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Madden NFL 18 Patch 1.05 Available Now - Patch Notes Included

Madden NFL 18

Madden NFL 18 Patch 1.05 Available Now - Patch Notes Included

Madden NFL 18 patch 1.05 is available now, addressing a few issues users were having after the most recent 1.04 patch. Check out the patch notes below.

This week, a title update was released for Madden NFL 18 that included a variety of updates and fixes across the game. Most were to address feedback from our players and improve the Madden experience. Our top priority for the update was to address the lag many of our Franchise users are experiencing while playing their games, but we have discovered that the fix we implemented has not been sufficient in fixing the issue. With today’s title update, we are removing that fix from the game, as it has instead resulted in impacting Franchise users.  We will keep working diligently to get the lag issue addressed in an upcoming title update. Issues like this have been, and will remain, our top priority.

Additionally, due to the feedback from you, our Madden community, we are removing two gameplay-specific additions in today’s update: dropped passes and the supporting user banners.

The “Low Catch Rating” and “Catch in Traffic” user notification banners that were added had unintended issues leading to confusion for our players, so those have been removed, and will be revisited in an upcoming update when we can iron out all the issues our community uncovered.

The Madden Development Team takes pride in delivering the best possible experience to all of our community members. We want to take this opportunity to let you know we will continue to work to improve your experience and listen to your feedback. Thank you for giving us such quick feedback as valued Madden players.

Here’s a list of everything included in today’s title update:

  • Reverted attempted fix for lag in Franchise mode to in order to fix Franchise crashes
  • Fixed a crash some users were experiencing in Franchise when navigating menus very quickly
  • Reverted tuning change to “Nearby Player” catching penalty to reduce the number of dropped passes
  • Reverted “Low Catch Rating” and “Catch in Traffic” user notification banners
  • Addressed Madden Ultimate Team (MUT) Auction House filters resetting after making a bid on an item
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  1. Wow, patches everywhere! PCars2, 2k18 and now Madden in the last 24 hours. Did I miss any?
    Granted, this is more about walking the last patch back that was causing some issues, but it's still a fast response time.
    I'm having trouble parsing the sentence that mentions dropped passes.
    Are they saying that they're removing dropped passes from the game, period? Are they saying something different?
    Trojan Man
    I'm having trouble parsing the sentence that mentions dropped passes.
    Are they saying that they're removing dropped passes from the game, period? Are they saying something different?

    No. They're saying they removed the banner showing when a dropped pass was triggered by a low catch or catch in traffic rating (which was introduced in the last patch). They also reverted a tuning change in the last patch dealing with nearby players causing too many dropped passes.
    I see what line you're talking about, but despite how that sounds there's no way they're removing all dropped passes from the game. There's nothing in the bullet points below that to indicate players would never drop passes now.
    bcruise
    No. They're saying they removed the banner showing when a dropped pass was triggered by a low catch or catch in traffic rating (which was introduced in the last patch). They also reverted a tuning change in the last patch dealing with nearby players causing too many dropped passes.
    I see what line you're talking about, but despite how that sounds there's no way they're removing all dropped passes from the game. There's nothing in the bullet points below that to indicate players would never drop passes now.

    Cool, thanks!
    I actually like how nearby players are causing dropped passes in my franchise games, so I'm hoping that what I'm thinking about is not what they tuned out/down.
    In any case, that's very helpful.
    Trojan Man
    Cool, thanks!
    I actually like how nearby players are causing dropped passes in my franchise games, so I'm hoping that what I'm thinking about is not what they tuned out/down.
    In any case, that's very helpful.

    Reverted tuning change to “Nearby Player” catching penalty to reduce the number of dropped passes
    To me, this looks like they intended to reduce the number of drops w 1.04, but then reverted to the pre patch 1.04 tuning...
    Right?
    :)
    KingV2k3
    Reverted tuning change to “Nearby Player” catching penalty to reduce the number of dropped passes
    To me, this looks like they intended to reduce the number of drops w 1.04, but then reverted to the pre patch 1.04 tuning...
    Right?
    :)

    Opposite maybe? Not sure if it's supposed to be describing the original change, or the effect of reverting.
    But I thought in the last patch the nearby player penalty increased chances of drops.
    "Footsteps – These defensive players will apply a higher catch-penalty to receivers when they are near the receiver during the catch point"
    TMJOHNS18
    "Footsteps – These defensive players will apply a higher catch-penalty to receivers when they are near the receiver during the catch point"

