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

Madden NFL 18

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

EA was made aware of a Madden NFL 18 trade meter issue in Franchise mode a couple of weeks ago. Basically, whether playing in an offline or online Franchise, users were not able to see feedback between teams on trades.

Today the team released Madden NFL 18 game update 1.12, fixing the issue.

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  1. Anyone taking bets on what other feature was broken in the process of fixing this?
    Jokes aside, with the last patch, the game is the best version of Madden I've played in the past few years. Hopefully this patch doesn't change gameplay!
    This is great news! What's funny about franchise without a trade meter is that I simply picture two GMs talking to each other on the phone like this:
    GM1: What would you like for Dez Bryant? How about a 3rd round pick?
    GM2: *hangs up phone*
    GM1: That offer must not have been good enough. Let me call him back. How about a 2nd round pick and a 3rd round pick.
    GM2: ****Radio silence
    ...7 hours later
    NFL League Office Email: Congratulations GM1 your trade for Dez Bryant has been accepted.
    GM1: I guess that's how this works.
    NFCastle
    Anyone taking bets on what other feature was broken in the process of fixing this?
    Jokes aside, with the last patch, the game is the best version of Madden I've played in the past few years. Hopefully this patch doesn't change gameplay!

    One can only hope nothing else gets broken. I definitely don't like that it kicks you out of the trade window and makes you start all over, but I don't mind not seeing the meter.
    The meter is cheap imo, because too many players start lower and inch their way up until it gets accepted. There is no accidental over-payment.
    At least give us the option to turn off the meter or hide it.
    Devaster
    One can only hope nothing else gets broken. I definitely don't like that it kicks you out of the trade window and makes you start all over, but I don't mind not seeing the meter.
    The meter is cheap imo, because too many players start lower and inch their way up until it gets accepted. There is no accidental over-payment.
    At least give us the option to turn off the meter or hide it.

    I have actually Tweeted a few times about this, once suggesting to make an option in the future....EA's KRAELO "liked" the post....for whatever that might be worth.
    Personally, I am not installing this patch for quite a while, if at all....
    JoshC1977
    I have actually Tweeted a few times about this, once suggesting to make an option in the future....EA's KRAELO "liked" the post....for whatever that might be worth.
    Personally, I am not installing this patch for quite a while, if at all....

    How are you gonna just not install the patch for awhile? When it comes up and I delete it, it just reappears a minute later. When I pause it, it randomly unpauses and downloads sometime while I'm sleeping. And I cant just leave the internet off on my ps4. I use it for many other things than Madden.
    Sent from my LG-LS777 using Operation Sports mobile app
    Ok, now how about fixing the punting problem in the wind? And the false start glitch? Both have been around a LOT longer than the trade meter problem, and IMO are extremely important to the gameplay.
    Sent from my Redmi Note 3 using Tapatalk
    mykelmosinee
    Ok, now how about fixing the punting problem in the wind? And the false start glitch? Both have been around a LOT longer than the trade meter problem, and IMO are extremely important to the gameplay.
    Sent from my Redmi Note 3 using Tapatalk

    Only way would be consistent video proof and then it would pick up steam.
    I hope they revamp CPU all together.
    NFCastle
    Anyone taking bets on what other feature was broken in the process of fixing this?
    Jokes aside, with the last patch, the game is the best version of Madden I've played in the past few years. Hopefully this patch doesn't change gameplay!

    Hopefully the "feature" that is broken is the angle of sunlight at Levi's stadium. Broken so that it's fixed...


