where I see 1 or 2 defensive holdings a game.
    The penalties and attributes are connected. Going too extreme with any of them throws the game off.
    Those of you placing DH at 99 are only assuring you will never see one. Leave from 50 to 60.

    I have put that slider from 0-99 and there was absolutely no penalty called (DH) I am confident the people who aren't seeing any DH have done the same thing..At one point I thought the sliders might have been reversed or the modes might have gotten mixed up..All other penalty sliders are called more the more you increase them(some more frequent than others)..All I can say is be glad you have found the DH secret..Are you sure you aren't talking about Offensive Holding? Thanks!!
    howboutdat
    ok ..............:y220a:
    https://www.easports.com/madden-nfl/news/2017/new-game-styles
    "Injuries and penalties occur at a rate on par with real-world NFL statistics and data"
    This is talking about simulation mode.
    How soon we are willing to forget..... this was pre launch, so seems they must have tested it to make this statement no? i mean im no game dev, but i know how things in a business should work. You dont make claims on things you know are not sure if they work or not.

    Sorry, page not found error, but I get the gist of what you are saying, just don't agree on the language.
    roadman
    At what point does it become a lie? Does it become a lie in hindsight? Maybe it took them some time to figure why the penalties aren't working. Who knows, really. I've only seen it asked recently.
    The penalties were working in 16

    I totally agree with you about 16..but at what point does EA actually run through and test the game to make sure the claims and features that they are marketing actually work as they intended. I am sure that someone at EA played the game and said something is off with penalties this year we should be getting the amount we intended in simulation mode but we are not let's fix this before release or soon theerafter to make sure they are working as intended..when you go this far into the cycle and the season without acknowledging it or attempting to fix it I wouldn't say it's a lie but it doesn't back up you claims regarding your features..We have gamechangers and developers working in conjunction a bunch of these problems should not be present or should be fixed asap..I can see how some might not trust EA ,I don't take it serious but some others pay hard earned money for a game due to what EA states the features are..AS EA says if it's in the game it's in the game but in reality it's not. In the end it's a videogame but I can see where alot of people are coming from..It's a yearly pattern that EA has to put to rest.
    edaddy
    I totally agree with you about 16..but at what point does EA actually run through and test the game to make sure the claims and features that they are marketing actually work as they intended. I am sure that someone at EA played the game and said something is off with penalties this year we should be getting the amount we intended in simulation mode but we are not let's fix this before release or soon theerafter to make sure they are working as intended..when you go this far into the cycle and the season without acknowledging it or attempting to fix it I wouldn't say it's a lie but it doesn't back up you claims regarding your features..We have gamechangers and developers working in conjunction a bunch of these problems should not be present or should be fixed asap..I can see how some might not trust EA ,I don't take it serious but some others pay hard earned money for a game due to what EA states the features are..AS EA says if it's in the game it's in the game but in reality it's not. In the end it's a videogame but I can see where alot of people are coming from..It's a yearly pattern that EA has to put to rest.

    I agree here.
    Clint acknowledged the issue last week on Twitter, even said it must be an emphasis.
    I don't mind tweaking sliders, I really don't. But the penalty sliders haven't worked for years, it's been tested. What now?
    Clint: needs to be an emphasis, no way to sugar coat it. Features on top of features built over years on top of sliders. Start the #SliderMovement
    I get it. Penalty sliders are on the same mechanics they've been for a while - which worries me about affect on gameplay as well. I get it.
    I have no clue how they test the game, but my thinking is it's not tested much with human vs cpu and more human vs human.
    Mandeezee
    All the penalties work including defensive holding.
    Before I did my slider thingy, I got more defensive holding than offensive holding!
    We mess the penalties up when we start messing with the sliders. I got mine about right to where I see 1 or 2 defensive holdings a game.
    The penalties and attributes are connected. Going too extreme with any of them throws the game off.
    Those of you placing DH at 99 are only assuring you will never see one. Leave from 50 to 60.

    So you are saying, with all penalty sliders at 50, you were seeing defensive holding?
    NimitsTexan
    So you are saying, with all penalty sliders at 50, you were seeing defensive holding?
    That's my question, too. I find it really hard to believe that when even the staunchest Madden defenders admit DH does NOT work at all!
    Sent from my Redmi Note 3 using Tapatalk
    I'm afraid to run the ball now post patch. I just played a game vs Seattle where my o-line was pancaking the entire defensive line routinely and I had over 400 yards rushing with my 2nd and 3rd string running backs
    Look...I dont have the same amount of problems with M18 that most everyone has. Sure there are some areas of weakness but they have to patch the QB issue.
    There is NO QB in the NFL that is going top stand there like a statue and get pummeled by my Steelers D for 7 first half sacks. Especially not a HOFer like Drew Brees. PERIOD!!!!
    Too many times, the AI QB misses the checkdown at minimum. If EA does not release a patch for M18 addressing the statue QB next..this game is relegated to playing a half here and there. The gameplay is pretty good and the graphics are sick but the QB standing there is inexcusable.
    EA..looking forward to the next patch and i am really looking forward to seeing the patch notes fixning the above.
    Mandeezee
    All the penalties work including defensive holding.
    Before I did my slider thingy, I got more defensive holding than offensive holding!
    We mess the penalties up when we start messing with the sliders. I got mine about right to where I see 1 or 2 defensive holdings a game.
    The penalties and attributes are connected. Going too extreme with any of them throws the game off.
    Those of you placing DH at 99 are only assuring you will never see one. Leave from 50 to 60.