    Ah, based on this, you might be right...opposite = less drops
    Their wording on this needs a patch...
    :)
    Just played a few games. All-Madden, 12 Min Quarters. Here's a few impressions if anyone wants to know:
    The Good: The freezing is gone. You don't have to worry about going into a replay and not coming out again. As far as the dropped passes go...they're hit or miss. I've had guys like Thielen drop passes after being touched by a feather, but guys like Diggs will get crushed and still hang on.
    The Bad: I'm not sure if this is a patch issue or just the game in general; I had to pump up the Pass Blocking Slider to 95 because I was getting sacked almost every play. This was even on quick passes, like Quick Slants and Spots. On 95, my O-Line still gave up seven sacks. Also, the Legacy Points issue still hasn't been fixed. I've started CFMs where 4,000 yards is 500 LP, and others where it's 9 LP.
    The Ugly: The AI seems absolutely horrible after this update. I know this is a mere "fix" patch, but I've had running backs (fixed position at QB mind you) completely miss wide open holes and be tackled for a loss. The AI seems worse now than it did pre-patch.
    Sent from my iPhone using Operation Sports
    BigSexy
    Just played a few games. All-Madden, 12 Min Quarters. Here's a few impressions if anyone wants to know:
    The Good: The freezing is gone. You don't have to worry about going into a replay and not coming out again. As far as the dropped passes go...they're hit or miss. I've had guys like Thielen drop passes after being touched by a feather, but guys like Diggs will get crushed and still hang on.
    The Bad: I'm not sure if this is a patch issue or just the game in general; I had to pump up the Pass Blocking Slider to 95 because I was getting sacked almost every play. This was even on quick passes, like Quick Slants and Spots. On 95, my O-Line still gave up seven sacks. Also, the Legacy Points issue still hasn't been fixed. I've started CFMs where 4,000 yards is 500 LP, and others where it's 9 LP.
    The Ugly: The AI seems absolutely horrible after this update. I know this is a mere "fix" patch, but I've had running backs (fixed position at QB mind you) completely miss wide open holes and be tackled for a loss. The AI seems worse now than it did pre-patch.
    Sent from my iPhone using Operation Sports

    Is this through a new franchise or existing one?
    Did they fix where sometimes you go for it at the 1 yard line on 4th down and get stopped then the other team starts at the other end of the field on your 1 yard line? I got screwed in a close game cuz of that.
    I had a fumble call reversed on replay review for one of my kick-off returns yesterday and it put me at 1st and goal at my own 30 or so. I didn't convert... lol.
    jmizzal
    Did they fix where sometimes you go for it at the 1 yard line on 4th down and get stopped then the other team starts at the other end of the field on your 1 yard line? I got screwed in a close game cuz of that.

    I believe so. I play through Super Sim (mostly) and haven't had any ball-placement issues.
    Also, for those that like to make a player in CFM:
    When creating your player, do NOT put any character in the first/last name of your player. Just make your build, don't even pick a face/skin color. You can edit this once you get into the Franchise itself.
    By doing this, you'll get accurate values for Legacy Points. For some reason, putting in a name sets all of your LPs at a ridiculously low amount.
    Edit: Changing your name has nothing to do with LPs. It all has to do with the quarter length...apparently you get less Legacy the longer you play.
    Seriously? What the hell, EA.
    Sent from my iPhone using Operation Sports
    Getting a lot of screen flickering on the play call screen. First game was ok, second game getting this intermittently, but heavily when it happens. First game was play the moment, second is offense only, so more time is being spent on the play call screen.
    To those of you who have played a game post patch. Has anything been done to penalties in simulation setting? I haven't played M18 for awhile, but played a few games in CFM after 1.04 dropped. At lauch I got a decent amount of penalties but after 1.04 I got maybe a false start per game!?
    The description says the 50 slider value will get you close to NFL averages on amount of penalties. I played Chargers at Giants. The RL game had 21 penalties i believe. Mine had 1...
    fripperiffic
    Penalties are still low to non existent for me. I really only get them when I have used a coaching adjustment to aggressive.

    But they worked WAY better at launch, right? Why would EA change this? :34:
    kongemeier
    But they worked WAY better at launch, right? Why would EA change this? :34:

    Go check out the tweet thread, sometimes, answers can be found in there.
    Features built on top of sliders and it sounds like it's a focus moving forward.
    roadman
    Go check out the tweet thread, sometimes, answers can be found in there.
    Features built on top of sliders and it sounds like it's a focus moving forward.