    Madden clearly has the wrong sunset angle.
    I kid, I kid, pls no ban. :splat:
    mykelmosinee
    Ok, now how about fixing the punting problem in the wind? And the false start glitch? Both have been around a LOT longer than the trade meter problem, and IMO are extremely important to the gameplay.
    Sent from my Redmi Note 3 using Tapatalk

    Haven't noticed any problem with either of these things, what problem are you having?
    CPU punts into the wind go like 9 yards in a lot of cases. I don't know exactly the mechanism that causes it... as wind effects user punts but nothing to that degree. It's an issue I've seen many times in my offline CFM games.
    As far as the patch, just played my first game after install... didn't notice anything else broken. So far so good. :D
    They broke cut days. It now cuts players that you do not select. Sends them to FA. Even signs players you did not sign. I have auto fill roster turned off.
    Nunyerbiz
    CPU punts into the wind go like 9 yards in a lot of cases. I don't know exactly the mechanism that causes it... as wind effects user punts but nothing to that degree. It's an issue I've seen many times in my offline CFM games.
    As far as the patch, just played my first game after install... didn't notice anything else broken. So far so good. :D

    I agree, I cant believe that these two things havent been addressed in over two yrs. Problem is these two things will never happen on the competitive stage, so a fix may never be coming. Game seems to play normal after the update.
    poobobo
    They broke cut days. It now cuts players that you do not select. Sends them to FA. Even signs players you did not sign. I have auto fill roster turned off.

    Can you elaborate more? Is this during advances, using Big Decision, before/ after cut week? When you say sign are these FAs replacing the cuts, in-season signings, etc?
    If this screws up cut days it's a much bigger blow then no trade feedback.
    poobobo
    They broke cut days. It now cuts players that you do not select. Sends them to FA. Even signs players you did not sign. I have auto fill roster turned off.

    I haven't seen any issues....can you provide more specifics? Video would help.
    phantomshark
    Haven't noticed any problem with either of these things, what problem are you having?
    How can you not notice impossibly long punts when the wind is over 10mph? I lost a game I could have won when the CPU punted the ball 83 yards (over 70 in the air), not leaving me with what constitute normal field position. I've seen several punts 65 yards and over, or had the CPU kick 15 yard punts INTO the same wind.
    As for the false start glitch, either team can and will false start anywhere from 3 to 6 times IN A ROW on several occasions.
    Those are problems we've had at least 2 Madden games running. It's been brought to EAs attention, but the choose to even acknowledge the problem...simply ignoring it.
    Sent from my Redmi Note 3 using Tapatalk
    Any word yet on unintended consequences?
    I have this game tuned like a Ferrari right now and have not downloaded the last patch. I'm going to try to avoid it for fear of having to fix something that got unintentionally broken with this patch, but I'm not always able to keep my PS4 offline or to stop the installs before they happen.
    I'd love to know if there are aspects of the game that look a little different after 1.12 so I can start contingency planning, should I somehow wind up with this thing installed.
    mykelmosinee
    How can you not notice impossibly long punts when the wind is over 10mph? I lost a game I could have won when the CPU punted the ball 83 yards (over 70 in the air), not leaving me with what constitute normal field position. I've seen several punts 65 yards and over, or had the CPU kick 15 yard punts INTO the same wind.
    As for the false start glitch, either team can and will false start anywhere from 3 to 6 times IN A ROW on several occasions.
    Those are problems we've had at least 2 Madden games running. It's been brought to EAs attention, but the choose to even acknowledge the problem...simply ignoring it.
    Sent from my Redmi Note 3 using Tapatalk

    I witnessed a 90 yard punt yesterday and it cleared the end zone not just rolling that far
    Sent from my iPhone using Operation Sports
    tyler28
    punting in the wind issue is definitly still an issue and has been from day one of last year

    Only when the wind is over 9 mph.....which is EVERY OUTDOOR GAME....seriously, never played a game without a 9-12 mph wind.
    The punting into the wind issue for the CPU has existed since day one. It can happens indoors or outdoors. And the CPU won't always do it for some reason. I'm not sure what triggers it, but you can play the same game against a CPU opponent over and over and the CPU will punt normally probably 75% of the time. And then the other 25% it punts really short for 2 of the 4 quarters.
    It sucks, but hasn't been game breaking for me. And funnily enough it has caused me to muff several punts if I'm not paying attention and don't switch to my returner before the ball is snapped. If you have control of the returner before the ball is snapped you can fair catch call and stay away. So, in a way I do kind of enjoy it because it forces me to pay attention and make sure I select my returner before the snap. Otherwise there is a good chance I'm muffing a punt and giving the ball back to the CPU.
    As for long punts with the aid of the wind, that is not an issue. Madden's punting with the aid of the wind has always been unrealistic. Heck, with a regular kicker you can make record breaking FG's if the wind is strong enough behind your back. Had the CPU make a 62 yarder and several 60 yarders over the course of my 4 seasons in my CFM.
    Rhudey
    Only when the wind is over 9 mph.....which is EVERY OUTDOOR GAME....seriously, never played a game without a 9-12 mph wind.

