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Madden NFL 19 Patch 1.10 Available - Adds Retractable Roofs, Commentary For Edited Draft Classes & More

Madden NFL 19

Madden NFL 19 Patch 1.10 Available - Adds Retractable Roofs, Commentary For Edited Draft Classes & More

EA has released Madden NFL 19 game update 1.10, featuring retractable roof stadiums for Atlanta, Houston, Arizona, Indianapolis, and Dallas when the weather is within acceptable NFL standards, added commentary for players edited in the Draft Class creator and quite a bit more. Nike 99 Club Gear is also available in Franchise and Play Now modes. The gear can be seen on Antonio Brown, Rob Gronkowski, and Luke Kuechly.

Check out the patch notes below and let us know what you’re seeing!

Key Highlights

  • Gameplay
    • Added new celebrations for both player signatures and team celebrations
    • Tuned to address a Field Goal Block exploit
  • Franchise
    • Retractable roof stadiums can now open in Franchise
    • Commentary is now available for players edited in the Draft Class creator
  • Madden Ultimate Team
    • Added new ability called “Route Specialist” that gives receivers unique hot routes based on their position and ratings

Change Log

  • Made general stability improvements

Franchise Updates

  • NOTE: All changes will be available to existing Cloud and Offline Franchises.
    • Added ability for Atlanta, Houston, Arizona, Indianapolis, and Dallas to have an open roof when the weather is within acceptable NFL standards
    • Added ability for the commentary to reference edited Draft Class players if the name has been recorded
    • Fixed issue where Formation Subs would not save for 4-3 Wide, Nickel 3-3-5, Nickel 3-3-5 Wide, and Nickel Double A Gap
    • Fixed the issue in Cloud Franchise where draft feedback incorrectly states “You Reached”
    • Fixed an issue where body appearance settings were not saved when editing a Draft Class
    • Fixed an issue where Field Goal stats weren’t tracking when a Punter starts as KOS
    • Fixed the issue causing the game to not proceed when starting a Cloud Franchise
    • Fixed an issue where snapshots won’t save when the game time is long
    • Fixed alignment of Team Success menu when rendering in 4K
    • Fixed situations where text can overlap in the News menu
    • Fixed overlapping text issue on Staff Changes menu
    • Fixed overlapping text issue on Re-Sign Staff menu
    • Added team color to the Team Salaries menu

Visual Updates

  • Updated player likeness for the following players:
    • Saints HB Alvin Kamara
    • Packers CB Jaire Alexander
    • Packers QB DeShone Kizer
    • Buccaneers WR Chris Godwin
    • Buccaneers HB Peyton Barber
    • Ravens HB Alex Collins
    • Ravens CB Tavon Young
    • Saints CB Ken Crawley
    • Saints RT Ryan Ramczyk
    • Saints FS Marcus Williams
    • Falcons TE Austin Hooper
    • Cowboys P Chris Jones
    • Redskins SS Montae Nicholson
    • Steelers QB Mason Rudolph
    • Browns CB Denzel Ward
  • More than doubled the number of Team Celebrations available after Touchdowns via the user-celebration mechanic
  • Added new signature TD celebrations for Cowboys HB Ezekiel Elliott
  • Added the Billionaire Strut to the Swagger user-celebration option
  • Fixed an issue sometimes causing the Passing Feedback text to stay on the screen too long
  • Fixed an issue causing the Jumbotron in the Eagles stadium to have an incorrect display image
  • Added new helmets and facemasks
    • Schutt F7 Helmet shell
    • Schutt Vengeance Z10 Helmet shell
    • Xenith Epic Helmet shell
    • Six new Schutt F7 Facemasks:
      • 2-bar
      • 3-bar
      • 3-bar RB
      • Robot
      • Robot RB
      • Fullcage

Gameplay Updates

  • Tuning
    • Tuned to increase the frequency of Facemask penalties when setting the Strip Ball coach adjustment to Aggressive
    • Tuned to allow QB’s a chance to fumble when tackled with a hit stick, even when holding down the Cover-Ball mechanic on RT/R2 – this applies to Competitive and Simulation game styles
    • Tuned to improve the running animation used when a ball carrier makes slight direction changes while holding the Acceleration Burst mechanic
    • Tuned to decrease disengage angles for defenders vs. the run game
      • DEV NOTE: A disengage is different than a block shed and is dictated by the STR rating of the two players involved in the block. By decreasing the angles, defenders will have to wait longer to disengage away from blockers as the ball carrier runs through the line. When looking at game data, we have seen that scoring and yards gained are below our target ranges, which led to this tuning change this applies to all game styles and difficulty levels.
    • Added logic to prevent extremely late Fair Catch calls on kick returns
      • DEV NOTE: When catching on a kick or punt return, there will now be a limited time window open to call for a fair catch. When the window closes, you will see the receiver “Lock” icon inside the player indicator to tell you that a fair catch can no longer be called. This aligns with NFL rules around fair catch calls, and also solves problems when catching the kick with an extremely late fair catch that would interfere with the catch animation.
    • Tuned stamina when holding down the acceleration burst mechanic to better align defensive players with offensive players – this applies to Competitive and Simulation game styles
  • Pass Coverage
    • Improved zone logic for Cover 3 and Cover 4 vs. multiple crossing routes, such as PA Boot Over plays
    • Finished the fix from previous title update so that Cover 3 will correctly cover both the flat and the wheel routes on Fake Screen Wheel plays
    • Fixed an issue causing deep zone players to sometimes not react to deep routes when using Man Up 3 Deep out of the Quarter formation
    • Improved zone logic for Cover 6 and Cover 4 Quarters coverages vs. Trips formations
    • Tuned to decrease the frequency of defenders playing the ball when covering routes well in front of the intended receiver
  • Real Player Motion
    • Addressed an issue causing kick and punt returners to sometimes use different running animations than when they were playing in their regular positions
    • Fixed a rare issue causing players to shuffle and/or run off the field after the end of a play
    • Fixed a rare issue causing the QB to throw a very inaccurate pass either sideways or backwards when throwing a short route to a receiver making a sudden change of direction
    • Fixed an issue causing the QB to sometimes fail to hand the ball to the back on HB Blunt Dive plays
    • Fixed an issue causing the ball to appear in the wrong hand for punters on Safety punts
  • Pre-Play
    • Addressed a rare online exploit being used with custom playbooks that caused the offensive team to leave the field, forcing the defensive user to quit the game and take the loss
      • DEV NOTE: If a user with an existing custom playbook attempts this exploit moving forward, the offensive line will huddle up by the ball and the offensive user will be penalized.
    • Tuned to improve jog animations after huddle breaks
    • Addressed an issue allowing offensive players to reset defensive player’s adjustments by using audibles in pre-play
    • Addressed an issue causing defensive linemen to move into each other when using audibles on Field Goal block plays
    • Removed ability to motion the inside TE in the I-Form Wing formation due to targeting issues it would cause that could lead to a fumble
    • Tuned to improve defensive back movement animations when getting set at the line in a press or man coverage position
  • Catching
    • Addressed an issue preventing a catch animation from triggering if the user had Bad Ballhawk Timing on an Interception attempt – now a catch animation will trigger, even if the button is pressed too early, but will still result in a drop
    • Made improvements to animation coverage for fumble recoveries
  • Blocking
    • Tuned to improve pass block targeting for running backs in the backfield
    • Fixed some issues causing blocking fullbacks on toss plays to obstruct the toss and cause a fumble vs. heavy defensive fronts, such as vs. Field Goal block formations
    • Improved logic for pass rush exploits dealing with defenders placed in a coverage or QB Spy assignment who would then quickly rush up the middle of the formation
    • Addressed an exploit around Field Goal blocks
  • NFL Rules
    • Fixed an issue preventing Illegal Block in the Back penalties from triggering in Simulation Game Style

