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Madden NFL 18 Patch 1.08 Update Available, Adds Audibles on the Fly & More - Patch Notes Here

Madden NFL 18

Madden NFL 18 Patch 1.08 Update Available, Adds Audibles on the Fly & More - Patch Notes Here

Madden NFL 18 patch 1.08 is available now for PlayStation 4 and Xbox One, adding audibles on the fly, franchise play call screen lag fix, online stability improvements and much more.

Check out the patch notes, along with a quick FAQ below.

What is Audibles on the Fly? 

Audibles on the Fly is a feature that allows users to change any formation audible from the Play Call screen at any point in the game.

This feature will bring a level of strategy to Madden that you see from the best players and coaches in the NFL by allowing users to change up their scheme or game plan mid-game to make “on the fly” adjustments to counter your opponent’s scheme. This feature also introduces custom audibles in modes like Madden Ultimate Team for the first time ever.

How It Works

To access the audibles on the fly feature, you need to be selecting plays by formation when at the Play Call screen.

  • Pro Tip: Any play that is tagged as an audible in the selected formation will have a yellow corner. This helps the user know which audibles they have at a glance while browsing plays.

Once you have selected a formation and are at the Play Call screen, simply press LT/L2 to bring up the Replace Audible menu. The replace audible menu shows the list of audibles that are currently set for the selected formation. It’s easy to use:

  • While at the replace audible menu, select what play in the audibles list you want to replace
  • Once a play is selected from the Replace Audible menu, you will then be taken to the replace play level of the Play Call screen where you can select the play you want to add to the active list of audibles for that set to replace your previous selection.
  • Once audibles have been selected, users will return to the primary Play Call screen to select the next huddle play. After breaking the huddle, users will have access to all of the new audibles via the audibles menu at the line of scrimmage for the current set.

Quick Audibles on the Fly FAQ

What audibles can I change and how many times can I use the feature in a single game?

  • Users have the option to change any of the four audibles within the formation they have selected
  • Audibles on the Fly can be used as many times as the user wants in a single game
  • Audibles on the Fly does not work with formations that naturally do not allow users to audible, such as Wildcat

Does the feature work for both offense and defense?

  • The Audibles on the Fly mechanic works for both offense and defense

Which game modes does Audibles on the Fly work in?

  • The Audibles on the Fly feature works in all game modes including Connected Franchise, Madden Ultimate Team, MUT Draft, and MUT Squads and is also accessible in both online and offline play

Can I save my audible changes?

  • Changes to audibles are saved for the entirety of the game. Once the game has ended, audibles will reset to their default values. Unfortunately, the Madden Development Team did not have the bandwidth to do the work to allow users to permanently save their audibles on a game by game basis. This is a functionality we on the dev team would love to see, and hopefully we can get that built sometime in the future. For now, the most important thing to us was getting the foundation of this new system built and released to the public so the community can begin to enjoy it.

Other Audible Notes

  • Users can use the Audibles on the Fly feature with a custom playbook as long as there are four or more plays in the set
  • If the user has four or more plays in the set, but doesn’t populate all of the audible slots with plays when creating the custom playbook, only the audible slots that are populated with plays can be replaced with the Audibles on the Fly feature
  • Audibles on the Fly works for play call by Formation only – Madden Devs are evaluating the possibility to expand this to other play call options like by Personnel

 Full Title Update Notes

Gameplay Updates

  • Added additional performance penalties when using defensive players on offense
  • Tuned so that defenders with the Disciplined penalty trait will not jump offsides when Pass Rush Coach Adjustment is set to Balanced
  • Addressed an issue around facemask penalties triggering when the Strip Ball Coach Adjustment was set to Conservative

Franchise Updates

  • Addressed Play Call screen lag issue
  • Added logic for Franchise leagues to turn Injuries ON via settings when using the Competitive Game Style
  • Addressed issue making player skills appear locked after spending XP to unlock them when scouting for the Draft
  • Addressed issue causing players’ stats and ratings to occasionally change when scrolling down on the menu during a Fantasy Draft

Online Stability Improvements

Deployed new technology that will help mitigate some of the disconnect issues. If you or your opponent are experiencing a network issue, you will see messaging in the UI letting you know of the problem and will attempt to reconnect you.

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Discussion
  1. In-game audible changes was one of my absolute favorite gameplay features from older football games and I'm stoked that the concept has finally found its way into Madden. Really excited to try it out.
    Nice feature, hopefully they expand upon it in the future and allow us to audible between all formations that have the same personnel groupings
    Edit: I misinterpreted the part below, you can choose audibles from different formations as long as it's the same personnel groupings. You just can't set the audibles on the fly from any menu except the formation menu.
    Audibles on the Fly works for play call by Formation only – Madden Devs are evaluating the possibility to expand this to other play call options like by Personnel
    I just tried this on the Xbox one, cant seem to get it to work, I'm in the play calling screen as stated you should be in, left trigger does nothing?
    rufusone
    I just tried this on the Xbox one, cant seem to get it to work, I'm in the play calling screen as stated you should be in, left trigger does nothing?
    Did you select a formation? I'm on PS4 so maybe it's different but I didn't get the option until I selected my formation first
    Seems likely computer gameplay has been tuned down in all-pro.  I am able to stop the run wo having to pinch my line every down.  Have you all noticed changes in gameplay 
    reyes the roof
    Did you select a formation? I'm on PS4 so maybe it's different but I didn't get the option until I selected my formation first

    I did select a formation, left trigger doesn't do anything, not sure why it wont work.
    cuoreceltico
    What about adding penalties and challenges works as suppose to?
    Yeah, pretty disappointing that they didn't touch gameplay in what is probably one of, if not the, last patch we'll probably see of any significance.
    Sent from my Redmi Note 3 using Tapatalk
    jwill_23
    Seems likely computer gameplay has been tuned down in all-pro. *I am able to stop the run wo having to pinch my line every down. *Have you all noticed changes in gameplay*

    I'm noticing more drops in practice again, when you think your receiver should have ball and then he's tackled and drops ball. They still haven't fixed QB styles in player editing. Many only show generic preview.
    in franchise offline i can change audibles when i pause to look at depth chart etc. call me dumb cant see why id do it on the fly (does playclock freeze?), nice for MUT but nothing for some of us?
    as for coach adjustments, on catching aggressive or rac kicks in depending on aggressive or conservative.
    surely the option concentrate on the catch before all else is conservative and aggressive is rac?
    Solid update. Massive for PS4 users. That play call lag was the worst. Glad to see they fixed scouting. From their post it sounds like they're trying to get these audible adjustments to be permanent for M19 which would be awesome.
    I think the audibles on the fly was a great addition for a title update.
    Looking forward to hopefully one more continuous development title update.
    Several games since this update and CPU kick returners are no konger sprinting. Tyreek hill struggled to get to the 15. This has been noticed throughout our online franchise.
    Scouting fix is a nice convenience after they broke it with the last patch. Now I don't have to keep refreshing the scouting page every time I scroll down/up. That was annoying to say the least.
    The audible on the fly feature looks awesome. Can't wait to try it out.
    OG Nemo
    Several games since this update and CPU kick returners are no konger sprinting. Tyreek hill struggled to get to the 15. This has been noticed throughout our online franchise.

    Oh my, should I update or go offline?
    I'm wondering if offline CFM are seeing this?
    jwill_23
    Seems likely computer gameplay has been tuned down in all-pro. *I am able to stop the run wo having to pinch my line every down. *Have you all noticed changes in gameplay*

    Honestly I havent noticed. We play on all pro and I blew out the niners 57-21 but that was actually a little worse than I normally do. If anything i thought their defense played much better.
    Sent from my SM-G930P using Operation Sports mobile app
    OG Nemo
    Several games since this update and CPU kick returners are no konger sprinting. Tyreek hill struggled to get to the 15. This has been noticed throughout our online franchise.

    I have noticed this as well, but it only appears to be happening in rainy games.
    In case the developers see this thread, could someone please upload a video and describe what mode you were playing?
    CFM, Play Now, Online, Offline.
    Sliders, fatigue level. If you have high fatigue settings, you could be noticing this on a more consistent basis.
    This will help the developers pinpoint the issue.
    Thank you.
    PS-The video is for the developers, not for my purposes.
    roadman
    In case the developers see this thread, could someone please upload a video and describe what mode you were playing?
    CFM, Play Now, Online, Offline.
    Sliders, fatigue level. If you have high fatigue settings, you could be noticing this on a more consistent basis.
    This will help the developers pinpoint the issue.
    Thank you.
    PS-The video is for the developers, not for my purposes.

    Don't have a video handy, but I only noticed it in rainy condition games.
    Cloud CFM, Sim mode, fatigue is 55 I think, and my speed slider is at 40. I'm not certain if they were sprinting or not, but when the CPU was having a difficult time making it to the 20 returning a kick in rainy weather I thought it was a bit odd. In regular weather the CPU was getting to the 25-30. This is with me kicking into the wind.
    Devaster
    Don't have a video handy, but I only noticed it in rainy condition games.
    Cloud CFM, Sim mode, fatigue is 55 I think, and my speed slider is at 40. I'm not certain if they were sprinting or not, but when the CPU was having a difficult time making it to the 20 returning a kick in rainy weather I thought it was a bit odd. In regular weather the CPU was getting to the 25-30. This is with me kicking into the wind.

    Thanks for the feedback.
    I'd like to see if others are seeing the same results with fatigue over 50 and see if that is the culprit.
    capa
    It may be me but I see kick returners as very slow now...and even some RBs seem like they are running in mud ???

    Yep seeing the exact same thing all pro default, default stamina and threshold.
    Especially running backs
    So, I'm seeing the same thing regarding CPU running as the others on purely default settings. And it's not like it's a sprint vs. non-sprint thing - as a user my players can run faster than they are even if I'm not holding the sprint button. It almost looks as though their speed/accel ratings aren't working, as bizarre as that sounds.
    This is 100% a bug, and it needs to be addressed quickly. It can be seen really easily in practice mode btw.
    Seeing it with fatigue at default as well as lower fatigue values (48). Some (not all) kickoff returners are running very slowly. Some (not all) RBs are doing the same. Not sure what ia affecting this but if definitely started after the latest patch. I play offline, Coach Mode, Play Now and CFM.
    C
    Same as everyone else, we are on degault all pro. The only setting we tweaked was injury because we messed with the clock. It truly feels like the cpu is running in quick sand. Receivers wont accelerate on a deep ball without manually awotching yo them and holding sprint either.
    Sent from my SM-G930P using Operation Sports mobile app
    This is absurd!!:brickwall
    75% of the time they screw something else up with these patches
    excessive pancakes
    and now the sprinting is screwed up
    I will never download another patch until after 2 weeks have passed and seen what new bugs they may have caused.
    I've noticed the lack of sprinting all year on kickoffs. It's random, but it has been happening since release. I've only seen it a handful of times for other positions since release though.
    PhillyPhanatic14
    I've noticed the lack of sprinting all year on kickoffs. It's random, but it has been happening since release. I've only seen it a handful of times for other positions since release though.