    This really does bother me. I'm amazed how outdoor games never have weather without wind. Every single outdoor game has wind and usually above 9mph. Completely unrealistic.
    "How are you gonna just not install the patch for awhile? When it comes up and I delete it, it just reappears a minute later. When I pause it, it randomly unpauses and downloads sometime while I'm sleeping. And I cant just leave the internet off on my ps4. I use it for many other things than Madden."
    Metaldan - I've got my PS4 configured to turn off automatic downloads. Settings>System>Automatic Downloads and Uploads with the 'Enable Automatic Downloads and Uploads' checkbox unchecked. The only time my system will download a patch is if I start the game in question or put that game's disk in. So effectively I have to pull the update with my actions.
    Now here's the huge caveat: By default my PS4 is not connected to the internet (I've got wifi with the network connection checkbox unchecked).
    When I *do* connect I get the type of behavior described above. But to be fair I have never been online for a protracted period of time with my console unattended.
    Trojan Man
    Any word yet on unintended consequences?
    I have this game tuned like a Ferrari right now and have not downloaded the last patch. I'm going to try to avoid it for fear of having to fix something that got unintentionally broken with this patch, but I'm not always able to keep my PS4 offline or to stop the installs before they happen.
    I'd love to know if there are aspects of the game that look a little different after 1.12 so I can start contingency planning, should I somehow wind up with this thing installed.

    I was still slider tinkering so I just took the plunge. I don’t see any gameplay issues introduced. Too early to tell about any franchise mode hiccups.
    Sent from my iPhone using Operation Sports
    JoshC1977
    I was still slider tinkering so I just took the plunge. I don’t see any gameplay issues introduced. Too early to tell about any franchise mode hiccups.
    Sent from my iPhone using Operation Sports

    OK, good to know. I'm finally done tinkering and I DON'T want to have to start doing so again :).
    Trojan Man
    OK, good to know. I'm finally done tinkering and I DON'T want to have to start doing so again :).

    Like you, I have the game in a great place gameplay wise, and luckily this patch doesn't seem to have ruined anything on that front.
    jfsolo
    Like you, I have the game in a great place gameplay wise, and luckily this patch doesn't seem to have ruined anything on that front.

    OK, Solo, so you've installed 1.12 and are not seeing complications?
    That's good to know.
    Devaster
    The punting into the wind issue for the CPU has existed since day one. It can happens indoors or outdoors. And the CPU won't always do it for some reason. I'm not sure what triggers it, but you can play the same game against a CPU opponent over and over and the CPU will punt normally probably 75% of the time. And then the other 25% it punts really short for 2 of the 4 quarters.
    It sucks, but hasn't been game breaking for me. And funnily enough it has caused me to muff several punts if I'm not paying attention and don't switch to my returner before the ball is snapped. If you have control of the returner before the ball is snapped you can fair catch call and stay away. So, in a way I do kind of enjoy it because it forces me to pay attention and make sure I select my returner before the snap. Otherwise there is a good chance I'm muffing a punt and giving the ball back to the CPU.
    As for long punts with the aid of the wind, that is not an issue. Madden's punting with the aid of the wind has always been unrealistic. Heck, with a regular kicker you can make record breaking FG's if the wind is strong enough behind your back. Had the CPU make a 62 yarder and several 60 yarders over the course of my 4 seasons in my CFM.