Madden Ultimate Team Updates

  • Added new MUT ability – Route Specialist – which gives receivers unique hot routes based on their position and ratings, such as Post, Corner, Angle, and Stick ‘n Nod routes
  • Fixed an issue causing players in MUT equipped with the Situational Pass Rush ability to lose stamina too quickly
  • Fixed an issue preventing the MUT Footsteps ability from applying the proper penalty to receivers on Competitive game style
  • Addressed an issue preventing the MUT Under Pressure ability from applying the proper bonuses
  • Addressed an issue preventing the MUT Out My Way ability from applying the proper bonuses
  • Addressed an issue preventing the MUT Stiff Arm Specialist ability from applying the proper bonuses
  • Addressed an issue preventing WR Off the Line release mechanics (Footfire and Change-Up) from working properly in MUT Squads
  • Added the ability to post auctions with a specific value
406 Comments

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Discussion
  1. Really happy tat fumbles aren't going to be so poor anymore (touch wood)
    Frustrating that that things like route specialist to open up new hot routes is a thing in MUT, but in CFM you can't audible to a post, amongst others.
    Weird that they made the "protect ball" mechanic useless for QBs now. I guess they are doing their best to limit QB scrambling... instead of fixing the D awareness around it, just nerf the QB. Standard Madden logic. Hinder one instead of fixing the other.
    Disengage on the DL is interesting. Hopefully it works well!
    I only hope that they one day truly fix the user picks that happen with a linebacker with his back to the ball, the crazy psychic INTS that shouldnt happen.
    Otherwise, hoping for a positive outcome
    LovejoyOTF
    nothing on qb rushing sim stats.

    That does not necessarily mean that it wasn't fixed, but there is a good chance it yet again was not touched, which is insane to me.
    Sim stats are very broken, they need an update badly! When is this patch hitting?
    This is the first time I can remember when an exact date for a patch was announced and details shared prior to it being available
    I'm guessing this is why , looks like something has gone awry and there has been a delay
    briz1046
    This is the first time I can remember when an exact date for a patch was announced and details shared prior to it being available
    I'm guessing this is why , looks like something has gone awry and there has been a delay

    More appropriately it fits in with most Madden updates. A host of issues will be fixed and new ones will be created, like every Madden. They can't even release the patch notes correctly...
    Potvin63
    More appropriately it fits in with most Madden updates. A host of issues will be fixed and new ones will be created, like every Madden. They can't even release the patch notes correctly...

    That wasn't my point at all , I wasn't bashing EA , merely stating my understanding of their normal caution when giving update schedule details ( a ton of things outside of EA control can go wrong) and expressing surprise in how this had been promoted before it's release
    Someone on Reddit got most of the notes copied before it got taken down...
    Hopefully this pastes over correctly.
    Key Highlights

    • Gameplay

      • Added new celebrations for both player signatures and team celebrations
      • Tuned to address a Field Goal Block exploit

    • Franchise

      • Retractable roof stadiums can now open in Franchise
      • Commentary is now available for players edited in the Draft Class creator

    • Madden Ultimate Team

      • Added new ability called “Route Specialist” that gives receivers unique hot routes based on their position and ratings


    Change Log

    • Made general stability improvements

    Franchise Updates

    • NOTE: All changes will be available to existing Cloud and Offline Franchises.

      • Added ability for Atlanta, Houston, Arizona, Indianapolis, and Dallas to have an open roof when the weather is within acceptable NFL standards
      • Added ability for the commentary to reference edited Draft Class players if the name has been recorded
      • Fixed issue where Formation Subs would not save for 4-3 Wide, Nickel 3-3-5, Nickel 3-3-5 Wide, and Nickel Double A Gap
      • Fixed the issue in Cloud Franchise where draft feedback incorrectly states “You Reached”
      • Fixed an issue where body appearance settings were not saved when editing a Draft Class
      • Fixed an issue where Field Goal stats weren't tracking when a Punter starts as KOS
      • Fixed the issue causing the game to not proceed when starting a Cloud Franchise
      • Fixed an issue where snapshots won't save when the game time is long
      • Fixed alignment of Team Success menu when rendering in 4K
      • Fixed situations where text can overlap in the News menu
      • Fixed overlapping text issue on Staff Changes menu
      • Fixed overlapping text issue on Re-Sign Staff menu
      • Added team color to the Team Salaries menu


    Visual Updates

    • Updated player likeness for the following players:

      • Saints HB Alvin Kamara
      • Packers CB Jaire Alexander
      • Packers QB DeShone Kizer
      • Buccaneers WR Chris Godwin
      • Buccaneers HB Peyton Barber
      • Ravens HB Alex Collins
      • Ravens CB Tavon Young
      • Saints CB Ken Crawley
      • Saints RT Ryan Ramczyk
      • Saints FS Marcus Williams
      • Falcons TE Austin Hooper
      • Cowboys P Chris Jones
      • Redskins SS Montae Nicholson
      • Steelers QB Mason Rudolph
      • Browns CB Denzel Ward

    • More than doubled the number of Team Celebrations available after Touchdowns via the user-celebration mechanic
    • Added new signature TD celebrations for Cowboys HB Ezekiel Elliott
    • Added the Billionaire Strut to the Swagger user-celebration option
    • Fixed an issue sometimes causing the Passing Feedback text to stay on the screen too long
    • Fixed an issue causing the Jumbotron in the Eagles stadium to have an incorrect display image
    • Added new helmets and facemasks

      • Schutt F7 Helmet shell
      • Schutt Vengeance Z10 Helmet shell
      • Xenith Epic Helmet shell
      • Six new Schutt F7 Facemasks:

        • 2-bar
        • 3-bar
        • 3-bar RB
        • Robot
        • Robot RB
        • Fullcage



    Gameplay Updates

    • Tuning

      • Tuned to increase the frequency of Facemask penalties when setting the Strip Ball coach adjustment to Aggressive
      • Tuned to allow QB's a chance to fumble when tackled with a hit stick, even when holding down the Cover-Ball mechanic on RT/R2 – this applies to Competitive and Simulation game styles
      • Tuned to improve the running animation used when a ball carrier makes slight direction changes while holding the Acceleration Burst mechanic
      • Tuned to decrease disengage angles for defenders vs. the run game

        • DEV NOTE: A disengage is different than a block shed and is dictated by the STR rating of the two players involved in the block. By decreasing the angles, defenders will have to wait longer to disengage away from blockers as the ball carrier runs through the line. When looking at game data, we have seen that scoring and yards gained are below our target ranges, which led to this tuning changethis applies to all game styles and difficulty levels.

      • Added logic to prevent extremely late Fair Catch calls on kick returns

        • DEV NOTE: When catching on a kick or punt return, there will now be a limited time window open to call for a fair catch. When the window closes, you will see the receiver “Lock” icon inside the player indicator to tell you that a fair catch can no longer be called. This aligns with NFL rules around fair catch calls, and also solves problems when catching the kick with an extremely late fair catch that would interfere with the catch animation.

      • Tuned stamina when holding down the acceleration burst mechanic to better align defensive players with offensive players – this applies to Competitive and Simulation game styles

    • Pass Coverage

      • Improved zone logic for Cover 3 and Cover 4 vs. multiple crossing routes, such as PA Boot Over plays
      • Finished the fix from previous title update so that Cover 3 will correctly cover both the flat and the wheel routes on Fake Screen Wheel plays
      • Fixed an issue causing deep zone players to sometimes not react to deep routes when using Man Up 3 Deep out of the Quarter formation
      • Improved zone logic for Cover 6 and Cover 4 Quarters coverages vs. Trips formations
      • Tuned to decrease the frequency of defenders playing the ball when covering routes well in front of the intended receiver

    • Real Player Motion

      • Addressed an issue causing kick and punt returners to sometimes use different running animations than when they were playing in their regular positions
      • Fixed a rare issue causing players to shuffle and/or run off the field after the end of a play
      • Fixed a rare issue causing the QB to throw a very inaccurate pass either sideways or backwards when throwing a short route to a receiver making a sudden change of direction
      • Fixed an issue causing the QB to sometimes fail to hand the ball to the back on HB Blunt Dive plays
      • Fixed an issue causing the ball to appear in the wrong hand for punters on Safety punts

    • Pre-Play

      • Addressed a rare online exploit being used with custom playbooks that caused the offensive team to leave the field, forcing the defensive user to quit the game and take the loss

        • DEV NOTE: If a user with an existing custom playbook attempts this exploit moving forward, the offensive line will huddle up by the ball and the offensive user will be penalized.

      • Tuned to improve jog animations after huddle breaks
      • Addressed an issue allowing offensive players to reset defensive player's adjustments by using audibles in pre-play
      • Addressed an issue causing defensive linemen to move into each other when using audibles on Field Goal block plays
      • Removed ability to motion the inside TE in the I-Form Wing formation due to targeting issues it would cause that could lead to a fumble
      • Tuned to improve defensive back movement animations when getting set at the line in a press or man coverage position

    • Catching

      • Addressed an issue preventing a catch animation from triggering if the user had Bad Ballhawk Timing on an Interception attempt – now a catch animation will trigger, even if the button is pressed too early, but will still result in a drop
      • Made improvements to animation coverage for fumble recoveries

    • Blocking

      • Tuned to improve pass block targeting for running backs in the backfield
      • Fixed some issues causing blocking fullbacks on toss plays to obstruct the toss and cause a fumble vs. heavy defensive fronts, such as vs. Field Goal block formations
      • Improved logic for pass rush exploits dealing with defenders placed in a coverage or QB Spy assignment who would then quickly rush up the middle of the formation
      • Addressed an exploit around Field Goal blocks

    • NFL Rules

      • Fixed an issue preventing Illegal Block in the Back penalties from triggering in Simulation Game Style


    Madden Ultimate Team Updates

    • Added new MUT ability – Route Specialist – which gives receivers unique hot routes based on their position and ratings, such as Post, Corner, Angle, and Stick 'n Nod routes
    • Fixed an issue causing players in MUT equipped with the Situational Pass Rush ability to lose stamina too quickly
    • Fixed an issue preventing the MUT Footsteps ability from applying the proper penalty to receivers on Competitive game style
    • Addressed an issue preventing the MUT Under Pressure ability from applying the proper bonuses
    • Addressed an issue preventing the MUT Out My Way ability from applying the proper bonuses
    • Addressed an issue preventing the MUT Stiff Arm Specialist ability from applying the proper bonuses
    • Addressed an issue preventing WR Off the Line release mechanics (Footfire and Change-Up) from working properly in MUT Squads
    • Added the ability to post auctions with a specific value
    briz1046
    This is the first time I can remember when an exact date for a patch was announced and details shared prior to it being available
    I'm guessing this is why , looks like something has gone awry and there has been a delay