    This is probably true and has been happening all year. I think many of us are just looking for errors whenever a patch is released and then focus too much on them. I didn't really think much about it until I read this thread after playing yesterday. There have been times where if you don't time the sprint properly on your own controlled returner you won't get a good jump or sprint on returns either. Maybe that happens to the CPU as well. Just a natural aspect of the game.
    Like the pancake issue. That happened to me once. Or at least it was only noticeable to me once. I will go through entire seasons with my OLineman getting maybe 1 pancake, even back when people were complaining about it.
    Since the last patch, QBs are definitely scrambling better though. But to be honest I find QBs with non-scrambling traits scrambling for yards more often then they should. And that is probably a result of EA simply tweaking sliders rather than fixing the root of the problem. So now as a result you have balanced and pocket passer QBs scrambling and running, when they should be throwing the ball away.
    Devaster
    This is probably true and has been happening all year. I think many of us are just looking for errors whenever a patch is released and then focus too much on them. I didn't really think much about it until I read this thread after playing yesterday. There have been times where if you don't time the sprint properly on your own controlled returner you won't get a good jump or sprint on returns either. Maybe that happens to the CPU as well. Just a natural aspect of the game.
    Like the pancake issue. That happened to me once. Or at least it was only noticeable to me once. I will go through entire seasons with my OLineman getting maybe 1 pancake, even back when people were complaining about it.
    Since the last patch, QBs are definitely scrambling better though. But to be honest I find QBs with non-scrambling traits scrambling for yards more often then they should. And that is probably a result of EA simply tweaking sliders rather than fixing the root of the problem. So now as a result you have balanced and pocket passer QBs scrambling and running, when they should be throwing the ball away.

    Man I had a play against Tyrod where I sent a heavy blitz to his right side and he got the snap and immediately rolled out left and scrambled for 40+ yards. It was awesome. The QB play isn't perfect, but it definitely is improved and I see that more and more each game I play.
    That may be the case, but in my experience it hasnt happened before. This is our 4th season of franchise and ive put up over 9000yards passing and 120+ tds every year (so i kick off a lot) and its never happened once that ive noticed. Since thr patch its happened on 100% of kickoffs.
    Sent from my SM-G930P using Operation Sports mobile app
    Ugggh.
    I'm having the slow RB's and kick-returns now too.
    If this was happening before the 1.08 patch it wasn't as bad, or happened infrequently enough I never noticed it. I definitely never saw it on kick-returns.
    Last night in my CFM I noticed on kick-returns the CPU would take it out of the end-zone even when it made no sense, and they would run like they were stuck in the mud.
    I also noticed a couple runs by CPU RB's where they had an opening and ran through it, but its like the CPU wont speed burst so they get caught from behind or move so slow through a hole they get grabbed by a DT or DE. This has made CPU run game significantly worse.
    I play All-Madden, Sim mode. I use 60 fatigue, but I went default on fatigue and tested in practice CFM and the CPU controlled guys still did the same slow running. Default fatigue didn't fix it for me.
    As another poster said, you can reproduce this easily in practice mode.
    Lame.
    Just when they finally put out a good patch (1.07) and make the game play well... they go ahead and do this (1.08)
    rufusone
    Thanks for the video, but I guess I don't understand how to get into the mode for choose play by formation, can someone tell me how to do this. I fell dumb for asking but I cant figure it out. Thanks

    It should be on you PlayCall screen located to the right of the screen. There is play calls by formations, Pass Plays, Run Plays, Coach Suggestions, etc...Coach Adjustments is at the bottom of the play call screen before you actually select a play.
    Choose the Formation Play Call Screen.
    Hope that helps.
    I guess we can super-sim all kick-offs and punts to the CPU to avoid the slow returner issue.
    But for me the slow running happened to CPU RB's during regular run plays too. I guess I can sim ALL CPU offense... but then I'm not even playing half of the game anymore :(
    Ugggh... 1.07 made the game so good, and now this.
    I've seen the CPU break off a bunch of big runs, including tackle-breaking long runs, since the patch released. So that isn't an issue on my end.
    I simply think some of you are focusing too much on a couple plays, rather than the rest of them. I've noticed it a couple times on kick-offs, but only because this thread brought it to my attention. Otherwise I probably wouldn't have noticed anything.
    I saw someone asked Clint about the sprint bug and he said the team is aware of it and it seems to be related to the "braces for hits" trait. So maybe we can edit that and remedy this in the meantime?
    Devaster
    I've seen the CPU break off a bunch of big runs, including tackle-breaking long runs, since the patch released. So that isn't an issue on my end.
    I simply think some of you are focusing too much on a couple plays, rather than the rest of them. I've noticed it a couple times on kick-offs, but only because this thread brought it to my attention. Otherwise I probably wouldn't have noticed anything.
    bad_philanthropy
    I saw someone asked Clint about the sprint bug and he said the team is aware of it and it seems to be related to the "braces for hits" trait. So maybe we can edit that and remedy this in the meantime?
    Lol. Y'all just seeing things.
    Sent from my SM-G950U using Tapatalk
    bad_philanthropy
    I saw someone asked Clint about the sprint bug and he said the team is aware of it and it seems to be related to the "braces for hits" trait. So maybe we can edit that and remedy this in the meantime?

    Did he say what to set it to in order to prevent the bug? Or has someone else figured that out?
    PhillyPhanatic14
    Did he say what to set it to in order to prevent the bug? Or has someone else figured that out?

    Just set brace for hits to Never for kick returners and they’re kneeling it in the endzone. Haven’t seen a return yet.
    bad_philanthropy
    I saw someone asked Clint about the sprint bug and he said the team is aware of it and it seems to be related to the "braces for hits" trait. So maybe we can edit that and remedy this in the meantime?

    Good info! I was thinking it could be fatigue but this makes sense also. I'm still afraid to DL though
    bad_philanthropy
    I saw someone asked Clint about the sprint bug and he said the team is aware of it and it seems to be related to the "braces for hits" trait. So maybe we can edit that and remedy this in the meantime?

    TheShizNo1
    Lol. Y'all just seeing things.

    I saw that response from Clint. He did say that... bad_philanthropy is not seeing things. S,o its good news I guess that EA is aware of the issue.
    This is frustrating though, it will probably be a week or two before a patch comes out to fix what this patch broke.
    What's funny (sad?) is that they put out 1.08 to fix that 1.07 broke scouting reports, now they will have to put out 1.09 to fix what 1.08 broke... which will probably break something else entirely.
    I dunno man, I'm giving these jokers one more chance to put out a patch, if the next one breaks something, I'm done with this game this year. As it is from now until they fix this I will have to super-sim all kick-offs and CPU offense to give the CPU a fair shot at running. So now I am going to literally sim half of my games until this is fixed.
    tommycoa
    Just set brace for hits to Never for kick returners and they’re kneeling it in the endzone. Haven’t seen a return yet.

    Good find, at least we can do that if we dont want to super sim all CPU offense and returns.
    Aaaaaand back we are... fixing and bug testing EA's games and patches for them.
    PhillyPhanatic14
    Did he say what to set it to in order to prevent the bug? Or has someone else figured that out?

    I posted this as a reply because as a Sim gamer, there are no negative Brace Traits really.
    “This is actually a good thing if AI players still sprint having the other Brace Traits because it’s another element to differentiate ball Carriers. Makes those hard AI runners that much more special w/in the game. A negative trait for a ball carrier to have”
    We want Player Differentiation and other Sim elelments that sometimes those awkward hiccups in the game actually favor the Sim playing Style, but Sim folk are sometimes too quick to ask for a fix/tune to something that could actually be a good thing for the community.
    **Pre-Draft editing bug is a big one that comes to mind, now we’re begging for Pre-Draft Class editing to be added.
    If it’s turns out to be triggered by only the “Brace for all hits” Trait, Sim gamers should want to keep it so that there’s finally a negative Trait that affects a player.
    - think of it as the fast sprinter that’s scared of contact, that doesn’t run as fast through traffic (ie D. McFadden)
    NimitsTexan
    Its good that the game differentiates between types of runner, but bad that it makes a (prevalent) type always make the wrong decision.

    Explain what you mean by this please
    khaliib
    So it’s across all Brace Traits?

    Not sure. That’s what all the returners i had were traited with medium hits. Maybe most backs and receivers have it set there. Not sure. Kids put on movie, couldn’t fiddle with it much. When they return it, they’re full speed and it’s a war to get it past the 25.
    IMO there is no doubt about it. It has completely changed the running and return game. I had the game playing nearly perfect for my style of play which is PTM, franchise, All pro, Had a great running game and KR were exciting, even had some TD and most KR were around 25 to 35 yd line.
    In the last 5 test games since the patch I have not had one return past the 25, they seem to be running in slow motion and the defense is upon them around the 20 yd line. This has definitely affected the running game and OB scramble also. Also passing game, Receiver catches ball wide open and starts running in Jello. Defenders are on him with in 10 yds,
    I lowered the separation rating to 30, trying to create a difference between the fastest and slowest players. Didn't help at all. actually appeared to make the defense respond quicker. Running backs get a slow start and are getting hit before they get out of the back field. Finally had the game where we were enjoying it and now this. Very disappointed.
    I will try the suggestions of changing traits to see if it helps. But I doubt if it will. Thanks to all that try to find work around's but this is not our imagination. It has changed the game.
    Is there a possible way to reinstall the game with all the patches without this last one.
    CleveCluby
    IMO there is no doubt about it. It has completely changed the running and return game. I had the game playing nearly perfect for my style of play which is PTM, franchise, All pro, Had a great running game and KR were exciting, even had some TD and most KR were around 25 to 35 yd line.
    In the last 5 test games since the patch I have not had one return past the 25, they seem to be running in slow motion and the defense is upon them around the 20 yd line. This has definitely affected the running game and OB scramble also. Also passing game, Receiver catches ball wide open and starts running in Jello. Defenders are on him with in 10 yds,
    I lowered the separation rating to 30, trying to create a difference between the fastest and slowest players. Didn't help at all. actually appeared to make the defense respond quicker. Running backs get a slow start and are getting hit before they get out of the back field. Finally had the game where we were enjoying it and now this. Very disappointed.
    I will try the suggestions of changing traits to see if it helps. But I doubt if it will. Thanks to all that try to find work around's but this is not our imagination. It has changed the game.
    Is there a possible way to reinstall the game with all the patches without this last one.

    It definitely works.
    tommycoa
    The one’s i changes had brace for medium hits on. All 4 Krs for both teams.

    It effects "Brace for all hits" as well.
    Really, it seems to make all players (or at least the ones without "Never") act like they have the lineman-only "Always" cover trait . . .
    This just makes me mad . . they get the offline game working for literally 1 patch, then immediately break something critical. Does EA even play test their patches in offline and/or CFM games before releasing?
    Changed ALL HITS to Med or hard. IT WORKS.. I changed all the KR and PR to either med or hard, Also changed starting OB and RB if needed.. Seems to be back to normal.. Going to be a lot of work, but will do it one game at a time. After game is over will return the CPU team back to original just in case EA puts out another patch.. But at least for now.. It's good.
    Thanks to whom ever discovered this.. GREAT WORK..
    IcedCoffee1983
    I saw that response from Clint. He did say that... bad_philanthropy is not seeing things. S,o its good news I guess that EA is aware of the issue.
    This is frustrating though, it will probably be a week or two before a patch comes out to fix what this patch broke.
    What's funny (sad?) is that they put out 1.08 to fix that 1.07 broke scouting reports, now they will have to put out 1.09 to fix what 1.08 broke... which will probably break something else entirely.
    I dunno man, I'm giving these jokers one more chance to put out a patch, if the next one breaks something, I'm done with this game this year. As it is from now until they fix this I will have to super-sim all kick-offs and CPU offense to give the CPU a fair shot at running. So now I am going to literally sim half of my games until this is fixed.
    Good find, at least we can do that if we dont want to super sim all CPU offense and returns.
    Aaaaaand back we are... fixing and bug testing EA's games and patches for them.

    Saying patch 1.07 "broke scouting" is an exaggeration. There was a display bug when viewing players by list that incorrectly showed some attributes as unscouted that in fact had been scouted. When you viewed the scouting card, however, the scouted skills were displayed properly. Annoying for sure, but it hardly broke scouting.
    CleveCluby
    Changed ALL HITS to Med or hard. IT WORKS.. I changed all the KR and PR to either med or hard, Also changed starting OB and RB if needed.. Seems to be back to normal.. Going to be a lot of work, but will do it one game at a time. After game is over will return the CPU team back to original just in case EA puts out another patch.. But at least for now.. It's good.
    Thanks to whom ever discovered this.. GREAT WORK..