    What is your DH slider set at? I think mine is 51, but I really haven't seen any DH. Usually DPI gets called instead, but that is because they mug my receiver when he is about to separate. I've definitely seen some holding and never had it called though. All of the other penalties are fine for me.
    roadman
    At what point does it become a lie? Does it become a lie in hindsight? Maybe it took them some time to figure why the penalties aren't working. Who knows, really. I've only seen it asked recently.
    The penalties were working in 16

    It becomes a lie when we give them $60 for something, and that thing that we gave them $60 for is not how they described. In the consumer world, that's a lie. Madden isn't an early access, early release beta. EA hid the game from people until about a week before release, and then had all of this bluster about "Day zero patches" that never existed, which had people swearing that the game played differently at E3 and these missing features must be bugs of the latest build.
    Well, nah, they just fabricated what made the cut and what didn't, didn't allow any previews, only allowed selected footage, didn't allow commentary before release, and we're the suckers per usual.
    roadman
    https://www.easports.com/madden-nfl/features
    Is there anything missing in the above link that isn't in the game?
    Sure looks like how it's described in the link above and in the consumer world, that link above is not a lie, no matter how someone wants to spin it.

    I don't want to get into the debate if it's a lie or not, but clicking "learn more" on game styles led me to this paragraph:
    Simulation is the authentic NFL experience. This is the game style plays true to player and team ratings and NFL rules. This game style includes all supported penalties, injuries, and other random outcomes you see every Sunday. The players on your roster and the schemes you employ will be critical to success when playing Simulation. This is the game mode for players that are fans of football and want to play a game that’s true to that form. Simulation is the default style for connected franchise mode.
    howboutdat
    ok ..............:y220a:
    https://www.easports.com/madden-nfl/news/2017/new-game-styles
    "Injuries and penalties occur at a rate on par with real-world NFL statistics and data"
    This is talking about simulation mode.
    How soon we are willing to forget..... this was pre launch, so seems they must have tested it to make this statement no? i mean im no game dev, but i know how things in a business should work. You dont make claims on things you know are not sure if they work or not.

    DOH! Can see this point was already made... Sorry!
    kongemeier
    I don't want to get into the debate if it's a lie or not, but clicking "learn more" on game styles led me to this paragraph:
    Simulation is the authentic NFL experience. This is the game style plays true to player and team ratings and NFL rules. This game style includes all supported penalties, injuries, and other random outcomes you see every Sunday. The players on your roster and the schemes you employ will be critical to success when playing Simulation. This is the game mode for players that are fans of football and want to play a game that’s true to that form. Simulation is the default style for connected franchise mode.
    Bwahahahaha....sorry, but that's a joke! Not even close to being true.
    Sent from my Redmi Note 3 using Tapatalk
    kongemeier
    I don't want to get into the debate if it's a lie or not, but clicking "learn more" on game styles led me to this paragraph:
    Simulation is the authentic NFL experience. This is the game style plays true to player and team ratings and NFL rules. This game style includes all supported penalties, injuries, and other random outcomes you see every Sunday. The players on your roster and the schemes you employ will be critical to success when playing Simulation. This is the game mode for players that are fans of football and want to play a game that’s true to that form. Simulation is the default style for connected franchise mode.
    DOH! Can see this point was already made... Sorry!

    Lol, I knew someone would point that out even before I put the link up. That's the only thing I could find out of all the features that explained that isn't working as advertised.
    I have a some games that I own that are in the same situation.
    "Simulation is the authentic NFL experience. This is the game style plays true to player and team ratings and NFL rules. "
    In fact, it's the entire paragraph which is really nice joke by EA. :D
    roadman
    Lol, I knew someone would point that out even before I put the link up. That's the only thing I could find out of all the features that explained that isn't working as advertised.
    I have a some games that I own that are in the same situation.

    Sorry for being THAT guy :o
    Yeah, the other things in that paragraph depends on who you ask, but penalties just don't work. For me that's a huge thing - penalties and off-ball injuries were the key selling points for me. I haven't touched the game since penalties went missing and I probably won't if EA can't fix it. I'm just getting sick and tired of waiting for that next patch, but I guess that's part of being a gamer in 2017.
    kongemeier
    Sorry for being THAT guy :o
    Yeah, the other things in that paragraph depends on who you ask, but penalties just don't work. For me that's a huge thing - penalties and off-ball injuries were the key selling points for me. I haven't touched the game since penalties went missing and I probably won't if EA can't fix it. I'm just getting sick and tired of waiting for that next patch, but I guess that's part of being a gamer in 2017.