    U know, it really just looks like a logic issue. Or, mostly a logic issue, I should say. From what I’ve seen/noticed, I feel like the cpu always chooses ‘sky punt’ when near the 50 or specifically on my side of the field. Kicking a sky punt into the wind then affects it even more causing the ridiculously short punts. So, in essence, they need to just not sky punt into high winds.
    However, the overall punting logic has been broken for years b4 they even added sky punt. So, while the sky punt is a part of the issue, they need to address the overall AI punt choices, period. Forgetting completely about the sky punt, the cpu has been kicking out of bounds around the 29 yard line when I’m assuming they’re trying to pin me deep. So, their coffin corner logic needs a MASSIVE upgrade. Lol. Now, that may not be so much of a logic issue, of course. So, whatever they need to change there, idk, but it’s gotta be totally do-able. There has to be logic somewhere that dictates ‘where’ the punter aims during the punt, and they simply need to adjust. I’m all for making the cpu punters gold AFAIC. Lol. That would add more difficulty to the game being pinned inside your 5. But, again, what I constantly see is 29 yard action. That’s better than a downed kickoff!!!
    And, speaking programmatically, here, this should not be that difficult. Regardless of how difficult code can be, there has to be some level of abstraction that simply says, ‘aim 20 degrees left when on the left hash at midfield’, ‘choose sky punt within 45 yard line IF NO WIND’, etc. So, yeah, these are the changes that aren’t made that kill me. This shouldn’t be a massive ‘code change’. This should be the addition of ‘control parameters’ to adjust the logic/gameplay on a specific type of play, punt.
    Sent from my iPhone using Tapatalk
    OhMrHanky
    U know, it really just looks like a logic issue. Or, mostly a logic issue, I should say. From what I’ve seen/noticed, I feel like the cpu always chooses ‘sky punt’ when near the 50 or specifically on my side of the field. Kicking a sky punt into the wind then affects it even more causing the ridiculously short punts. So, in essence, they need to just not sky punt into high winds.
    However, the overall punting logic has been broken for years b4 they even added sky punt. So, while the sky punt is a part of the issue, they need to address the overall AI punt choices, period. Forgetting completely about the sky punt, the cpu has been kicking out of bounds around the 29 yard line when I’m assuming they’re trying to pin me deep. So, their coffin corner logic needs a MASSIVE upgrade. Lol. Now, that may not be so much of a logic issue, of course. So, whatever they need to change there, idk, but it’s gotta be totally do-able. There has to be logic somewhere that dictates ‘where’ the punter aims during the punt, and they simply need to adjust. I’m all for making the cpu punters gold AFAIC. Lol. That would add more difficulty to the game being pinned inside your 5. But, again, what I constantly see is 29 yard action. That’s better than a downed kickoff!!!
    And, speaking programmatically, here, this should not be that difficult. Regardless of how difficult code can be, there has to be some level of abstraction that simply says, ‘aim 20 degrees left when on the left hash at midfield’, ‘choose sky punt within 45 yard line IF NO WIND’, etc. So, yeah, these are the changes that aren’t made that kill me. This shouldn’t be a massive ‘code change’. This should be the addition of ‘control parameters’ to adjust the logic/gameplay on a specific type of play, punt.
    Sent from my iPhone using Tapatalk

    60 punt power and 40 punt accuracy doesn’t fix the flaw but it makes the great punters Great and the bad ones can struggle. Don’t see the ball hang on the sky punts for 20 yarders. The forty accuracy helps the ball drift horizontally,and keeps the yardage down. But you’ll still see 70+ yard boomers from time to time. It’s better than the sky punt thing. That can change the whole outcome and ebb and flow of a game.
    More importantly, it allows for better returns. Good returners will burn you if you/cpu make a mistake.
    tommycoa
    60 punt power and 40 punt accuracy doesn’t fix the flaw but it makes the great punters Great and the bad ones can struggle. Don’t see the ball hang on the sky punts for 20 yarders. The forty accuracy helps the ball drift horizontally,and keeps the yardage down. But you’ll still see 70+ yard boomers from time to time. It’s better than the sky punt thing. That can change the whole outcome and ebb and flow of a game.
    More importantly, it allows for better returns. Good returners will burn you if you/cpu make a mistake.