    I'll give this a try. I play coach mode so besides lame kick returns by the CPU, I've noticed my HBs moving through holes slowly, and speedy CBs returning interceptions like they were LBs.
    Any chance they fix this via a tuner for online/cloud franchises prior to releasing a patch for offline franchises?
    Sent from my iPad using Operation Sports
    mlb61
    I'll give this a try. I play coach mode so besides lame kick returns by the CPU, I've noticed my HBs moving through holes slowly, and speedy CBs returning interceptions like they were LBs.

    First it was edit the KR / PR...
    Then the HBs got added to that list, followed by WR / TE and now?
    CB / LB / ANYBODY who touches the ball, apparently?
    :(
    I'm going to have to wait for the patch, which I think MAY be a "Quick Fix" as the "casuals" who make up 99.9% of their clientele aren't doing any player edits to get the game to function on a basic level...
    Yeah, it is not as bad with the HBs and other positions, but I have definitely noticed HBs slowing down before hitting the whole, skill players with the ball in open field slowing down so my defenders can easily catch them. This needs to fixed ASAP.
    I have owned Madden 18 for 16 weeks; only during 2 1/2 of those, has the offline game actually been playable.
    KingV2k3
    First it was edit the KR / PR...
    Then the HBs got added to that list, followed by WR / TE and now?
    CB / LB / ANYBODY who touches the ball, apparently?
    :(
    I'm going to have to wait for the patch, which I think MAY be a "Quick Fix" as the "casuals" who make up 99.9% of their clientele aren't doing any player edits to get the game to function on a basic level...

    I really hope you’re right on the quick fix. Frankly I don’t have time to spend my limited leisure time editing roster traits before each game to make it playable. At some point this year I’d like to play a franchise without having to reboot after every patch and conduct work arounds to eliminate unintended consequences.
    Sent from my iPad using Operation Sports
    Yes, it works, or should I say it helps but after playing more games it is still not right. It has changed the game. Even with the edits, which does help a little but in game after game no KR has gained more than 25 yds. The longest KR I had went to the 36 yd line, but was a short kick taken at the 12. Good for 24 yd return. The majority of KR was exactly 24 yds. It’s like it is automatic, they run to contact, no longer try to avoid tackles, just run straight into the defender.
    I waited so long to start a real franchise, and now starting week three they screw it up. I didn't mind the scouting issue, but here is another issue that has popped up now, or may have been there all along. I have just noticed it.
    At the end of the game, Game stats do not match player stats. For example, Game stats showed that I only had 75 yds total passing. But Trubiski threw for 146 yds with no int. I added up my receivers catch yd which ends up being 171 yds. Game stats read that I had a total of 110 yds rushing, added up player rush yds and had 121. Howard had 76, Coleman had 23, and Trubiski had 22.
    Oh well, It's just a game. What do correct stats matter? You would think it's a computer and it should be able to do math, but what the hell. The good news is FB is almost over and Baseball will start soon. Maybe they will fix it before the Show is released. Sorry for the sarcasm but pretty frustrated at this point. Although I must admit, It has kept me busy rebooting from the lock ups and freezes, testing over and over, changing sliders, making edits, experimenting, trying to fix the game to make it playable.
    I give a try to the patch , I play offline CFM and I not noticed this slowly run bug too, I had not download the latest roster yet ,I know that should be not related but maybe could?
    khaliib
    Two questions on this.
    1) Is this happening in CFM?
    2) Is it happening after initial roster players have cycled out of CFM?

    Yes to the first. Unsure about the second, but I would imagine any generated player with the trait will have the same effect.
    Sent from my iPhone using Operation Sports
    Trojan Man
    Is it fair to call this bungling, and is it fair to note that Madden patches tend to have these sorts of significant, negative, unintended consequences?

    It's fair to call it an unfortunate bug, since that's what it is. (saw it in my game last night).
    When you work on a game as massive as Madden - or any AAA game - sometimes a code change has unintended consequences. It's unfortunate, and hopefully it gets fixed. To call it incompetence misunderstands the incredibly aggressive professional environment of game development.
    I've been on the other side of stuff like this plenty of times. It really sucks because the games I've worked on quite obviously goes through thorough QA before any update goes live, but for whatever reason a new bug doesn't get caught until users get their hands on it. It happens.
    IcedCoffee1983
    Good Lord they need to hire bug testers.
    Being a bug tester for EA would be excellent job security.

    Not at all. Ground-level QA personnel at Tiburon are 365-day independent contractor positions. Unless you successfully work your way up to a higher position such as QA Analyst, which is uncommon, job security isn't a thing.
    QA in AAA video games in general is a thankless profession. It isn't glamorous work at all, the people who work in QA are typically overworked and underpaid, and they typically aren't employees so they are paid hourly and don't get things like health insurance or any other traditional employee benefits.
    NimitsTexan
    Yeah, it is not as bad with the HBs and other positions, but I have definitely noticed HBs slowing down before hitting the whole, skill players with the ball in open field slowing down so my defenders can easily catch them. This needs to fixed ASAP.
    I have owned Madden 18 for 16 weeks; only during 2 1/2 of those, has the offline game actually been playable.

    I've owned it since late August and it has been playable in Cloud CFM since the patch where they fixed stats not recording properly for me. All of the other bugs I see nit-picked a lot were not happening all that often, if ever, for me.
    I feel like way too many people on this forum nit-pick instead of actually enjoying the game-play. Focusing way too much on bugs that aren't occurring that often. How can you ever hope to enjoy the game when all you do is focus on the negatives?
    Since this really only appears to be affecting players with the "brace all" trait, it won't have much impact at all in my Cloud CFM. The CPU doesn't upgrade traits, so unless a player is drafted with that specific version of brace they won't have it. I've only seen it affect a couple players so far.
    CM Hooe
    Not at all. Ground-level QA personnel at Tiburon are 365-day independent contractor positions. Unless you successfully work your way up to a higher position such as QA Analyst, which is uncommon, job security isn't a thing.
    QA in AAA video games in general is a thankless profession. It isn't glamorous work at all, the people who work in QA are typically overworked and underpaid, and they typically aren't employees so they are paid hourly and don't get things like health insurance or any other traditional employee benefits.

    Thanks, man. I didn't know that. I guess noone is told to just "go play the game" either, right? They probably have assigned tasks relative to the update? So they may never know what the game actually plays like, in its entirety, post patch?
    Matt10
    Thanks, man. I didn't know that. I guess noone is told to just "go play the game" either, right? They probably have assigned tasks relative to the update? So they may never know what the game actually plays like, in its entirety, post patch?

    I've even been apart of community staff helping test an MMO's patches and have them flop after being released. We even tested the patches on the test server before playing. But bugs really don't start popping up until the entire population starts playing and all aspects of the game are explored.
    CleveCluby

    At the end of the game, Game stats do not match player stats. For example, Game stats showed that I only had 75 yds total passing. But Trubiski threw for 146 yds with no int. I added up my receivers catch yd which ends up being 171 yds. Game stats read that I had a total of 110 yds rushing, added up player rush yds and had 121. Howard had 76, Coleman had 23, and Trubiski had 22.

    Sacks (realistically) do get counted against total offensive and passing yards, but not against individual passing yards, so that might be part of the problem.
    Devaster
    I've owned it since late August and it has been playable in Cloud CFM since the patch where they fixed stats not recording properly for me. All of the other bugs I see nit-picked a lot were not happening all that often, if ever, for me.
    I feel like way too many people on this forum nit-pick instead of actually enjoying the game-play. Focusing way too much on bugs that aren't occurring that often. How can you ever hope to enjoy the game when all you do is focus on the negatives?

    The point of Madden for me (and many other similar players) is to play an offline single player franchise. For the first 13 weeks or so when the game was out, when the player could easily sack the AI 5-10 times per game calling mostly base defenses, and the QB would never scramble, basically handicapping the AI offense and creating wildly inaccurate stats, yes that is broken.
    Similarly, when if every time the human kicks off the AI ends up at ~15 yd line (which has been the effect so far), and most AI players can be caught from behind in the open field because they slow down for no reason, similarly handicapping the AI offense and creating unrealistic stats, then yes that is broken as well.
    This is not nitpicking. It is no fun to wrack up stats and win games when you know the AI teams are not really "trying." For the game to be considered functioning, it has to have a competent AI opponent, and the ability to produce generally believable results and stats from plausible strategies and play calling.
    Devaster
    Since this really only appears to be affecting players with the "brace all" trait, it won't have much impact at all in my Cloud CFM. The CPU doesn't upgrade traits, so unless a player is drafted with that specific version of brace they won't have it. I've only seen it affect a couple players so far.

    It seems to effect players with any trait besides "Never."
    Anyway, on most rosters, the vast majority of offensive skill players have the "brace all" trait.
    Just so I can keep an eye out, is it simply the CPU KR/PR not sprinting after catching the ball? And not avoiding contact, or the opposite?
    Matt10
    Thanks, man. I didn't know that. I guess noone is told to just "go play the game" either, right? They probably have assigned tasks relative to the update? So they may never know what the game actually plays like, in its entirety, post patch?

    You're on the right path.
    Imagine if it was your job to play Madden ten hours a day (more than that if the studio is crunching; overnight office stays aren't uncommon in that case). While you are playing the game, you're not really even "playing" it. You get to do that sometimes, sure, but a lot of the time you are hammering the hell out of the new features in a very specific scripted and coordinated fashion to prove the game's stability and identify any issues. You are trying weird / intentionally bad user inputs to try to get the game to produce a bad state and error out. You are playing the same challenges in specific game modes Longshot repeatedly and trying to pass / fail each challenge with any possible combination of events to produce the final outcome. Likewise in the various Skills Trainer drills. You are attempting to replicate bugs reported elsewhere as to provide instructions for engineers (as so they can identify the problem conditions and write the fix).
    At the end of the day, you don't want to play Madden when you get home. You're sick of it. You will want to do literally anything else.
    gman2774
    Any chance they fix this via a tuner for online/cloud franchises prior to releasing a patch for offline franchises?
    Sent from my iPad using Operation Sports

    KingV2k3
    Can this be fixed with a tuner, as opposed to a patch, thereby speeding up the process?
    Thanks.

    Yeah, it will be pretty sucky if this fix for this is a month away.
    Madden came back to life with 1.08.
    Back on the shelf with 1.09.
    They must do zero quality assurance, because it took to literally the opening kick off to deduce that something was wrong with the CPU sprint logic.
    TexInOrd
    Madden came back to life with 1.08.
    Back on the shelf with 1.09.
    They must do zero quality assurance, because it took to literally the opening kick off to deduce that something was wrong with the CPU sprint logic.

    They certainly do not bother to test full games against the CPU; no way this would have been missed if they had played out a couple of games with different teams.
    If only I could go back to 1.07, I could have some fun with Madden this week(end).
    TexInOrd
    Madden came back to life with 1.08.
    Back on the shelf with 1.09.
    They must do zero quality assurance, because it took to literally the opening kick off to deduce that something was wrong with the CPU sprint logic.