    Yep, they forgot that no matter how much people are upset when you don't say anything until after the fact, this is much worse. Unless it's just been delayed by a few hours this a big gaff. Don't give a specific date, put out the notes, pull them back(I had the page up when people said that it had been pulled so I copied them to a document) and then don't say anything about what happen. I'm not going to attack anyone about it, but I can't lie I was melting down when went to go download it and it wasn't there.
    Some of the highlights to me-
  2. Retractable roof stadiums can now open in Franchise
  3. Addressed an issue causing kick and punt returners to sometimes use different running animations than when they were playing in their regular positions
  4. Tuned to improve jog animations after huddle breaks -- finally no more delay of game penalties because the guys are walking too slow
  5. Tuned to improve defensive back movement animations when getting set at the line in a press or man coverage position -- hopefully this means they won't get beat off the line in press immediately now regardless of rating and they'll lineup correctly.
  6. PhillyPhanatic14
    Some of the highlights to me-
  7. Retractable roof stadiums can now open in Franchise
  8. Addressed an issue causing kick and punt returners to sometimes use different running animations than when they were playing in their regular positions
  9. Tuned to improve jog animations after huddle breaks -- finally no more delay of game penalties because the guys are walking too slow
  10. Tuned to improve defensive back movement animations when getting set at the line in a press or man coverage position -- hopefully this means they won't get beat off the line in press immediately now regardless of rating and they'll lineup correctly.

  11. yeah they need release this patch now. i need it now to play and see how good it is.. Come on EA, release patch now
    jfsolo
    Yep, they forgot that no matter how much people are upset when you don't say anything until after the fact, this is much worse. Unless it's just been delayed by a few hours this a big gaff. Don't give a specific date, put out the notes, pull them back(I had the page up when people said that it had been pulled so I copied them to a document) and then don't say anything about what happen. I'm not going to attack anyone about it, but I can't lie I was melting down when went to go download it and it wasn't there.

    You were melting down over a video game patch?
    Sent from my iPhone using Tapatalk Pro
    ChicagoChris
    You were melting down over a video game patch?
    Sent from my iPhone using Tapatalk Pro

    Yep, I threw my controller against the wall and it smashed into pieces... For me a meltdown is, "What, where is it at, it's not here, that sucks." Reasonable hyperbole for the win.
    If the reddit notes are correct, its seems like a decent patch. Im glad they focused on player movement, which needs improving badly. The other stuff is just fluff to me at this point.
    Kane said on Twitter - 'updates to equipment in game and new options to give bigger shoulder pads to mimic the 70's and 80's'.
    If the pads thing actually happens and is executed well, I will be excited. Not excited currently that it's not mentioned on the actual list that was posted (then wasn't).
    jfsolo
    Yep, they forgot that no matter how much people are upset when you don't say anything until after the fact, this is much worse. Unless it's just been delayed by a few hours this a big gaff. Don't give a specific date, put out the notes, pull them back(I had the page up when people said that it had been pulled so I copied them to a document) and then don't say anything about what happen. I'm not going to attack anyone about it, but I can't lie I was melting down when went to go download it and it wasn't there.

    Actually this happened last month as well..I think there is a technical problem..
    l8knight1
    Kane said on Twitter - 'updates to equipment in game and new options to give bigger shoulder pads to mimic the 70's and 80's'.
    If the pads thing actually happens and is executed well, I will be excited. Not excited currently that it's not mentioned on the actual list that was posted (then wasn't).

    Bigger? Lol omg
    Idk about anyone else but my online CFM had had all of the retractable roofs open for the past two weeks already. I wonder if it was a stealth patch that did that for some sort of testing and we will now have the option of open or closed?
    lbj273
    Idk about anyone else but my online CFM had had all of the retractable roofs open for the past two weeks already. I wonder if it was a stealth patch that did that for some sort of testing and we will now have the option of open or closed?

    I thought that this was happening in my Colts CFM, but since I don't really pay attention to stuff like this, I though that I was imagining things.
    cthurt
    Lol I was hoping for a smaller option bigger should be interacting to see

    I'm hoping it will mean more authentic looking retro long sleeves and lower profile.
    lbj273
    Idk about anyone else but my online CFM had had all of the retractable roofs open for the past two weeks already. I wonder if it was a stealth patch that did that for some sort of testing and we will now have the option of open or closed?

    Playing a offline cfm at the falcons it was open.
    sabastiane
    Playing a offline cfm at the falcons it was open.

    Cowboys roof doesn't open that why i want play with Cowboys in offline franchise.. i am tired of waiting for EA to release this patch
    This looks like a good patch for an RPM issue and game play issue.
    It will get here when it get's here.
    In the famous words of Aaron Rodgers, Relax.
    Did I read that correctly...they removed block in the back penalty in Simulation ?
    Edit: I stand corrected thanks jfsolo! Reading isn’t my strong suit.
    Sent from my iPhone using Operation Sports
    michaelhawj
    yes, i don't know why EA took it down

    They weren't supposed to go up when they did. The timing for the patch is around 1pm EST today and having the notes up implies that the patch is out which creates issues with feedback as well as people asking where the update is and why they can't get it.
    lbj273
    Idk about anyone else but my online CFM had had all of the retractable roofs open for the past two weeks already. I wonder if it was a stealth patch that did that for some sort of testing and we will now have the option of open or closed?