    Nah, no problem.
    DH and DPI are not called on my end, the other penalties seem to work for me, no excuses there. Sounds like Clint wants it a priority moving forward.
    If penalties are a focus moving forward, I hope the fix doesn't interfere with game play. A lot of theories in the slider forums that penalties work with game play.
    I play online h2h the most and ever since the update I have noticed way more kickoffs returned for tds and a complete lack of being able to play defense. It's like my players can't get off their blocks to save their lives.
    something id like to know. Why is my entire dline getting pancaked on the snap , when im in 4-4 of 4-3 defenses some times?
    i know how its " supposed to work" in game and why they did it, but this is just flat out ridiculous . Ive had it happen to me, so have guys in our league who mentioned it. We are not in quarters defense. This should not be happening but it dang sure does from time to time.
    I dont even hardly run Dollar defense anymore , if there is 1 hb in the offensive formation because im affraid they will audible to run and my entire line gets flattened at the snap.
    This is just yet another example of EA not actually fixing the real problem ( guys not playing their positions /blocking right) and trying to put a band aid over the issue.But that band aid just is causing even more issues. Kinda like the nano detection system. When are they gonna stop trying to cover over issues and actually just fix them? All they keep doing by doing this is causing more issues that were not already there. Seems rather counterproductive to me.
    howboutdat
    something id like to know. Why is my entire dline getting pancaked on the snap , when im in 4-4 of 4-3 defenses some times?
    i know how its " supposed to work" in game and why they did it, but this is just flat out ridiculous . Ive had it happen to me, so have guys in our league who mentioned it. We are not in quarters defense. This should not be happening but it dang sure does from time to time.
    I dont even hardly run Dollar defense anymore , if there is 1 hb in the offensive formation because im affraid they will audible to run and my entire line gets flattened at the snap.
    This is just yet another example of EA not actually fixing the real problem ( guys not playing their positions /blocking right) and trying to put a band aid over the issue.But that band aid just is causing even more issues. Kinda like the nano detection system. When are they gonna stop trying to cover over issues and actually just fix them? All they keep doing by doing this is causing more issues that were not already there. Seems rather counterproductive to me.
    Has happened so much online now.
    howboutdat
    something id like to know. Why is my entire dline getting pancaked on the snap , when im in 4-4 of 4-3 defenses some times?
    i know how its " supposed to work" in game and why they did it, but this is just flat out ridiculous . Ive had it happen to me, so have guys in our league who mentioned it. We are not in quarters defense. This should not be happening but it dang sure does from time to time.
    I dont even hardly run Dollar defense anymore , if there is 1 hb in the offensive formation because im affraid they will audible to run and my entire line gets flattened at the snap.
    This is just yet another example of EA not actually fixing the real problem ( guys not playing their positions /blocking right) and trying to put a band aid over the issue.But that band aid just is causing even more issues. Kinda like the nano detection system. When are they gonna stop trying to cover over issues and actually just fix them? All they keep doing by doing this is causing more issues that were not already there. Seems rather counterproductive to me.

    Its the added pass commit penalty....its ruined the user vs cpu gameplay.....because there is nothing we can do to stop the cpu from using the pass commit feature.....and boy do they use it horribly....thus resulting in the excessive pancakes.
    The game is essentially broken to me.
    SteelerSpartan
    Its the added pass commit penalty....its ruined the user vs cpu gameplay.....because there is nothing we can do to stop the cpu from using the pass commit feature.....and boy do they use it horribly....thus resulting in the excessive pancakes.
    The game is essentially broken to me.

    im not even using pass committee and this is happening, like, not every time of course, but enough it is flat pissing me and others off. Its just another example of EA putting a quick band aid on something. That then only causes other issues, that they then will have to " quick fix" . And we wonder why they are always behind.....
    Stop doing these quick fix things and just fix whats actually wrong. This is just seriously annoying , especially when i think about the reason it was done and the fact this is only there because they still did not fix the original problem.
    ChicagoChris
    Look...I dont have the same amount of problems with M18 that most everyone has. Sure there are some areas of weakness but they have to patch the QB issue.
    There is NO QB in the NFL that is going top stand there like a statue and get pummeled by my Steelers D for 7 first half sacks. Especially not a HOFer like Drew Brees. PERIOD!!!!
    Too many times, the AI QB misses the checkdown at minimum. If EA does not release a patch for M18 addressing the statue QB next..this game is relegated to playing a half here and there. The gameplay is pretty good and the graphics are sick but the QB standing there is inexcusable.
    EA..looking forward to the next patch and i am really looking forward to seeing the patch notes fixning the above.

    Additionally, I am noticing the QB’s motion to throw the ball away seems to take too long. Looking at the real NFL, most QBs can get rid of the ball right before they are hit, sometimes even as they are being hit, as long as the rush is not right in front of them and they ar not blindsided. So many times in M18, however, I see QBs (both the AI, and on occasion, mine) start to throw the ball under pressure, only to have them pull it back in as they are hit.
    Again, the M17 solution, where the QB would essentially throw it into the ground if hit while throwing was more realistic, and definitely prevented a lot of the sacks that are too easy to get in M18.
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