    Madden's quality issues begin and end with its code base. It's a mess, and the annualized release and its commercial success means that will never change. The devs will have to fight an increasing uphill battle with it.
    Even in places where it's not necessarily a mess, like any software development, nobody knows what a lot of the legacy stuff does or how it works anymore.
    Take, for example, this response Clint gave about zone coverage:
    "I know it shades/leverages in press. Outside of that, all bets are off. There's so much code in coverage, even I'm not sure what all of it does."
    https://twitter.com/ClintOldenburg/status/940732160591433728
    CM Hooe
    You're on the right path.
    Imagine if it was your job to play Madden ten hours a day (more than that if the studio is crunching; overnight office stays aren't uncommon in that case). While you are playing the game, you're not really even "playing" it. You get to do that sometimes, sure, but a lot of the time you are hammering the hell out of the new features in a very specific scripted and coordinated fashion to prove the game's stability and identify any issues. You are trying weird / intentionally bad user inputs to try to get the game to produce a bad state and error out. You are playing the same challenges in specific game modes Longshot repeatedly and trying to pass / fail each challenge with any possible combination of events to produce the final outcome. Likewise in the various Skills Trainer drills. You are attempting to replicate bugs reported elsewhere as to provide instructions for engineers (as so they can identify the problem conditions and write the fix).
    At the end of the day, you don't want to play Madden when you get home. You're sick of it. You will want to do literally anything else.

    NimitsTexan
    They certainly do not bother to test full games against the CPU; no way this would have been missed if they had played out a couple of games with different teams.
    If only I could go back to 1.07, I could have some fun with Madden this week(end).

    I do not know what their QA protocol is, but I do know whatever it is... it's a failure.
    Has there been a single patch this year that did not break something?
    QB Statue sacks, Draft display issue, running speed issue, as examples... ALL were created by patches that broke something and seriously diminished the quality of the game. Remember last year when the 2nd or 3rd patch caused CPU punters to punt straight up in the air in high winds? That glitch still happens this year! More than once a Madden patch has diminished the quality of this product after any refund/return window is closed. Leaving you high and dry on $60 with no recourse as a consumer.
    What's worse is this is nothing new. Why is it when a patch drops there are often posters who ask "did this patch break anything this time?" We don't ask that question to be mean, we ask it because often patches break things and we are conditioned to be wary when one drops. It's hard not to think that way.
    To have such obvious and apparent glitches make it through QA so often makes it self evident that their QA process is not robust enough. This issue was so obvious my first game, I knew something was wrong with kickoff returns right away. They obviously do not play through each mode on each difficulty. They should have found something so apparent.
    I work in the public transit industry. Whenever we program changes to our fare collection system we test it in-house. Then we have a user group (both employees and volunteers) and we monitor their rides and financial transactions over several weeks to be sure our results in the test environment are the same in the production environment. It's slow and our board of directors and finance people hate it, but 70,000 riders a day depend on us to get to Doctors, jobs, the market or pharmacy or whatever. We can't take chances.
    Whatever testing they do needs to be re-designed. They should really have a beta group they release patches to a couple weeks early. This running speed issue would have been noticed right away.
    bad_philanthropy
    Madden's quality issues begin and end with its code base. It's a mess, and the annualized release and its commercial success means that will never change. The devs will have to fight an increasing uphill battle with it.
    Even in places where it's not necessarily a mess, like any software development, nobody knows what a lot of the legacy stuff does or how it works anymore.
    Take, for example, this response Clint gave about zone coverage:
    "I know it shades/leverages in press. Outside of that, all bets are off. There's so much code in coverage, even I'm not sure what all of it does."
    https://twitter.com/ClintOldenburg/status/940732160591433728
    Wow, that's probably not a good thing to say at this point. Lol
    Sent from my Redmi Note 3 using Tapatalk
    CM Hooe
    You're on the right path.
    Imagine if it was your job to play Madden ten hours a day (more than that if the studio is crunching; overnight office stays aren't uncommon in that case). While you are playing the game, you're not really even "playing" it. You get to do that sometimes, sure, but a lot of the time you are hammering the hell out of the new features in a very specific scripted and coordinated fashion to prove the game's stability and identify any issues. You are trying weird / intentionally bad user inputs to try to get the game to produce a bad state and error out. You are playing the same challenges in specific game modes Longshot repeatedly and trying to pass / fail each challenge with any possible combination of events to produce the final outcome. Likewise in the various Skills Trainer drills. You are attempting to replicate bugs reported elsewhere as to provide instructions for engineers (as so they can identify the problem conditions and write the fix).
    At the end of the day, you don't want to play Madden when you get home. You're sick of it. You will want to do literally anything else.

    Thanks, Chris. I figured it was something like that. It makes sense, and seems to overall be a blessing and a curse.
    Matt10
    Thanks, Chris. I figured it was something like that. It makes sense, and seems to overall be a blessing and a curse.

    You're quite welcome, I'm happy to share. :)
    It's an unfortunate fact of life in video game development in general that there will be bugs. There's simply not enough time (in a AAA game's case; the budgets and release dates are often strongly fixed) or money (in an indie game's case, indie studios are often operating with razor-thin margins) to fix every single bug before release.
    The worst bugs which ever exist in a game the end user will never see because those bugs were identified internally, sorted according to severity, and fixed in priority order prior to release (or in a day-zero patch). That's the purpose of QA, and that's what so many people fail to appreciate when they angrily criticize a video game company's QA department.
    CM Hooe
    You're quite welcome, I'm happy to share. :)
    It's an unfortunate fact of life in video game development in general that there will be bugs. There's simply not enough time (in a AAA game's case; the budgets and release dates are often strongly fixed) or money (in an indie game's case, indie studios are often operating with razor-thin margins) to fix every single bug before release.
    The worst bugs which ever exist in a game the end user will never see because those bugs were identified internally, sorted according to severity, and fixed in priority order prior to release (or in a day-zero patch). That's the purpose of QA, and that's what so many people fail to appreciate when they angrily criticize a video game company's QA department.

    I don't fail to appreciate that. I purposefully don't appreciate it because even though I'm sure they catch severe bugs pre-release, I genuinely think their QA process is still a failure. Sure... stuff being fixed in a day zero patch is important; what is also important is patch number 2, 3, 4, 5, 6, and 7.
    EA's QA process is a failure because subsequent patches break things which the other subsequent patches try to fix and sometimes break things that functioned fine at release. Next year when the game comes out patches will break things that were fine. A robust QA process would protect against that.
    Also, I'm not angrily criticizing them. I'm just plain old criticizing them.
    CM Hooe
    You're quite welcome, I'm happy to share. :)
    It's an unfortunate fact of life in video game development in general that there will be bugs. There's simply not enough time (in a AAA game's case; the budgets and release dates are often strongly fixed) or money (in an indie game's case, indie studios are often operating with razor-thin margins) to fix every single bug before release.
    The worst bugs which ever exist in a game the end user will never see because those bugs were identified internally, sorted according to severity, and fixed in priority order prior to release (or in a day-zero patch). That's the purpose of QA, and that's what so many people fail to appreciate when they angrily criticize a video game company's QA department.

    I get all that. But when you have the game working mostly correctly, and you are releasing a patch mostly to add a new, useful, but non-essential feature, it would seem to behoove you to take the extra time on that one to make sure you are not breaking anything obvious (I mean, that can be spotted by simply starting the game). If you have something like that, given this was a non-essential patch, you send it back for testing before releasing it.
    IcedCoffee1983
    I do not know what their QA protocol is, but I do know whatever it is... it's a failure.
    Has there been a single patch this year that did not break something?
    QB Statue sacks, Draft display issue, running speed issue, as examples... ALL were created by patches that broke something and seriously diminished the quality of the game. Remember last year when the 2nd or 3rd patch caused CPU punters to punt straight up in the air in high winds? That glitch still happens this year! More than once a Madden patch has diminished the quality of this product after any refund/return window is closed. Leaving you high and dry on $60 with no recourse as a consumer.
    What's worse is this is nothing new. Why is it when a patch drops there are often posters who ask "did this patch break anything this time?" We don't ask that question to be mean, we ask it because often patches break things and we are conditioned to be wary when one drops. It's hard not to think that way.
    To have such obvious and apparent glitches make it through QA so often makes it self evident that their QA process is not robust enough. This issue was so obvious my first game, I knew something was wrong with kickoff returns right away. They obviously do not play through each mode on each difficulty. They should have found something so apparent.
    I work in the public transit industry. Whenever we program changes to our fare collection system we test it in-house. Then we have a user group (both employees and volunteers) and we monitor their rides and financial transactions over several weeks to be sure our results in the test environment are the same in the production environment. It's slow and our board of directors and finance people hate it, but 70,000 riders a day depend on us to get to Doctors, jobs, the market or pharmacy or whatever. We can't take chances.
    Whatever testing they do needs to be re-designed. They should really have a beta group they release patches to a couple weeks early. This running speed issue would have been noticed right away.

    I agree, a few more resources for Q/A testers year round. I don't know if they want to put the time and money into this.
    My question for them, would be,
    How much time testing is put into HUM vs CPU anymore? Does Human vs Human get more love?
    That's not smart when 21 other players on the field are CPU controlled
    CM Hooe
    You're quite welcome, I'm happy to share. :)
    It's an unfortunate fact of life in video game development in general that there will be bugs. There's simply not enough time (in a AAA game's case; the budgets and release dates are often strongly fixed) or money (in an indie game's case, indie studios are often operating with razor-thin margins) to fix every single bug before release.
    The worst bugs which ever exist in a game the end user will never see because those bugs were identified internally, sorted according to severity, and fixed in priority order prior to release (or in a day-zero patch). That's the purpose of QA, and that's what so many people fail to appreciate when they angrily criticize a video game company's QA department.

    Thing is this has nothing to do with bugs at release right now, the game has been out for months and we are still dealing with issues that they finally fix only to cause an issue elsewhere. Every sports game I play has patches but those sports games better replicate the sport they are attempting to then Madden has in ages so maybe they get the benefit of the doubt more often meanwhile Madden releases patches that then cause issues somewhere else in the game that they then have to try and fix and its rinse and repeat until EA moves on completely.
    That tweet that was mentioned earlier about Clint not even knowing what some of the code does pertaining to coverage is a prime example of how badly they need to rebuild the game from scratch. Until they do that we will constantly have issues with the game compounded by unintended results from patches along the way imo.
    The Chef
    Thing is this has nothing to do with bugs at release right now, the game has been out for months and we are still dealing with issues that they finally fix only to cause an issue elsewhere. Every sports game I play has patches but those sports games better replicate the sport they are attempting to then Madden has in ages so maybe they get the benefit of the doubt more often meanwhile Madden releases patches that then cause issues somewhere else in the game that they then have to try and fix and its rinse and repeat until EA moves on completely.

    well i'm not defending madden's patching but other sports are nowhere near as complicated as football.
    Shogunreaper
    well i'm not defending madden's patching but other sports are nowhere near as complicated as football.

    Yes, more complicated.
    So, we can compare apples to apples if we compare NBA Live vs 2k. Not going to compare here obviously, but you get the point.
    NFL should let 2k make an NFL game, then we would start to see some real changes. I can imagine seeing signature moves and the list could go on and on.
    Reality is, Madden is what it is (the lone ranger) and as long as the profits are rising they will keeping rinsing and repeating.
    It's not easy making a football game, but Madden has shown it's possible, but not perfect. .
    as others have said, all games have bugs pre, post, and any other patch in between.
    I'm still going to wait for a fix before I download this patch.
    Matt10
    Are the running issues just for KR and PR? I'm not seeing issues on the CPU RB side. Just wanted to make sure.