    I'm pretty sure a lot of changes and fixes that end up in patch notes are things that can be pushed out immediately into online CFM's whereas offline CFM's have to wait until patches to get the changes.
    StefJoeHalt
    Did I read that correctly...they removed block in the back penalty in Simulation ?
    Sent from my iPhone using Operation Sports

    No, it's the opposite, they fixed a bug that was causing it not trigger in sim mode.
    DeuceDouglas
    They weren't supposed to go up when they did. The timing for the patch is around 1pm EST today and having the notes up implies that the patch is out which creates issues with feedback as well as people asking where the update is and why they can't get it.
    I'm pretty sure a lot of changes and fixes that end up in patch notes are things that can be pushed out immediately into online CFM's whereas offline CFM's have to wait until patches to get the changes.
    So the open roofs would have been pushed out two weeks ahead of the rest of the patch?
    Did this patch mentioned anything about fixing the problem of offline save files corrupting at the year 5 or 6 mark? Without a fix to this offline franchise is essentially a 5 season mode.
    DeuceDouglas
    They weren't supposed to go up when they did. The timing for the patch is around 1pm EST today and having the notes up implies that the patch is out which creates issues with feedback as well as people asking where the update is and why they can't get it.
    I'm pretty sure a lot of changes and fixes that end up in patch notes are things that can be pushed out immediately into online CFM's whereas offline CFM's have to wait until patches to get the changes.

    how you know about the patch coming around 1pm EST today ?
    ChiefKeef300
    Man they gotta fix the QB sim rushing stats. It bums me out not knowin if a next Michael Vick entered the league.

    yeah i noticed QB sim stats doesn't look good on scrambler QB like Russell Wilson, Deshaun Watson and other QBs
    F17
    Really happy tat fumbles aren't going to be so poor anymore (touch wood)
    Frustrating that that things like route specialist to open up new hot routes is a thing in MUT, but in CFM you can't audible to a post, amongst others.
    Weird that they made the "protect ball" mechanic useless for QBs now. I guess they are doing their best to limit QB scrambling... instead of fixing the D awareness around it, just nerf the QB. Standard Madden logic. Hinder one instead of fixing the other.
    Disengage on the DL is interesting. Hopefully it works well!
    I only hope that they one day truly fix the user picks that happen with a linebacker with his back to the ball, the crazy psychic INTS that shouldnt happen.
    Otherwise, hoping for a positive outcome

    It's also like how they've limited user control of QB movements in/out of the pocket. Rather than developing the defensive A.I. to be smart enough to pursue users -- who for the past 17 years have been dropping back their QB 15 yards to buy themself time to throw the ball (and still deliver an accurate ball 40 past the LoS) -- now they've taken user control of your QB away to where you have to wait until your QB dropback animation finishes, pause, then you can re-position your QB. No fixes to A.I., just band-aids...
    Brooke2011
    Those 99 cleats and gloves were in the game then got pulled.... so it’s not really something new. I was thinking in the line of custom cleats

    Yea, why would that be something Kane can’t talk about.......????? It was already in the game. I’ll wait for official details to be back up but if the update is only new helmets, facemasks, 99 club cleats, gloves that is a huge letdown......but I’m used to it at this point.....so whatever.
    Sent from my iPhone using Operation Sports
    Cato06
    Yea, why would that be something Kane can’t talk about.......????? It was already in the game. I’ll wait for official details to be back up but if the update is only new helmets, facemasks, 99 club cleats, gloves that is a huge letdown......but I’m used to it at this point.....so whatever.
    Sent from my iPhone using Operation Sports

    So the 99 cleats got taken out? I noticed they were in at launch but haven't looked since. Are they supposed to come back sometime?
    Not sure what the hype is about the 99 cleats anyways to be honest. They were already in the game and I would never use them anyways. Kuechly isnt running around in them in real life. Em, I missing something?
    PhillyPhanatic14
    So the 99 cleats got taken out? I noticed they were in at launch but haven't looked since. Are they supposed to come back sometime?

    They were in i think on the first title update then got removed. Supposedly back for this title update.... if that list above is correct, looks like we only got helmet and facemask updates....(oh and armtape......) Not exactly hype worthy if you ask me. retractable roofs are cool but that has nothing to do with equipment. Unless well find more thats not listed after we download the update. Not gonna jump the gun with opinions until i download and go through everything.
    Soooooooo the hype was 99 cleats.......which we already saw in a previous title update..... and some facemasks......
    Sent from my iPhone using Operation Sports
    bad_philanthropy
    Retractable roof stadiums in Franchise was not expected. JayD is going to lose his mind.

    daaaaaaaaang! Question is, can you close Mercedes Benz Stadium's roof being that it was already open at default?
    This game is plaqued with suction tackling, I mean just plagued with suction tackling into an animation. Might be the worst Ive ever experienced in a football game. Hopefully some of the player movement & disengage improves on this.
    They literally needed two years to fix kicking stats and formation subs.
    Man I’m already pumped up for October 2020 when we finally get to see Cam Newton rush for more than 7 yards in a season.
    Sent from my iPhone using Operation Sports
    Haven't had a chance to play yet but if players are still walking through each other's bodies when breaking the huddle on offense I'm gonna blow a gasket! Please tell me they fixed this! Don't even want to touch this game unless this is fixed.
    *Edit* Just had a chance to play. Players are STILL walking through each other's bodies when breaking the huddle on offense SMH! This is embarrassing that this is happening in a 2018 football game!
    Also they STILL haven't fixed the glitch where the players receiving a kick off or punt have a slight pause or hitch before running. You're player will glide about 3 yards forward before running. This happens when you play on any gameplay speed other than normal.
    Come on EA! I really want to play Madden this year but you're making it so hard!
    JayD
    daaaaaaaaang! Question is, can you close Mercedes Benz Stadium's roof being that it was already open at default?

    Can someone give a test on this?
    DaReal Milticket
    This game is plaqued with suction tackling, I mean just plagued with suction tackling into an animation. Might be the worst Ive ever experienced in a football game. Hopefully some of the player movement & disengage improves on this.
    My video from last month:
    Cool that they added custom commentary for created and drafted players who have names that are already in the game. Hopefully they also fixed all the other najor commentary issues such as incomplete passes by the qb often result in the commentary thinking it was a trick play where tue qb didn't throw the ball.
    Sent from my LG-AS993 using Tapatalk
    Curious if you can actually select open roof or if the game randomly determines if it is open. Either way, nice that they fixed it. Domes look awful to play in for the most part, having the open roof lighting is an improvement.
    pimpycraig
    I want to see Marcus Williams for the saints. See if he has a scan, or if they only adjusted the generic head.