    Thanks for the tip, help and workaround.
    my problem is even when i call fair catch (learnt to even in coach mode) these short punts cause pr fumbles more often than not when the pr has 80+ catch
    Ueauvan
    my problem is even when i call fair catch (learnt to even in coach mode) these short punts cause pr fumbles more often than not when the pr has 80+ catch

    Control the returner before the snap. Call fair catch and don't go to catch it. Let the opponent recover it. The ball will bounce straight into the air, so you won't lose/gain any yards.
    I agree with the theory that the CPU chooses sky punt especially to combat extremely strong punters. This is what I did and I have not experienced a short punt in quite awhile. I reduced each punters Kick Power rating by 10 to 12 points. If a punters KP rating was 90, I reduced it between 80 or 78. It is very rare that I see the short punt now.
    My thinking is that because the punters power rating is lower, The CPU does not have to choose the Sky kick. It may be just a coincidence, but it definitely works for me. Give it a try on your next game. It only takes a minute or so and you can always return it to its original rating. It also reduces those 80 yd punts.
    CleveCluby
    I agree with the theory that the CPU chooses sky punt especially to combat extremely strong punters. This is what I did and I have not experienced a short punt in quite awhile. I reduced each punters Kick Power rating by 10 to 12 points. If a punters KP rating was 90, I reduced it between 80 or 78. It is very rare that I see the short punt now.
    My thinking is that because the punters power rating is lower, The CPU does not have to choose the Sky kick. It may be just a coincidence, but it definitely works for me. Give it a try on your next game. It only takes a minute or so and you can always return it to its original rating. It also reduces those 80 yd punts.

    Good stuff.
    I have my punt power at 52 ...and accuracy at 99 ...I can't remember ever seeing this issue in any game
    Not sure if it's because of my settings or another setting though tbh
    scitychamps87
    This is great news! What's funny about franchise without a trade meter is that I simply picture two GMs talking to each other on the phone like this:
    GM1: What would you like for Dez Bryant? How about a 3rd round pick?
    GM2: *hangs up phone*
    GM1: That offer must not have been good enough. Let me call him back. How about a 2nd round pick and a 3rd round pick.
    GM2: ****Radio silence
    ...7 hours later
    NFL League Office Email: Congratulations GM1 your trade for Dez Bryant has been accepted.
    GM1: I guess that's how this works.

    If this were more like Fifa we wouldn't have to imagine the two GM's talking in our minds because we would be able to actually play the scenario of them having trade discussions. Would love to see this come to Madden, as well as the contract negotiations where you're actually talking to the player and his agent.
    SteelerSpartan
    so its been a week, is it ok to download this one....did it not break anything else???

    ok, so im posting this to see if anyone else has noticed a few things that our online league has. I know this may seem like it should not be effected by this but after numerous guys in our league has been mentioning this, i asked other online commishes and they said they have noticed the same things increased in frequency in the last two weeks ( our league was in offseason the week of the patch, so we only been playing games for a week now).
    1- Increase in the amount of fumbles per game. We have had anywhere between 2-6 in games . Not every single game, but such an increase guys have been asking if sliders were adjusted ( and they most def was not). Just seems rather odd increase that everyone is saying started about 2 weeks ago.
    2- Increase in the amount of blocked FG and Xtra points. Again it happened once in blue moon before, now its happening frequently . Last night one team had 3 blocked , 2 of which returned for tds.
    Again , i dunno if this patch caused it in CFM, but i find it odd many are finding these things happening more in the last two weeks, so im posting here to see if anyone else is noticing this, and what mode you play offline or online?
    howboutdat
    ok, so im posting this to see if anyone else has noticed a few things that our online league has. I know this may seem like it should not be effected by this but after numerous guys in our league has been mentioning this, i asked other online commishes and they said they have noticed the same things increased in frequency in the last two weeks ( our league was in offseason the week of the patch, so we only been playing games for a week now).
    1- Increase in the amount of fumbles per game. We have had anywhere between 2-6 in games . Not every single game, but such an increase guys have been asking if sliders were adjusted ( and they most def was not). Just seems rather odd increase that everyone is saying started about 2 weeks ago.
    2- Increase in the amount of blocked FG and Xtra points. Again it happened once in blue moon before, now its happening frequently . Last night one team had 3 blocked , 2 of which returned for tds.
    Again , i dunno if this patch caused it in CFM, but i find it odd many are finding these things happening more in the last two weeks, so im posting here to see if anyone else is noticing this, and what mode you play offline or online?