    It's all positions (but dependent on their brace for hits trait, thus it doesn't affect all ball carriers). Here's a pretty easy way to see it - there are four parts to it and I'd recommend doing them all.
    Go into open practice mode with the Giants on offense and Eagles on defense. Choose an I formation HB toss play for the offense and a field goal block for the defense (I know, I know, but the point is to let the CPU have a breakaway run and this is probably the best way to do it).
    1. The Giants HB Orleans Darkwa is a "brace for all hits" trait player, and is one of the many players (especially HB's and returners) subject to this bug. Switch to the Eagles defense, control the one player you can on the side of the run and just purposely try to rush inside and away from Darkwa. Once he gets in space you'll see that he never really gets going - he will gain yards but there's no acceleration, and even the running animation looks off. He will inevitably get caught from behind, or manage to juke out defenders to score a TD. He will never break away due to speed.
    2. Switch to the Giants offense and control Darkwa yourself in the same situation and observe the difference - and don't sprint, Darkwa's natural acceleration will be all you'll need. It will really jump out at you here how different it looks and feels.
    3. Flip teams so that the Eagles are now on offense, and switch your control to the Giants defense. Set up the same play situation and run it. Ajayi, the Eagles HB, is by default a "brace for medium hits" player and thus is not subject to this bug. He will not be as fast as your Darkwa, but the running speed will match the animation. It's how the game is supposed to look when a player like that is running.
    4. Switch your control to the Eagles, repeat. This time, you shouldn't see much difference in how your run looked vs. the CPU's. That's because the bug isn't happening for Ajayi (because of his trait).
    Clint's info really helped clear up this mess. I don't think any of us could have made the connection between these otherwise. But it really falls into place when you break it down like this.
    I’m using an older roster from release day and I’m just not getting it.
    Their roster updates don’t mesh with CFM, which is what I play.
    - do yourself a favor and Sim 10+ yrs and start your CFM from there.
    Now if they don’t find the actual source, expect some sort of SPD Boost done as a quick fix.
    Has there been “any” Tuners released for the Sim Play Style since they marketed this ability.
    bcruise
    It's all positions (but dependent on their brace for hits trait, thus it doesn't affect all ball carriers). Here's a pretty easy way to see it - there are four parts to it and I'd recommend doing them all.

    Dumb question. Where exactly do I find the “brace for hits trait”? And what setting should I change the trait to from “all”? I’m using the 75 man pre-season roster and when I go to edit player/traits, I don’t see a “brace or hits” category. I do see a cover ball trait, is that the one?
    Sent from my iPad using Operation Sports
    bad_philanthropy
    Also messes up your WR's route timing. :brickwall

    Yeah, even before the patch, wrs were jogging in the mud on routes. But with it being offscreen most of the time, you didn’t notice as bad, like on kick returns. The WRs seemed fine pre=patch after they caught the ball it was just during routes.
    gman2774
    Dumb question. Where exactly do I find the “brace for hits trait”? And what setting should I change the trait to from “all”? I’m using the 75 man pre-season roster and when I go to edit player/traits, I don’t see a “brace or hits” category. I do see a cover ball trait, is that the one?
    Sent from my iPad using Operation Sports

    Yeah, that is the one.
    gman2774
    Dumb question. Where exactly do I find the “brace for hits trait”? And what setting should I change the trait to from “all”? I’m using the 75 man pre-season roster and when I go to edit player/traits, I don’t see a “brace or hits” category. I do see a cover ball trait, is that the one?
    Sent from my iPad using Operation Sports

    That’s it. The Cover the Ball trait.
    capa
    So what it should it be changed to...Never? Or anything else aside from Brace for All Hits???

    I’m doing never. I seen it happening with guys set to brace for medium hits.
    bad_philanthropy
    Also messes up your WR's route timing. :brickwall

    It only has an impact after the catch. CPU receivers run their routes at normal speed, but the bug kicks in after catching the ball.
    I have started to notice it a lot more in my franchise. Luckily I only have 2 games left in the season, so maybe a fix will be out by the time I start the next season.
    I'm not going to edit all the brace traits. That is time consuming and could also lead to a lot more fumbles.
    I've still had the RB or receivers make some long runs/catches because when I go in to tackle or hit stick them I completely whiff because I'm not used to the slow speed they running at. Just had Cousins rack up over 300 yards passing on me with that bug. Receivers can still get down the field in their routes just fine.
    capa
    So what it should it be changed to...Never? Or anything else aside from Brace for All Hits???

    Devaster
    It only has an impact after the catch. CPU receivers run their routes at normal speed, but the bug kicks in after catching the ball.
    I have started to notice it a lot more in my franchise. Luckily I only have 2 games left in the season, so maybe a fix will be out by the time I start the next season.
    I'm not going to edit all the brace traits. That is time consuming and could also lead to a lot more fumbles.
    I've still had the RB or receivers make some long runs/catches because when I go in to tackle or hit stick them I completely whiff because I'm not used to the slow speed they running at. Just had Cousins rack up over 300 yards passing on me with that bug. Receivers can still get down the field in their routes just fine.

    Prepatch, i noticed reciever not taking off quick on routes. I play broadcast cam, so downfield action doesn’t get seen as much. But it is causing tackle for loss on run plays. Even with run block at 99.
    I haven't had a chance to play since Sunday, before the patch, so how bad is this sprint issue? I'm not really interested in having to manually change player traits. Is this issue game breaking without that?
    IlliniOne82
    I haven't had a chance to play since Sunday, before the patch, so how bad is this sprint issue? I'm not really interested in having to manually change player traits. Is this issue game breaking without that?

    It will wreck the kick return game, and allow most CPU players to be caught from behind on long runs. The CPU can still score by passing, and sometimes will get decent runs due to backs and WRs evading tackles, but over all, there will be a significant decrease in rushing and RAC yards by CPU teams.
    After three games with this bug (and being able to easily hold the CPU under 100yds rushing while still calling mostly Nickle/Dime Cover 2, even against the run, in all three), I have shelved Madden 18 (again) until this is fixed.
    capa
    So what it should it be changed to...Never? Or anything else aside from Brace for All Hits???

    This is my question as well. Earlier in the thread it was mentioned that changing the trait to medium or hard solved the problem. Then it was mentioned only never solves the problem. Has there been consensus on this? Anyone know if changing to never causes a higher frequency of fumbling?
    Sent from my iPhone using Operation Sports
    gman2774
    This is my question as well. Earlier in the thread it was mentioned that changing the trait to medium or hard solved the problem. Then it was mentioned only never solves the problem. Has there been consensus on this? Anyone know if changing to never causes a higher frequency of fumbling?
    Sent from my iPhone using Operation Sports

    I can say I did not see the bug occur on a player with the trait on "brace for medium hits", and I outlined how to see that for yourself. I've only seen it on "brace for all hits".
    I did not check the effect on fumbling - that would be really hard to test as an end-user anyway, since there are a lot of variables taken into account that determine whether a player will fumble.
    bcruise
    I can say I did not see the bug occur on a player with the trait on "brace for medium hits", and I outlined how to see that for yourself. I've only seen it on "brace for all hits".
    I did not check the effect on fumbling (that would be really hard to test as an end-user anyway, since there are a lot of variables taken into account that determine whether a player will fumble

    Thanks bcruise. I’m going to roll with medium as I believe it will be lower risk of creating more fumbles then using never. Also saw this....good news I think.
    Sent from my iPhone using Operation Sports
    tommycoa
    Prepatch, i noticed reciever not taking off quick on routes. I play broadcast cam, so downfield action doesn’t get seen as much. But it is causing tackle for loss on run plays. Even with run block at 99.

    Saw this too, my wr was stuck at the line of scrimmage the whole play. He just stood there nothing was touching him. So annoying
    Sent from my SM-G935P using Operation Sports mobile app
    gman2774
    Thanks bcruise. I’m going to roll with medium as I believe it will be lower risk of creating more fumbles then using never. Also saw this....good news I think.
    Sent from my iPhone using Operation Sports

    Thanks for posting, that’s good news!
    tyler28
    Saw this too, my wr was stuck at the line of scrimmage the whole play. He just stood there nothing was touching him. So annoying
    Sent from my SM-G935P using Operation Sports mobile app

    That is a different bug from the "no sprinting" one. And that one I haven't seen myself yet.
    The sprinting one looks like it will be hot-fixed soon.
    Devaster
    That is a different bug from the "no sprinting" one. And that one I haven't seen myself yet.
    The sprinting one looks like it will be hot-fixed soon.

    I didn’t see them not moving at all. It was more like they were going through walk-thrus of the routes. Half-assed, for lack of a better word.
    I thought it might have been because I had speed on slow, but it was definitely the same thing. I fixed it i think by raising catch into the 60s and I didn’t notice it as much.
    I play on broadcast cam, so i don’t see them when they get down field. I’m too busy looking at lineplay and the pocket. And how long its taking for the ball to leave the qbs hand.
    I know everyone is focused on this running issue but has anyone noticed less scrambling and sacks back after this patch. It’s only 2 games but I’ve had no scrambles from Winston or Cousins and currently have 5 sacks in the first half vs Washington?
    Sent from my iPhone using Operation Sports
    cch99
    I know everyone is focused on this running issue but has anyone noticed less scrambling and sacks back after this patch. It’s only 2 games but I’ve had no scrambles from Winston or Cousins and currently have 5 sacks in the first half vs Washington?
    Sent from my iPhone using Operation Sports
    Yes...thought perhaps it was just me. Last 3 games I've had 17 sacks without usering linemen.
    Sent from my Redmi Note 3 using Tapatalk
    cch99
    I know everyone is focused on this running issue but has anyone noticed less scrambling and sacks back after this patch. It’s only 2 games but I’ve had no scrambles from Winston or Cousins and currently have 5 sacks in the first half vs Washington?
    Sent from my iPhone using Operation Sports

    Nope. Just had ARod run for nearly 50 yards on me earlier. And scrambled a bunch as well. Yesterday Cousins had about 40-50 yards on me with a few scrambles.
    Is there a way for our own QB to slide? Whatever happened to the slide option?
    I’m not disputing that your games were fine but just finished the Redskins game. Ended with 8 sacks. Cousins had 0 scrambles. 0 rushes. Not good.
    Sent from my iPhone using Operation Sports
    Well 2 games but I get what you are saying. Cousins and Winston no scrambles. Didn’t delete my profile after latest patch. Just did it and restarted. Will try a game in my 32 team chise and see what happens.
    Sent from my iPhone using Operation Sports
    So 1 Half into Bengals Texans and Watson has no scrambles. 6 minute qrts normalclock and I have 2 sacks. He is moving better but has not scrambled.
    Sent from my iPhone using Operation Sports
    Just had Watson have wide open field and run straight along the Los to pass the ball. Look I’m not saying people aren’t seeing this but now three straight games where the cpu q.v. is refusing to run. I don’t get it
    Sent from my iPhone using Operation Sports
    I haven't saw any scrambling either. What I am seeing is QBs run all the way to the left or all the way right towards the sideline and then fire a rocket across their body 30 plus yards down the field. End up an interception majority of the time. Now grant it this is all in Play Now. I refuse to play CFM, don't like it, never have.
    cch99
    Just had Watson have wide open field and run straight along the Los to pass the ball. Look I’m not saying people aren’t seeing this but now three straight games where the cpu q.v. is refusing to run. I don’t get it
    Sent from my iPhone using Operation Sports

    Not seeing any of that in Cloud CFM. Nor am I seeing the CPU return any deep balls. Never seen the CPU return anything more than a yard or two deep in the endzone.
    cch99
    I know everyone is focused on this running issue but has anyone noticed less scrambling and sacks back after this patch. It’s only 2 games but I’ve had no scrambles from Winston or Cousins and currently have 5 sacks in the first half vs Washington?
    Sent from my iPhone using Operation Sports

    No. QBs still scrambling, both for and against when I play in Coach mode. Sacks have not increased in number.
    gman2774
    This is my question as well. Earlier in the thread it was mentioned that changing the trait to medium or hard solved the problem. Then it was mentioned only never solves the problem. Has there been consensus on this? Anyone know if changing to never causes a higher frequency of fumbling?
    Sent from my iPhone using Operation Sports

    I changed to Braces for Medium Hits and the problem disappeared.
    cch99
    I know everyone is focused on this running issue but has anyone noticed less scrambling and sacks back after this patch. It’s only 2 games but I’ve had no scrambles from Winston or Cousins and currently have 5 sacks in the first half vs Washington?
    Sent from my iPhone using Operation Sports