    He’s in. All those players have their scans and they all look great. No big heads or tiny heads. Hayden Hurst has red hair now and Alex Collins looks great, so I’m happy!
    TBH the added commentary for custom draft classes might be the biggest addition. I completely avoided using any non-generated draft class because I can't stand not hearing a single player called by name. This essentially just opened up custom draft classes for me. Super pumped.
    Silas34
    Where can i see the patchnotes? Links in the original post arent loading 😩

    This update is a heavily influenced by your community feedback. Make sure to give us more feedback on the official forums here.
    Plus, Nike 99 Club Gear enters the game in Franchise and Play Now. Make sure to try Antonio Brown, Rob Gronkowski, and Luke Kuechly to see the swag in action.
    Key Highlights

    • Gameplay

      • Added new celebrations for both player signatures and team celebrations
      • Tuned to address a Field Goal Block exploit

    • Franchise

      • Retractable roof stadiums can now open in Franchise
      • Commentary is now available for players edited in the Draft Class creator

    • Madden Ultimate Team

      • Added new ability called “Route Specialist” that gives receivers unique hot routes based on their position and ratings


    Change Log

    • Made general stability improvements

    Franchise Updates

    • NOTE: All changes will be available to existing Cloud and Offline Franchises.

      • Added ability for Atlanta, Houston, Arizona, Indianapolis, and Dallas to have an open roof when the weather is within acceptable NFL standards
      • Added ability for the commentary to reference edited Draft Class players if the name has been recorded
      • Fixed issue where Formation Subs would not save for 4-3 Wide, Nickel 3-3-5, Nickel 3-3-5 Wide, and Nickel Double A Gap
      • Fixed the issue in Cloud Franchise where draft feedback incorrectly states “You Reached”
      • Fixed an issue where body appearance settings were not saved when editing a Draft Class
      • Fixed an issue where Field Goal stats weren't tracking when a Punter starts as KOS
      • Fixed the issue causing the game to not proceed when starting a Cloud Franchise
      • Fixed an issue where snapshots won't save when the game time is long
      • Fixed alignment of Team Success menu when rendering in 4K
      • Fixed situations where text can overlap in the News menu
      • Fixed overlapping text issue on Staff Changes menu
      • Fixed overlapping text issue on Re-Sign Staff menu
      • Added team color to the Team Salaries menu


    Visual Updates

    • Updated player likeness for the following players:

      • Saints HB Alvin Kamara
      • Packers CB Jaire Alexander
      • Packers QB DeShone Kizer
      • Buccaneers WR Chris Godwin
      • Buccaneers HB Peyton Barber
      • Ravens HB Alex Collins
      • Ravens CB Tavon Young
      • Saints CB Ken Crawley
      • Saints RT Ryan Ramczyk
      • Saints FS Marcus Williams
      • Falcons TE Austin Hooper
      • Cowboys P Chris Jones
      • Redskins SS Montae Nicholson
      • Steelers QB Mason Rudolph
      • Browns CB Denzel Ward

    • More than doubled the number of Team Celebrations available after Touchdowns via the user-celebration mechanic
    • Added new signature TD celebrations for Cowboys HB Ezekiel Elliott
    • Added the Billionaire Strut to the Swagger user-celebration option
    • Fixed an issue sometimes causing the Passing Feedback text to stay on the screen too long
    • Fixed an issue causing the Jumbotron in the Eagles stadium to have an incorrect display image
    • Added new helmets and facemasks

      • Schutt F7 Helmet shell
      • Schutt Vengeance Z10 Helmet shell
      • Xenith Epic Helmet shell
      • Six new Schutt F7 Facemasks:

        • 2-bar
        • 3-bar
        • 3-bar RB
        • Robot
        • Robot RB
        • Fullcage



    Gameplay Updates

    • Tuning

      • Tuned to increase the frequency of Facemask penalties when setting the Strip Ball coach adjustment to Aggressive
      • Tuned to allow QB's a chance to fumble when tackled with a hit stick, even when holding down the Cover-Ball mechanic on RT/R2 – this applies to Competitive and Simulation game styles
      • Tuned to improve the running animation used when a ball carrier makes slight direction changes while holding the Acceleration Burst mechanic
      • Tuned to decrease disengage angles for defenders vs. the run game

        • DEV NOTE: A disengage is different than a block shed and is dictated by the STR rating of the two players involved in the block. By decreasing the angles, defenders will have to wait longer to disengage away from blockers as the ball carrier runs through the line. When looking at game data, we have seen that scoring and yards gained are below our target ranges, which led to this tuning change this applies to all game styles and difficulty levels.

      • Added logic to prevent extremely late Fair Catch calls on kick returns

        • DEV NOTE: When catching on a kick or punt return, there will now be a limited time window open to call for a fair catch. When the window closes, you will see the receiver “Lock” icon inside the player indicator to tell you that a fair catch can no longer be called. This aligns with NFL rules around fair catch calls, and also solves problems when catching the kick with an extremely late fair catch that would interfere with the catch animation.

      • Tuned stamina when holding down the acceleration burst mechanic to better align defensive players with offensive players – this applies to Competitive and Simulation game styles

    • Pass Coverage

      • Improved zone logic for Cover 3 and Cover 4 vs. multiple crossing routes, such as PA Boot Over plays
      • Finished the fix from previous title update so that Cover 3 will correctly cover both the flat and the wheel routes on Fake Screen Wheel plays
      • Fixed an issue causing deep zone players to sometimes not react to deep routes when using Man Up 3 Deep out of the Quarter formation
      • Improved zone logic for Cover 6 and Cover 4 Quarters coverages vs. Trips formations
      • Tuned to decrease the frequency of defenders playing the ball when covering routes well in front of the intended receiver

    • Real Player Motion

      • Addressed an issue causing kick and punt returners to sometimes use different running animations than when they were playing in their regular positions
      • Fixed a rare issue causing players to shuffle and/or run off the field after the end of a play
      • Fixed a rare issue causing the QB to throw a very inaccurate pass either sideways or backwards when throwing a short route to a receiver making a sudden change of direction
      • Fixed an issue causing the QB to sometimes fail to hand the ball to the back on HB Blunt Dive plays
      • Fixed an issue causing the ball to appear in the wrong hand for punters on Safety punts

    • Pre-Play

      • Addressed a rare online exploit being used with custom playbooks that caused the offensive team to leave the field, forcing the defensive user to quit the game and take the loss

        • DEV NOTE: If a user with an existing custom playbook attempts this exploit moving forward, the offensive line will huddle up by the ball and the offensive user will be penalized.