    Thanks for the answer!
    roadman
    Go check out the tweet thread, sometimes, answers can be found in there.
    Features built on top of sliders and it sounds like it's a focus moving forward.

    so here is the question of the day for that. See when they give these "reasons" , it just makes me think, well if you have known this for years ( clearly they didnt just find this out)
    1 - why were the sliders still in game and they tell people they can adjust them to get the amount of penalties they like
    2- Why not tell us that years ago when they knew it?
    See its things like that, that to me its about principals . Its what makes it really really hard to believe them now, when they finally admit to something thats been going on for years, but yet they have in ways, portrayed those things worked... Why does everything have to be so dang hard to just tell the truth from the start?
    About the Lag on PS4. Ive talked to numerous commishes of online leagues.They all say the same thing - any of them or their owners who play on ps4 pro do not have any lag at all. Its the normal systems thats causing this issue.
    Anyone here experience lag on a ps4 pro ( not lag like once in a blue moon that may happen in any game) . Like the lag in the playcalling screen and for kicking?
    Im starting to think somehow the update that enabled the stuff for pro is the root cause of this, because its somehow trying to force those processing speeds of things or something along those lines on the normal systems thats not able to process it fast enough?It just seems related to me somehow.
    howboutdat
    About the Lag on PS4. Ive talked to numerous commishes of online leagues.They all say the same thing - any of them or their owners who play on ps4 pro do not have any lag at all. Its the normal systems thats causing this issue.
    Anyone here experience lag on a ps4 pro ( not lag like once in a blue moon that may happen in any game) . Like the lag in the playcalling screen and for kicking?
    Im starting to think somehow the update that enabled the stuff for pro is the root cause of this, because its somehow trying to force those processing speeds of things or something along those lines on the normal systems thats not able to process it fast enough?It just seems related to me somehow.

    *points to nose*
    The game played great with the patch. No lag on play selection screen, game was much faster - finally the game was really playable like it should have been from the start.
    After 2 good days playing the suddenly take it back just because some MUT guys don't like that there guys don't catch everything? Why not keep to stuff in what was working? The lag was definitely fixed.
    No it's a laggy game again, just no fun to play.
    ParaAut
    The game played great with the patch. No lag on play selection screen, game was much faster - finally the game was really playable like it should have been from the start.
    After 2 good days playing the suddenly take it back just because some MUT guys don't like that there guys don't catch everything? Why not keep to stuff in what was working? The lag was definitely fixed.
    No it's a laggy game again, just no fun to play.

    Because the 'fix' cause numerous crashes and weird glitches. They obviously hadn't tested out the patch carefully. They will still fix lag most likely, but have to make sure it doesnt cause a bunch of new issues as a result.
    howboutdat
    so here is the question of the day for that. See when they give these "reasons" , it just makes me think, well if you have known this for years ( clearly they didnt just find this out)
    1 - why were the sliders still in game and they tell people they can adjust them to get the amount of penalties they like
    2- Why not tell us that years ago when they knew it?
    See its things like that, that to me its about principals . Its what makes it really really hard to believe them now, when they finally admit to something thats been going on for years, but yet they have in ways, portrayed those things worked... Why does everything have to be so dang hard to just tell the truth from the start?

    I could be remembering wrong, but I think they have admitted it, each year.
    Suppose Im on the "Its old code and needs to be rewritten" wagon.
    They just will NOT take time off because of NFL license and the redicilous money they make on MUT.
    howboutdat
    so here is the question of the day for that. See when they give these "reasons" , it just makes me think, well if you have known this for years ( clearly they didnt just find this out)
    1 - why were the sliders still in game and they tell people they can adjust them to get the amount of penalties they like
    2- Why not tell us that years ago when they knew it?
    See its things like that, that to me its about principals . Its what makes it really really hard to believe them now, when they finally admit to something thats been going on for years, but yet they have in ways, portrayed those things worked... Why does everything have to be so dang hard to just tell the truth from the start?

    I think you need to back up the truck a bit and pump the brakes.
    The question was in reference to Madden 16 specifically when they stated authentic NFL penalties, the question wasn't referenced to anything before that.
    So, basically, any features since Madden 16 added.

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