    Nope. Russell Wilson gave me hell last night
    Sent from my iPhone using Tapatalk
    I don’t get why I had three straight games last night with no scrambles. It was the first time I played with the new patch
    Sent from my iPhone using Operation Sports
    cch99
    I don’t get why I had three straight games last night with no scrambles. It was the first time I played with the new patch
    Sent from my iPhone using Operation Sports

    Were there any changes made whatsoever to default Simulation rosters or sliders that could cause this (unintentionally) indirectly?
    Sent from my iPhone using Tapatalk
    cch99
    I don’t get why I had three straight games last night with no scrambles. It was the first time I played with the new patch
    Sent from my iPhone using Operation Sports

    I've only played 3-4 games post patch but I'm starting to notice that it feels different playing defense. I faced Seattle and had a spy on Wilson any time they had three or more receivers so everything played normally that game but I just faced the Rams and Packers and didn't spy once and Goff never took off running but a few times did the move where he would roll to one side of the field and then fire a pass all the way across to the opposite side of the field. The next week Rodgers did the same thing a few times. Also both of their completion percentages were around 50 percent which is way below what I normally see. Before the latest patch I was seeing a lot more scrambling
    reyes the roof
    I've only played 3-4 games post patch but I'm starting to notice that it feels different playing defense. I faced Seattle and had a spy on Wilson any time they had three or more receivers so everything played normally that game but I just faced the Rams and Packers and didn't spy once and Goff never took off running but a few times did the move where he would roll to one side of the field and then fire a pass all the way across to the opposite side of the field. The next week Rodgers did the same thing a few times. Also both of their completion percentages were around 50 percent which is way below what I normally see. Before the latest patch I was seeing a lot more scrambling

    I noticed Goff also did not run at all, when I played him, and I was able to hit him for 5 sacks (Seimian and Palmer also did not run, but though that is perhaps not quite as surprising). Overall, on 5 games played on this patch before I shelved the game, I had 2, 4, 4, 5, 3 sacks, which is not out of the realm of possibility, but slightly higher than before the patch, but I think I only saw 2-3 scrambles, and maybe 1 throw away, across all of those games.
    Matt10
    Are the running issues just for KR and PR? I'm not seeing issues on the CPU RB side. Just wanted to make sure.

    who ever has the ball (CPU) will run very slow not just KR/PR
    edaddy
    Is this in CFM only or in play now as well

    Can’t be CFM only as I’m not having this issue at all (which is strange) with everything default.
    Even started a new CFM with the non-loaded default roster, ran a couple of games and still couldn’t replicate the slow players.
    This is a head scratcher for me.
    jgreengutta
    who ever has the ball (CPU) will run very slow not just KR/PR

    Yes, but only if they have the Brace for All Hits trait. At least that's what I have found.
    NimitsTexan
    Yeah, it is not as bad with the HBs and other positions, but I have definitely noticed HBs slowing down before hitting the whole, skill players with the ball in open field slowing down so my defenders can easily catch them. This needs to fixed ASAP.
    I have owned Madden 18 for 16 weeks; only during 2 1/2 of those, has the offline game actually been playable.

    You mean I've been playing an unplayable game all this time?!.
    cch99
    Just had Watson have wide open field and run straight along the Los to pass the ball. Look I’m not saying people aren’t seeing this but now three straight games where the cpu q.v. is refusing to run. I don’t get it
    Sent from my iPhone using Operation Sports
    This. It's either that or statue qb. I see it every game now. The game was playing very well at 1.07. This patch brought back the old problems and added new, game breaking rb slow down bug. I'm not going thru and editing **** before every game. Shouldn't have to.
    Sent from my SM-G930P using Tapatalk
    I will caveat that I stopped playing after 5 games total (3 in CFM), so my experience was not definitive; but yeah, while I was mostly focused and annoyed by the running bug, it did seem in the back of my mind that QB play had degenerated again. Maybe it is related to the running bug, maybe it is just coincidental statistical clustering, I do not know. But I do know I have seen far fewer scrambles, and throw aways, and more statue QBs, and (slightly) more sacks since 1.08.
    Hopefully the 1.09 fix will be out early this next week, and everything will be returned to 1.07 goodness.
    Hmm I think I found out why cpu qb play has gotten crazy. IN looking at the rosters the qb aggressive trait is gone..I dont know if this can be attributed to yet another umnn unfortunate glitch caused by the patch or whether it was done on purpose..If it waa done on purpose it certainly waant included in the notes..CPU play has become anemic..I wonder if someone who has communication with the developers can notify them of this..The codes for the game have gotten completely messed up so one patch is breaking another..I actually thought the game played as good as it could be at least in this cycle with the last patch 1.07..this latest patch has reverted gameplay back to what it was..Like I have stated before I have the upmost respect for developers but at some point there has to be accountability for the product being put out..A
    edaddy
    Hmm I think I found out why cpu qb play has gotten crazy. IN looking at the rosters the qb aggressive trait is gone..I dont know if this can be attributed to yet another umnn unfortunate glitch caused by the patch or whether it was done on purpose..If it waa done on purpose it certainly waant included in the notes..CPU play has become anemic..I wonder if someone who has communication with the developers can notify them of this..The codes for the game have gotten completely messed up so one patch is breaking another..I actually thought the game played as good as it could be at least in this cycle with the last patch 1.07..this latest patch has reverted gameplay back to what it was..Like I have stated before I have the upmost respect for developers but at some point there has to be accountability for the product being put out..A

    Can you be more specific? I don't remember a "QB aggressive" trait (certainly not a yes/no one), and I don't remember it being a sub-option of one of the other traits (QB Style, Sense Pressure, Forces Passes)
    bcruise
    Can you be more specific? I don't remember a "QB aggressive" trait (certainly not a yes/no one), and I don't remember it being a sub-option of one of the other traits (QB Style, Sense Pressure, Forces Passes)

    The "Force Pass Trait."
    edaddy
    Hmm I think I found out why cpu qb play has gotten crazy. IN looking at the rosters the qb aggressive trait is gone.

    Wow! You are right. You can no longer edit a QB to "Force Pass"= Aggressive.
    Those that were previously "Aggressive" still read that way if you open the player card, but will change to "Balanced" if you edit them.
    I am not sure if this would effect universal QB play, but yeah, it looks like 1.08 broke something big with at least two traits.
    NimitsTexan
    Wow! You are right. You can no longer edit a QB to "Force Pass"= Aggressive.
    Those that were previously "Aggressive" still read that way if you open the player card, but will change to "Balanced" if you edit them.
    I am not sure if this would effect universal QB play, but yeah, it looks like 1.08 broke something big with at least two traits.

    Then, how many options for forces passes were there before this patch? Right now there are Balanced, Ideal and Conservative. Weren't there only ever three options no matter where you edited/upgraded their traits?
    It might be that they just fixed a naming inconsistency between the edit modes and the upgrade screen.
    bcruise
    Then, how many options for forces passes were there before this patch? Right now there are Balanced, Ideal and Conservative. Weren't there only ever three options no matter where you edited/upgraded their traits?
    It might be that they just fixed a naming inconsistency between the edit modes and the upgrade screen.

    If they had done that, it should have changed the name on on players that already had that trait as well.
    There are supposed to be three "Force Pass" Traits: Conservative, Ideal, and Aggressive. Aggressive was an option before. Maybe Aggressive got replaced with "Balanced," but that still begs the questions why, and what effect is it having on QBs game? Is just a text string that got messed up, or did the traits themselves get jumbled. If the traits did get changed/swapped/inverted, that could definately be affecting AI QB decision making.
    NimitsTexan
    If they had done that, it should have changed the name on on players that already had that trait as well.
    Aggressive was an option before.
    Obviously, I cannot confirm this, since you cannot revert patches on a PS4 . . .

    Good thing we have a forum search here then, because this topic came up while we were all scrambling (no pun intended) to figure out ways to make the QB run before 1.07.
    https://forums.operationsports.com/forums/showpost.php?p=2048969077&postcount=470
    https://forums.operationsports.com/forums/madden-nfl-football/913046-community-we-cannot-accept-current-cpu-qb-play.html (just the source thread - a HUGE one)
    I just went and dug that up after this discussion started - I'd actually forgotten about that trait being named differently in both modes.
    NimitsTexan
    If they had done that, it should have changed the name on on players that already had that trait as well.
    There are supposed to be three "Force Pass" Traits: Conservative, Ideal, and Aggressive. Aggressive was an option before. Maybe Aggressive got replaced with "Balanced," but that still begs the questions why, and what effect is it having on QBs game? Is just a text string that got messed up, or did the traits themselves get jumbled. If the traits did get changed/swapped/inverted, that could definately be affecting AI QB decision making.

    From my experience, Balanced definitely plays like Aggressive in game, and Ideal plays in a balanced fashion.
    NimitsTexan
    If they had done that, it should have changed the name on on players that already had that trait as well.
    There are supposed to be three "Force Pass" Traits: Conservative, Ideal, and Aggressive. Aggressive was an option before. Maybe Aggressive got replaced with "Balanced," but that still begs the questions why, and what effect is it having on QBs game? Is just a text string that got messed up, or did the traits themselves get jumbled. If the traits did get changed/swapped/inverted, that could definately be affecting AI QB decision making.

    I think saying that changing the name of the trait and making it consistent within the modes would cause the QB play to regress is a HUGE stretch. I don't feel like any gameplay observations/testing are worth anyone's time right now when we've got a known and acknowledged bug that affects the game so severely. That's why some of the slider makers are taking a break right now.
    I don't know how many QB's have the "Brace for all" cover ball trait, but I'd wager more than a few of them do. And this bug would affect all of them.
    bcruise
    I think saying that changing the name of the trait and making it consistent within the modes would cause the QB play to regress is a HUGE stretch. I don't feel like any gameplay observations/testing are worth anyone's time right now when we've got a known and acknowledged bug that affects the game so severely. That's why some of the slider makers are taking a break right now.

    What you are saying about making things "more consistent makes" no sense. I will try to spell it out for you.
    - There are, and always have been in this generation of Madden, three "Force Passes" trait options: "Conservative," "Ideal," and "Aggressive." If you look at QBs such as Big Ben, their player card will say "Force Pass: Aggressive."
    - In 1.08, in the Player Editor, the "Aggressive" option has been replaced with "Balanced."
    - "Balanced" is not supposed to be a "Force Passes" Trait, but but a QB style (i.e. the one that mobile but throw first Pro-type QBs, such as Watson or Prescott use).
    Like I said, I have no idea if this has any actual effect on the game, or if "Balanced" actually has the exact same effect as "Aggressive" (though, at the very least, it is a player editor text bug). However it does make me wonder if there is a general problem with traits overall from 1.08 not just the "Cover Ball" trait.
    bcruise
    I don't know how many QB's have the "Brace for all" cover ball trait, but I'd wager more than a few of them do. And this bug would affect all of them.

    Few, if any, based on the ones I have checked.
    bcruise
    I think saying that changing the name of the trait and making it consistent within the modes would cause the QB play to regress is a HUGE stretch. I don't feel like any gameplay observations/testing are worth anyone's time right now when we've got a known and acknowledged bug that affects the game so severely. That's why some of the slider makers are taking a break right now.
    I don't know how many QB's have the "Brace for all" cover ball trait, but I'd wager more than a few of them do. And this bug would affect all of them.