      • Tuned to improve jog animations after huddle breaks
      • Addressed an issue allowing offensive players to reset defensive player's adjustments by using audibles in pre-play
      • Addressed an issue causing defensive linemen to move into each other when using audibles on Field Goal block plays
      • Removed ability to motion the inside TE in the I-Form Wing formation due to targeting issues it would cause that could lead to a fumble
      • Tuned to improve defensive back movement animations when getting set at the line in a press or man coverage position

    • Catching

      • Addressed an issue preventing a catch animation from triggering if the user had Bad Ballhawk Timing on an Interception attempt – now a catch animation will trigger, even if the button is pressed too early, but will still result in a drop
      • Made improvements to animation coverage for fumble recoveries

    • Blocking

      • Tuned to improve pass block targeting for running backs in the backfield
      • Fixed some issues causing blocking fullbacks on toss plays to obstruct the toss and cause a fumble vs. heavy defensive fronts, such as vs. Field Goal block formations
      • Improved logic for pass rush exploits dealing with defenders placed in a coverage or QB Spy assignment who would then quickly rush up the middle of the formation
      • Addressed an exploit around Field Goal blocks

    • NFL Rules

      • Fixed an issue preventing Illegal Block in the Back penalties from triggering in Simulation Game Style


    Madden Ultimate Team Updates

    • Added new MUT ability – Route Specialist – which gives receivers unique hot routes based on their position and ratings, such as Post, Corner, Angle, and Stick 'n Nod routes
    • Fixed an issue causing players in MUT equipped with the Situational Pass Rush ability to lose stamina too quickly
    • Fixed an issue preventing the MUT Footsteps ability from applying the proper penalty to receivers on Competitive game style
    • Addressed an issue preventing the MUT Under Pressure ability from applying the proper bonuses
    • Addressed an issue preventing the MUT Out My Way ability from applying the proper bonuses
    • Addressed an issue preventing the MUT Stiff Arm Specialist ability from applying the proper bonuses
    • Addressed an issue preventing WR Off the Line release mechanics (Footfire and Change-Up) from working properly in MUT Squads
    • Added the ability to post auctions with a specific value
    I never noticed if a Roof was open or not so this to me doesn't matter.
    The biggies to me are game freezing after five seasons
    My runners being chased down by defenders with nobody in front of them so is that a fatique issue?
    And of course numerous other bugs but those are big ones to me. I haven't had a draft yet so I cant address that. I haven't played the game the past week
    jahswill
    I'm not seeing the update. Im on Xbox. Anyone else not seeing it?

    JayD
    I don't believe it's been released yet.

    the update became available at 1pm EST on my xbox...
    haven't had much of a chance yet to test out game play however there's been some obvious improvements to the equipment and presentation part of the game.
    Thank you EA/Kane for finally adding those helmets.
    l8knight1
    Kane said on Twitter - 'updates to equipment in game and new options to give bigger shoulder pads to mimic the 70's and 80's'.
    If the pads thing actually happens and is executed well, I will be excited. Not excited currently that it's not mentioned on the actual list that was posted (then wasn't).

    If the above reference to new options for pads are in this patch, I can't find them....
    l8knight1
    If the above reference to new options for pads are in this patch, I can't find them....

    Massive pad options ( ridiculously so ) have been in the game from day 1
    This seems like it could have an impact on the run game (improving it) at the expense of what will probably be seen as "suction blocking"
    Tuned to decrease disengage angles for defenders vs. the run game
    DEV NOTE: A disengage is different than a block shed and is dictated by the STR rating of the two players involved in the block. By decreasing the angles, defenders will have to wait longer to disengage away from blockers as the ball carrier runs through the line. When looking at game data, we have seen that scoring and yards gained are below our target ranges, which led to this tuning change – this applies to all game styles and difficulty levels.

    Interested to try it out. Could help the CPU's run game.
    I don't know if this has already been addressed in this thread but do we know if the updated commentary also works for created players and current players who have been edited?
    I played about 4 minutes of 1 quarter in my cfm game, I saw a bunch of wonky stuff, I'd call RPM related. I've never really seen anything to out of line, but in this instance, it was all pretty noticeable, and frequent.
    I reset my game as i ended up not having time to play, so i'll be interested to see how the patch "settles in".
    davep
    I don't see any fix for the lack of a CPU running game or is it hidden in there?

    Reading between the lines a little, an decrease to the disengage angle for a defender means that an engaged defender won't be able to pursue a ballcarrier quite as quickly (depending on their strength rating). That's going to free up lanes for the running game.
    It also means the blocking will probably look a little more "suction'y" than before, since it will often take longer for defenders to disengage. So, it's a double-edged sword.
    BadAssHskr
    I played about 4 minutes of 1 quarter in my cfm game, I saw a bunch of wonky stuff, I'd call RPM related. I've never really seen anything to out of line, but in this instance, it was all pretty noticeable, and frequent.
    I reset my game as i ended up not having time to play, so i'll be interested to see how the patch "settles in".

    After all these years I'm convinced patches don't take well to existing CFMs. I posted numerous videos in the previous impressions thread of crazy stuff I've seen in my Jets CFM since the last patch. Other users said they've never seen anything like it.
    After this patch drops I may play a few games in a test CFM. Not sure I'd restart my Jets CFM anyway since I'm almost finished with Year 2 and had a really fun first draft class.
    Can anyone confirm or deny if the Raiders/Bears have the correct draft picks they should have following the Mack trade? I know prior to this patch they did not.
    But Packers have the Saints 1st round pick, so I have hope the Raiders got their picks after this patch.
    Steve_OS
    Look at this loveliness...

    Nice!! i may play with colts then in my next rebuild franchise. i didnt want to play with them because of the closed roof. I didnt see any mention of the relocation stadiums tho with the closed roof so i bet theyre not touched which sucks tho. they have to fix this!
    but all in all, with the stadiums opening the roofs, some rpm adjustments, the line play adjustments, and the commentary finally saying draftees names, this is a pretty nice patch. this is the 1st yr in awhile i feel theyve touched on some good things in the patches so far.
    bcruise
    Reading between the lines a little, an decrease to the disengage angle for a defender means that an engaged defender won't be able to pursue a ballcarrier quite as quickly (depending on their strength rating). That's going to free up lanes for the running game.
    It also means the blocking will probably look a little more "suction'y" than before, since it will often take longer for defenders to disengage. So, it's a double-edged sword.