    And just as a reference point , we keep close records on our season ending stats. Once i looked at this , i found we are on pace to almost double the amount of fumbles, and no sliders were touched.
    Last season :
    Top 5 most fumbles by team - Current pace after 4 weeks
    16 - 28
    13 - 28
    13 - 24
    12 - 20
    12 - 16
    So based on actual numbers, its looking like a def increase , and nothing has really changed but this update. These guys been playing in our league for a very long time, so its not people not holding cover ball , or other things like that. its a noticable increase across the entire league. Something is up .
    howboutdat
    And just as a reference point , we keep close records on our season ending stats. Once i looked at this , i found we are on pace to almost double the amount of fumbles, and no sliders were touched.
    Last season :
    Top 5 most fumbles by team - Current pace after 4 weeks
    16 - 28
    13 - 28
    13 - 24
    12 - 20
    12 - 16
    So based on actual numbers, its looking like a def increase , and nothing has really changed but this update. These guys been playing in our league for a very long time, so its not people not holding cover ball , or other things like that. its a noticable increase across the entire league. Something is up .

    I've also noticed a ton more forced fumbles in my current season than previous ones. Sliders untouched. The current season is with the most recent patch though.
    Hard to say as it's been a small sample size... but I have noticed the CPU blocking more of my FGs and PATs. I had recently started a new CFM with different XP sliders, but gameplay sliders are the same as my last two CFMs... so I figured it had something to with the player skill levels. If other people are seeing it with online leagues as well, then it might have something to do with the patch I suppose. I also had a game with six total fumbles, four by my team and two by the CPU... but beyond that one game, I haven't noticed any other big spikes.
    I haven't really noticed a change in the CPU blocking XP's and FG's. If you are getting perfect and land it in the accuracy area or close to it the CPU will miss the block even if they get the slow motion animation.
    Weather really impacts the chance the CPU will get the slow motion block animation though. Outdoor games and especially wind/snow have a huge impact. I've had a bunch of indoor games so far in my current season and haven't really noticed the CPU attempt any blocks. As soon as I have an outdoor game I see the CPU get one or two of those animations in a game during XP's.
    I’ve probably played a couple dozen games post patch and am not seeing the blocks at all. This is on all pro by the way.
    Sent from my iPhone using Operation Sports
    Devaster
    I haven't really noticed a change in the CPU blocking XP's and FG's. If you are getting perfect and land it in the accuracy area or close to it the CPU will miss the block even if they get the slow motion animation.
    Weather really impacts the chance the CPU will get the slow motion block animation though. Outdoor games and especially wind/snow have a huge impact. I've had a bunch of indoor games so far in my current season and haven't really noticed the CPU attempt any blocks. As soon as I have an outdoor game I see the CPU get one or two of those animations in a game during XP's.

    Blocked kicks seem to happen more in divisional or rivalry games. In other matchups, i see them every so often, but not nearly as much.
    Wished they had these blocks in NCAA. But in Madden, it’s just overkill. Only time i dont mind is extra points. That’s the only way cpu can miss.
    CPU has been blocking an Extra Point almost every game lately for me. The wind thing on CPU punts thing where they only travel 15 yards is happening for me too, but this isn't new. This has been happening since release.
    PhillyPhanatic14
    CPU has been blocking an Extra Point almost every game lately for me. The wind thing on CPU punts thing where they only travel 15 yards is happening for me too, but this isn't new. This has been happening since release.