    Ok well then you put it together and add it up..Patch comes qb play changes along with the changes come a change in the qb traits..Aggresive has been mysteriously taken out and replaced with balanced which I thought was a sense pressure/prototype trait..on top of that if the traits were changed purposely wouldnt it have been included in the patch notes to actually show what the ne balanced trait means?..cmon man there had to be a screw up in code caused by the patch that is causing these problems..Aggresive passers such as Rodgers Farve etc did just that forced passes when wrs may or may not be open conservative or ideal passers are totally different ie Alex Smith ..the trait actually seperated qb styles. At least when the last patch was implemented..I guess my question to the the developers would be If you had the last patch playing the game great you had great comments and reviews about the patch why rush out and put out another patch without making absolutely sure it didnt mess up any aspects about the previous patch? Why not take your time and do it right? Itz up then down from patch to patch and major bugs and glitches are always a problem..Everyone wants the game to suceed and be better but how can anyone fault those that become frustrated but still stick with Madden..I give the developers the benefit of the doubt because I can only imagine the process that takes place when trying to patch..But some of these glitches are head scratchers..
    bcruise
    Good thing we have a forum search here then, because this topic came up while we were all scrambling (no pun intended) to figure out ways to make the QB run before 1.07.
    https://forums.operationsports.com/forums/showpost.php?p=2048969077&postcount=470
    https://forums.operationsports.com/forums/madden-nfl-football/913046-community-we-cannot-accept-current-cpu-qb-play.html (just the source thread - a HUGE one)
    I just went and dug that up after this discussion started - I'd actually forgotten about that trait being named differently in both modes.

    Okay Fair enough. I guess the bug pre-dates 1.08. I would submit it is still a text bug (and also that there is something a little bit off with QB play), but you are right, they are, as far as any of us can know unrelated.
    I am so thankful I didn't let the patch fully download and install. I was playing 2k when the download started and stopped it just short of finishing. I don't play online so I am good with continuing my games on 1.07
    Complete speculation on my part, but I am guessing there won't be a fix in the next week or so with the Madden Challenge starting. No way they take a chance and mess up the Competitive stuff for us simple sim guys.
    callmetaternuts
    Complete speculation on my part, but I am guessing there won't be a fix in the next week or so with the Madden Challenge starting. No way they take a chance and mess up the Competitive stuff for us simple sim guys.

    I was under the impression that this affects all play styles / levels?
    Is that correct?
    KingV2k3
    I was under the impression that this affects all play styles / levels?
    Is that correct?

    That was my thought as well so I was hoping for a quick response/fix. However, I have not seen a lot of complaining from the competitive crowd on Twitter. That would force a quick resolution vs. sim cfm players complaining. How much would this bug really affect the competitive crowd?
    Sent from my iPad using Operation Sports
    We just need to hope this a fail safe title update that won't break other things.
    And we need to hope that Rex and the crew are trying to get a fix in this week before the holidays because a lot of that college age group is home for the holidays. Plus, people receiving the game for Xmas will be experiencing the same thing all of us are.
    KingV2k3
    I was under the impression that this affects all play styles / levels?
    Is that correct?

    But competitive guys are playing User vs. User mostly so they won't see it. The Madden Challenge is User vs User. I'm 99% sure it only affects players controlled by CPU.
    callmetaternuts
    But competitive guys are playing User vs. User mostly so they won't see it. The Madden Challenge is User vs User. I'm 99% sure it only affects players controlled by CPU.
    I'm pretty sure as soon as whoever you are controlling gets close enough to a defender, the "brace for hit" kicks in and that causes the slow down glitch. User VS user still has 10 cpu controlled players at all times, no?
    Sent from my SM-G930P using Tapatalk
    nickaepi
    I'm pretty sure as soon as whoever you are controlling gets close enough to a defender, the "brace for hit" kicks in and that causes the slow down glitch. User VS user still has 10 cpu controlled players at all times, no?
    Sent from my SM-G930P using Tapatalk

    No from at least my observation it only takes place with CPU players..I have never had it happen to a Human Player..I could be wrong though!!!
    edaddy
    No from at least my observation it only takes place with CPU players..I have never had it happen to a Human Player..I could be wrong though!!!
    I dunno. I'm probably confusing myself at this point with another issue. Games fked right now. That's all I know. Call me when it's fixed please. ;)
    Sent from my SM-G930P using Tapatalk
    nickaepi
    I dunno. I'm probably confusing myself at this point with another issue. Games fked right now. That's all I know. Call me when it's fixed please. ;)
    Sent from my SM-G930P using Tapatalk

    I hear ya my man!!!
    callmetaternuts
    But competitive guys are playing User vs. User mostly so they won't see it. The Madden Challenge is User vs User. I'm 99% sure it only affects players controlled by CPU.

    I’m thinking the bug testers at EA only play User vs User too, that’s probably why no one noticed this glitch.
    I think that’s why the sky punt glitch from last year made it through QA too, because it affects CPU punters and not human controlled punters, so no one noticed.
    They really need to start testing this game (and patches) in ALL game modes, at all difficulties, with min and max quarter length, and both offline and online CFM’s.
    If they just did that... we wouldn’t have sky punts, disappearing players in the 4th from fatigue, statue QB’s, or slow kick returners. All of those glitches were created by patches.
    I’m convinced they only test User vs User with no accel clock @ 9 or less minute quarters.
    Until they get serious about their QA process, they will continue to churn out patches with glaring errors.
    IcedCoffee1983
    I’m thinking the bug testers at EA only play User vs User too, that’s probably why no one noticed this glitch.
    I’m convinced they only test User vs User with no accel clock @ 9 or less minute quarters.

    At the absolute minimum, MUT daily / weekly challenges and Play Now Live games are single player affairs, and those get tested before they are made live in the game as to ensure the rewards are delivered to users who win those challenges.
    I think that’s why the sky punt glitch from last year made it through QA too, because it affects CPU punters and not human controlled punters, so no one noticed.

    More likely it's because that bug in particular didn't cause a crash or any in-game instability, so it was flagged as a non-blocking and low-priority bug (i.e. it isn't a showstopper which should halt the release of the update), therefore it was reasonable to schedule work to fix that bug for later.
    There are always perfectly reasonable explanations which are more likely than "EA is lazy" once you understand and appreciate the process of making a video game. There is a method to the madness, as it were.
    Until they get serious about their QA process

    I've been over this before but I'll say it again: y'all seriously don't give the people working QA departments enough credit. QA people are some of the hardest-working and most dedicated people in the industry, despite having some of the most brutal and thankless work thrust upon them.
    EA and other AAAs are all serious about their QA process. That said, QA doesn't magically fix everything, particularly in a live service product with routine releases with hard deadlines which can't move. Stuff breaks. It sucks, but it's a fact of life. Humans aren't perfect. Let's be understanding here.
    CM Hooe
    At the absolute minimum, MUT daily / weekly challenges and Play Now Live games are single player affairs, and those get tested before they are made live in the game as to ensure the rewards are delivered to users who win those challenges.
    More likely it's because that bug in particular didn't cause a crash or any in-game instability, so it was flagged as a non-blocking and low-priority bug (i.e. it isn't a showstopper which should halt the release of the update), therefore it was reasonable to schedule work to fix that bug for later.
    There are always perfectly reasonable explanations which are more likely than "EA is lazy" once you understand and appreciate the process of making a video game. There is a method to the madness, as it were.
    I've been over this before but I'll say it again: y'all seriously don't give the people working QA departments enough credit. QA people are some of the hardest-working and most dedicated people in the industry, despite having some of the most brutal and thankless work thrust upon them.
    EA and other AAAs are all serious about their QA process. That said, QA doesn't magically fix everything, particularly in a live service product with routine releases with hard deadlines which can't move. Stuff breaks. It sucks, but it's a fact of life. Humans aren't perfect. Let's be understanding here.

    I really appreciate the insight and behind the curtain perspective you offer. I honestly have learned a lot by reading your posts. Everything in your post is perfectly logical. However, it’s also understandable that consumers patience and understanding run thin when a product has persistent problems. Although I rarely agree with the approach consumers use to voice their frustration over this product’s persistent issues, I can certainly understand and appreciate their frustration. I believe the developer’s of Madden do as well.
    Sent from my iPad using Operation Sports
    cable guy
    I'm going to try playing tonight. I think.
    What am I to expect, the cpu running game nullified? And punt returns?
    Sent from my SM-G900V using Operation Sports mobile app

    Long story short, you’re going to see a handful of cpu players that carry the ball and run as if they’re stuck in mud. They’re not capable of sprinting. Mainly offensive players obviously since they touch the ball the most but it could happen with defensive players during a turn over as well. Imo it’s not playable as is.
    Sent from my iPad using Operation Sports
    gman2774
    Long story short, you’re going to see a handful of cpu players that carry the ball and run as if they’re stuck in mud. They’re not capable of sprinting. Mainly offensive players obviously since they touch the ball the most but it could happen with defensive players during a turn over as well. Imo it’s not playable as is.
    Sent from my iPad using Operation Sports

    Has anyone tried Fumble at 99?
    Fumble acts as a RB Slider more than a Fumble slider. It also effects stamina and how they’re subbed. 99 fumble would require tweaking many other things but it may fix how ball carriers are triggered to hold on to the ball.
    gman2774
    Long story short, you’re going to see a handful of cpu players that carry the ball and run as if they’re stuck in mud. They’re not capable of sprinting. Mainly offensive players obviously since they touch the ball the most but it could happen with defensive players during a turn over as well. Imo it’s not playable as is.
    Sent from my iPad using Operation Sports

    All they really need to do is issue an updated, edited roster with Brace For All Hits eliminated...
    Anyone know if such a roster is already up on Madden Share?
    Thanks!
    KingV2k3
    All they really need to do is issue an updated, edited roster with Brace For All Hits eliminated...
    Anyone know if such a roster is already up on Madden Share?
    Thanks!

    Well, that would mean CFMs would have to restart, which would not make most very happy.
    KingV2k3
    All they really need to do is issue an updated, edited roster with Brace For All Hits eliminated...
    Anyone know if such a roster is already up on Madden Share?
    Thanks!

    No they need to fix or rework the code back to what is was with patch 1.07 ...Pleasse dont give them any ideas as that would eliminate yet another trait and I am sure cause another glitch..Qb play RB glitch and fixing whatever happened to the cpu AI should be prioritized..I hope its as simple as retuning but I have got to think its a rough process..I am looking forward to them getting it right and I like everyone hope its soon.
    NimitsTexan
    Well, that would mean CFMs would have to restart, which would not make most very happy.

    True.
    edaddy
    No they need to fix or rework the code back to what is was with patch 1.07 ...Pleasse dont give them any ideas as that would eliminate yet another trait and I am sure cause another glitch..Qb play RB glitch and fixing whatever happened to the cpu AI should be prioritized..I hope its as simple as retuning but I have got to think its a rough process..I am looking forward to them getting it right and I like everyone hope its soon.

    Not suggesting this as a "fix", just a band aid until they can fix...
    The patch process appears to be slowed by approvals, etc...
    I too hope it's "soon", but...
    Not trying to add some salt to the cituation but i guarantee if this was affecting online head to head play it wouldve been fixed as soon as it was reported.
    I think there is more too it than just the slow runner bug.(i hope) ive seen wrs stalling at the line of scrimmage when the ball is snapped at least once a game and im getting where the whole line will pancake the defense on running plays in excess again. None of this was there previous patch. Whatever that patch did they just need to back it out. I also threw an int inside my endzone they ran it out to the 6 but fumbled, recovered their own fumble. On the next play it was 4th and 92 for them?!! Smh. The int wasnt registered in the stats. I have never seen that.
    This game is in a bad spot right now. My two games i used to love (destiny and madden) are terrible right now. Very dissapointing
    In hope of a patch fix soon! Cheers
    Sent from my SM-G935P using Operation Sports mobile app
    KingV2k3
    All they really need to do is issue an updated, edited roster with Brace For All Hits eliminated...
    Anyone know if such a roster is already up on Madden Share?
    Thanks!

    No...no they don’t. What about all of us who have CFM’s and play with classic rosters?
    They need to fix it King. No quick fix. Fix it right!!!
    Armor and Sword
    No...no they don’t. What about all of us who have CFM’s and play with classic rosters?
    They need to fix it King. No quick fix. Fix it right!!!

    And quickly. Not being able to play CFM during football season while having extended time away from work over the holidays is pathetic. EA, I’d really like to enjoy your product, all you have to do is let me.
    Sent from my iPad using Operation Sports
    Was finally happy with QB play and enjoying my Franchise for the first time since 16, and then this. I know they do their best, but something has to happen to better prevent stuff like this. It's too frequent. I don't know if that's doing a beta release of a patch to a select group, or even allow a rollback.
    I have some time off now and want to get after my CFM, and I know a lot of others here feel the same way. I think a lot of us even understand the constraints of the dev cycle, and are sympathetic in giving constructive feedback, and understanding we'll probably be waiting until November to get the game up to par. We just can't have this happen in no time after a big positive leap though. Tiburon deserved the praise for what they put out with 1.08, and they deserve some harsh criticism for letting this slip through. It is imo a single player gamebreaking bug, and it shouldn't happen half-way through the release cycle. Hopefully it's one-off and an anomaly of what we can expect going forward with Madden :brickwall
    Purely speculation on my part, but it almost feels like they have a real source control problem. It's like the modules they incorporate into updates are back leveled in some instances. That could be why we see old issues popping up again after updates and patches.
    I can only imagine the amount of modules they have to "recompile" when they produce an patch or update. Partner this with the team admittedly not knowing what ramifications certain types of changes can have and you can wind up with a hot mess.
    I have seen continued lack of sideline awareness recently for receivers and backs. I see receivers continuing to run patterns 5-15 yards out of bounds. I see ball carriers not making sharp enough turns to avoid going out of bounds. I thought this stuff was addressed last year? It's back. Just an example, but you see what I mean...
    C
    Armor and Sword
    No...no they don’t. What about all of us who have CFM’s and play with classic rosters?
    They need to fix it King. No quick fix. Fix it right!!!

    Well pardon my pessimism, but based on past performance, the odds on "fix it right" aren't great...
    :)
    Ergo my "Hail Mary" suggestion / roster share question...
    Would help me kill some time until they do (or don't) address all this sufficiently...
    They also need to address the pass commit/pancake glitch that they introduced a few patches ago. Leads to 1-2 really big runs a game with horrible mirror pancakes across the offensive line.
    I'm usually pretty patient with EA and their staff as I do appreciate that they respond to consumer questions on social media pretty actively, but it is pretty disappointing to have to put a game aside because post-release patches have messed up the gameplay so much.
    Again, not to be the voice of doom and gloom, but there is no way they are issuing a fix during the Madden Challenge, at least not this week with ongoing events. They can piss us off but there is no way they risk pissing off the competitive crowd.
    This is unbelievable. Most of us are doing are best to play the game with what we have and then every other patch or so they introduce another issue that we either have to work around or put the game on the shelf until its get fixed again.
    tyler28
    Not trying to add some salt to the cituation but i guarantee if this was affecting online head to head play it wouldve been fixed as soon as it was reported.
    I think there is more too it than just the slow runner bug.(i hope) ive seen wrs stalling at the line of scrimmage when the ball is snapped at least once a game and im getting where the whole line will pancake the defense on running plays in excess again. None of this was there previous patch. Whatever that patch did they just need to back it out. I also threw an int inside my endzone they ran it out to the 6 but fumbled, recovered their own fumble. On the next play it was 4th and 92 for them?!! Smh. The int wasnt registered in the stats. I have never seen that.
    This game is in a bad spot right now. My two games i used to love (destiny and madden) are terrible right now. Very dissapointing
    In hope of a patch fix soon! Cheers
    Sent from my SM-G935P using Operation Sports mobile app

    Good post man..The excessive pancake glitch and stalling at the line of scrimmage by wrs has been in the game ore-1.07 patch ..The RB glitch regarding the traits is new but I had games where the ballcarrier would go into that slow run pre-patch..I thought it was a frame rate issue but it might have been a precursor to the glitch now... What I have noticed progressively is the QB play is different, the CPU AI is different, the db coverage is different, and the rag dolling tackle animations are back..The RB's fought for yards last patch but it's back to the one and done tackles...I think one code was tuned and it subsequently through everything out of whack..This might be a harder fix than what we think so I am not sittting and waiting on it..I hope a good patch is put out thatimproves gameplay and hopefully adds some realism to the game..
    bad_philanthropy
    Was finally happy with QB play and enjoying my Franchise for the first time since 16, and then this. I know they do their best, but something has to happen to better prevent stuff like this. It's too frequent. I don't know if that's doing a beta release of a patch to a select group, or even allow a rollback.
    I have some time off now and want to get after my CFM, and I know a lot of others here feel the same way. I think a lot of us even understand the constraints of the dev cycle, and are sympathetic in giving constructive feedback, and understanding we'll probably be waiting until November to get the game up to par. We just can't have this happen in no time after a big positive leap though. Tiburon deserved the praise for what they put out with 1.08, and they deserve some harsh criticism for letting this slip through. It is imo a single player gamebreaking bug, and it shouldn't happen half-way through the release cycle. Hopefully it's one-off and an anomaly of what we can expect going forward with Madden :brickwall

    Bingo!!! Excellent post my man..I was actually having a blast and accidently downloaded the patch..kicking myself...ugghhh
    capa
    Purely speculation on my part, but it almost feels like they have a real source control problem. It's like the modules they incorporate into updates are back leveled in some instances. That could be why we see old issues popping up again after updates and patches.
    I can only imagine the amount of modules they have to "recompile" when they produce an patch or update. Partner this with the team admittedly not knowing what ramifications certain types of changes can have and you can wind up with a hot mess.
    I have seen continued lack of sideline awareness recently for receivers and backs. I see receivers continuing to run patterns 5-15 yards out of bounds. I see ball carriers not making sharp enough turns to avoid going out of bounds. I thought this stuff was addressed last year? It's back. Just an example, but you see what I mean...
    C

    Great post. AI fix/updates regression has been a thing with EA football games for so long.
    I remember when cpu RB's in NCAA basically had no spatial awareness for multiple releases.
    How many times have we been told sideline awareness has been fixed or tuned? Once again I'm seeing RBs take the ball straight out of bounds when thrown to in the flats.
    Between tuning core AI and trying to add further depth to gameplay with traits, things have gotten pretty fussy for the devs.
    CM Hooe
    At the absolute minimum, MUT daily / weekly challenges and Play Now Live games are single player affairs, and those get tested before they are made live in the game as to ensure the rewards are delivered to users who win those challenges.
    More likely it's because that bug in particular didn't cause a crash or any in-game instability, so it was flagged as a non-blocking and low-priority bug (i.e. it isn't a showstopper which should halt the release of the update), therefore it was reasonable to schedule work to fix that bug for later.
    There are always perfectly reasonable explanations which are more likely than "EA is lazy" once you understand and appreciate the process of making a video game. There is a method to the madness, as it were.
    I've been over this before but I'll say it again: y'all seriously don't give the people working QA departments enough credit. QA people are some of the hardest-working and most dedicated people in the industry, despite having some of the most brutal and thankless work thrust upon them.
    EA and other AAAs are all serious about their QA process. That said, QA doesn't magically fix everything, particularly in a live service product with routine releases with hard deadlines which can't move. Stuff breaks. It sucks, but it's a fact of life. Humans aren't perfect. Let's be understanding here.

    I think you're misunderstanding where my frustration is directed. Also, I don't think going back and forth is going to help much, but I just wanted to close my thoughts and say the following...
    I don't blame the QA employees themselves, I blame the process.
    My frustration with the poor results of the QA process at EA is not directed at the employees themselves. I am sure they are awesome, hard-working, dedicated men and women who want Madden to be an awesome football video game. No doubt in my mind about that.
    My frustration is not with the employees, it is with the PROCESS. I stand by my belief that EA's QA process for Madden is, and has been, a consistent failure. I am willing to bet that QA employees work hard and identify things, but what good is cataloguing glitches if the resources are not dedicated to fix what is discovered? What good is identifying a glitch if it will be left glitched?
    To put it more succinctly... I don't blame QA employees, I believe the QA process at EA has been a failure due to lack resources. This year MAJOR bugs were introduced via patches, just like last year, and certainly in years before that as well. I don't know the protocol of EA's QA process... but I do know for years it has produced lousy results. To me this means likely more resources are needed, things like more employees, beta group testers for patches, more dev time to fix identified issues.
    But additional employees, developers, and beta testers take resources(Money).
    I stand by my belief that EA's QA process is a failure. But I don't want that be confused to mean I think every man and woman that does QA work for EA must be lazy or something, because I most definitely do not think that.
    It's possible for a company to have good employees and bad operating procedures.
    capa
    Purely speculation on my part, but it almost feels like they have a real source control problem. It's like the modules they incorporate into updates are back leveled in some instances. That could be why we see old issues popping up again after updates and patches.
    I can only imagine the amount of modules they have to "recompile" when they produce an patch or update. Partner this with the team admittedly not knowing what ramifications certain types of changes can have and you can wind up with a hot mess.
    I have seen continued lack of sideline awareness recently for receivers and backs. I see receivers continuing to run patterns 5-15 yards out of bounds. I see ball carriers not making sharp enough turns to avoid going out of bounds. I thought this stuff was addressed last year? It's back. Just an example, but you see what I mean...
    C

    bad_philanthropy
    Great post. AI fix/updates regression has been a thing with EA football games for so long.
    I remember when cpu RB's in NCAA basically had no spatial awareness for multiple releases.
    How many times have we been told sideline awareness has been fixed or tuned? Once again I'm seeing RBs take the ball straight out of bounds when thrown to in the flats.
    Between tuning core AI and trying to add further depth to gameplay with traits, things have gotten pretty fussy for the devs.

    Yes, legacy issues returning the next year or even in the same year after a future update probably bothers me more than anything.
    I agree with Coffee's post as well in that from the outside looking in, their testing methodology/protocol seems particularly vulnerable to significant(from a User POV not a developer one) gameplay bugs popping in what seems to be every other update. This is especially true when it comes to the play of the CPU.
    the absolute worst part of this was the game was playing the best it had all year. it was really fun finally. i'm so bummed out right now.
    they need to be able to roll back patches or let you choose the past couple. arrghh.
    I usually try to stay positive, but the game hasn’t been the same since 1.07. I know the vitriol is on 1.08 but 1.07 was a horrible patch too aside from the qb fix. All pro is a mess right now with weak coverage and so on. The ‘slowdown ‘ glitch is just icing on the cake, rendering user vs cpu play untenable.
    I would almost rather go back to 1.06 and the qb ai issues than deal with the current mess.
    JoshC1977
    I usually try to stay positive, but the game hasn’t been the same since 1.07. I know the vitriol is on 1.08 but 1.07 was a horrible patch too aside from the qb fix. All pro is a mess right now with weak coverage and so on. The ‘slowdown ‘ glitch is just icing on the cake, rendering user vs cpu play untenable.
    I would almost rather go back to 1.06 and the qb ai issues than deal with the current mess.

    Man, I'm on 1.07 and as much as I gripe about things like playbooks and EA's generally unsatisfying approach to offline franchise mode, I have 1.07 humming and get great defense.
    I think 1.04 may have been better because of the pancake glitch that came in with 1.05 (I think), but there's defense for days in 1.07. I think that, minus the pancakes, and minus the basic CFM complaints, the game play on 1.07 is as good as I've ever seen it.
    I've been meaning to state this somewhere for the sake of balance, as much of my posting of late has been sharply critical.
    I was thinking of a simple but simple equation, if you're not able to program a patch, you're probably not be able to program a videogame, and if you're not be able to program a videogame, maybe you're not be able to program a patch. bingo.:star:

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