    The wind punt thing is one of those where you close your eyes after it happens and reenvision the ball getting shanked off the side of the punters foot.
    Worst is when the returner fumbles it. I see less at 52 power and 100 acc. Also used 60-40. This wasn’t as bad before the last patch.
    Here is another thing that , while it has happened in the past it was very very rare. Ive had guys show me this screenshot more now in last 2 weeks than entire madden year so far.
    Everytime this has happened ( in online cfm ) it has happened to only 1 of the two players involved, and every single time it has happened as soon as the game is over . Like clock runs out , then when it would normally go to the cut scenes for after game, this error pops up ( PS4)
    http://image.ibb.co/n2yutS/image.jpg
    This has happened to me, as well as numerous others , each time happening at the very same time. Luckily the games have saved the data so far. However, really would like to see this fixed.
    I can definitely confirm that has been something done to the fumbling slider with the recent patch. I played nearly all of my last season on previous patches. And this new season on the current patch. My forced fumbles are through the roof. And that is even without coaching adjustments to stripping the ball or hard hits tackling.
    Going to need to re-adjust my fumbling sliders after the season or with some testing.
    Devaster
    I can definitely confirm that has been something done to the fumbling slider with the recent patch. I played nearly all of my last season on previous patches. And this new season on the current patch. My forced fumbles are through the roof. And that is even without coaching adjustments to stripping the ball or hard hits tackling.
    Going to need to re-adjust my fumbling sliders after the season or with some testing.

    it is for sure a real thing, im not sure how some dont notice it? We average about 3-4 games per week in our league , so we get alot of games in . We are half way thru season and our numbers are clearly higher across the board, not just a team or two. I tweeted it to rex and john , of course 0 reply to it .
    It has also been a noticable increase in Blocked fgs since this patch. I had two in my last game. i dont think ive had but about 5 all this madden ( we are in season 6 , in week 10 ). So ive had about 5 in 90 games, and already since this patch ive had 3-4 . Others in league have mentioned the same thing , and again , nothing has been changed in our sliders.
    I've never had an issue getting blocks. FG's/XP's/Punts. Just need to practice it. I get many every season. Sometimes more than one in a game. Been that way since day 1. I can't say I've noticed anything different with blocks, like I mentioned before.
    Forced fumbles are way up though. And that has been noticeable.
    Devaster
    I've never had an issue getting blocks. FG's/XP's/Punts. Just need to practice it. I get many every season. Sometimes more than one in a game. Been that way since day 1. I can't say I've noticed anything different with blocks, like I mentioned before.
    Forced fumbles are way up though. And that has been noticeable.

    maybe i just have gotten more lucky recently then on the blocked fgs. Last madden i had the timing down and blocked several fgs and punts, but ive yet to block a punt this year. Not sure why .
    There is for sure something up with more fumbles though. Really wish they would look into it .
    Has anyone noticed a change to how you can manage injured players? I thought previously you could only IR an injured player, but in my CFM I traded players to match real FA movements and realized one of them was injured. I could also send an injured rookie to the practice squad.
    Like I said I can't remember if this has been possible before, but to the best of my knowledge you couldn't move injured players between teams or to the PS before. I know for a fact you couldn't release an injured player but I haven't tried that yet.
    Another has been player #'s. A rookie QB on the Patriots PS had #12 and had forced Brady to change to #13. I moved the rookie to #4 and Brady back, but the team then had two #4 QBs on the PS.
    TMJOHNS18
    Has anyone noticed a change to how you can manage injured players? I thought previously you could only IR an injured player, but in my CFM I traded players to match real FA movements and realized one of them was injured. I could also send an injured rookie to the practice squad.
    Like I said I can't remember if this has been possible before, but to the best of my knowledge you couldn't move injured players between teams or to the PS before. I know for a fact you couldn't release an injured player but I haven't tried that yet.
    Another has been player #'s. A rookie QB on the Patriots PS had #12 and had forced Brady to change to #13. I moved the rookie to #4 and Brady back, but the team then had two #4 QBs on the PS.

    When you bring a player off the PS it will keep that player's number and change the current player's number to something else, if there are duplicate numbers. Which is stupid and definitely an error. That has been around since launch.
    As for injuries I believe you could move injured rookies and PS-eligible players to the PS since launch. I know I've done it before the recent patch.
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