    Sounds like a bandaid fix. The issue for cpu running wasn't blocking. It was runningbacks over using certain moves instead of just hitting the hole.
    bcruise
    Reading between the lines a little, an decrease to the disengage angle for a defender means that an engaged defender won't be able to pursue a ballcarrier quite as quickly (depending on their strength rating). That's going to free up lanes for the running game.
    It also means the blocking will probably look a little more "suction'y" than before, since it will often take longer for defenders to disengage. So, it's a double-edged sword.

    I don't know how I feel about this. CPU already can't handle certain pitch plays that I have to handicap out my scheme. I been tweeting Clint for months trying to tell him they need to tune sliders to be more sensitive so I can adjust the gameplay better. Seems like a lot of the sliders don't have much affect.
    PhillyPhanatic14

  12. Commentary is now available for players edited in the Draft Class creator


    • Added ability for the commentary to reference edited Draft Class players if the name has been recorded

  13. Actually i may have jumped the gun in my excitement...the way they worded this has me thinking its not what i think it is. do they say draftees names or not?? can anyone confirm. this has me feeling that maybe it just directs the generic draftee lines "their big wr" "the strong arm qb" instead of saying "james catches the pass" or "johnson with the long run" etc
    Steve_OS
    Look at this loveliness...

    Any known work arounds to the offline Franchise year 5/6 save corruption issue? It’s got quite a few people at a stand still as it’s seems to affect all platforms.
    I've seen three straight-up facemasks in the first game I'm watching post-patch (slow supersim in CFM, I don't have time to actually play until late tonight). Default All-Pro. Interesting...fluke, or a clear sign of the CPU using defensive adjustments?
    Also seeing the CPU hit running holes harder, though it's only one game. Could be a butterfly effect of the change I mentioned before - if the running lanes are wider for the HB it might be juking and cutting less in the first few steps because pursuit isn't getting there as fast, and it doesn't need to.
    Try going back to default before passing judgement on this patch.
    MMurda
    Actually i may have jumped the gun in my excitement...the way they worded this has me thinking its not what i think it is. do they say draftees names or not?? can anyone confirm. this has me feeling that maybe it just directs the generic draftee lines "their big wr" "the strong arm qb" instead of saying "james catches the pass" or "johnson with the long run" etc

    If this is true smh........sometimes the community builds the hype themselves....and we are also the reason for the big letdown...but the amount of deceiving marketing coming from EA these days is just laughable!
    Sent from my iPhone using Operation Sports
    SFNiners816
    Any known work arounds to the offline Franchise year 5/6 save corruption issue? It’s got quite a few people at a stand still as it’s seems to affect all platforms.

    This is hands down the single most important problem, in my opinion, for cfm. I hate playing online, owing to disconnects. Five years in cfm simply aren't enough! I may have to find another way to play...hell, back in the 90s I used to set up my own schedules and offseasons and play out the seasons using exhibition mode. Maybe I'll go back to that again.
    The patch definitely made my old slider set useless. But its nothing unusual, I guess. Just never played a Madden before shortly after release.
    One thing I recognized was the insane amount of blocking in the back fouls that got called. About 10 in a single game.
    SportzMan69
    Sounds like a bandaid fix. The issue for cpu running wasn't blocking. It was runningbacks over using certain moves instead of just hitting the hole.

    But maybe it was juking/cutting because it thought it needed to, if defenders were getting away from their blocks too fast? You can't just look at the HB's behavior here - there are lots of factors that go into the running game.
    All I'm saying is that I saw a lot more effective running in the one game I watched the CPU play. I don't have time for more until later, but I'm hoping that continues.
    I don't disagree with calling it a "bandaid fix", FWIW. People aren't going to like that the suction effect seems stronger. But it might be the most they can do as far as patching '19 goes.
    dawurts
    This is hands down the single most important problem, in my opinion, for cfm. I hate playing online, owing to disconnects. Five years in cfm simply aren't enough! I may have to find another way to play...hell, back in the 90s I used to set up my own schedules and offseasons and play out the seasons using exhibition mode. Maybe I'll go back to that again.

    It sucks man. This update didn’t address it. I had a backup file saved in the off-season prior to my 5th year. I loaded it and simmed to year 6. I played a game in year6, saved it and when I reloaded it gave me the same blue screen and save corruption. I know Franchise killing gets thrown around a lot on here, but this really is a franchise killer and the first one I can really remember not letting you advance since the madden 08 or 09 bug when it stopped generating FB or Punters or somthing like that.
    Personally, I only play Franchise (I’ve got a little madden Niners universe of 105 seasons that goes back to madden 99) so this is just about the worst thing that could have happened. Luckily, I was having a blast on M18 and I’m 18 seasons deep so I may finish the 30 on that one.
    Running game on default allpro is much improved . EA def added a burst to getting up field for backs and WR. The tackling and catching are much improved. Pass rush seems more balanced. I can get off the line and get in the backfield more consistently. The secondary does a better job covering there designated areas.When blocking kicks and punts you cannot move your designated player to the right or left. I feel this should not have been touched because it gave a better feel and chance of blocking a punt or kick. Wish there were more equipment additions . 99 club stuff was in the game and then taken out and now back again. Schutt F7 helmet is a nice welcome.
    Did see some new celebration animations.
    Overall good patch.
    Well, they completely broke the Illegal Block in the Back penalty
    I play in an online franchise on All Madden, with penalty slider at 55.
    I got through almost one quarter. Got so frustrated, I had to quit.
    6 illegal block in the back penalties. 2 on the CPU, 4 on me. One drive each team.
    Including this abomination...called on the Full Back, who didn't block a soul.
    I don't know what everyone else is experiencing but the patch completely screwed up the running game for me. I had the game playing nearly perfect for my style of play which is Franchise, Off line PTM vs. CPU. I was getting great stats. Now 5 complete games after patch I'm lucky to 40 yds rushing per game.
    RB'S are hesitating after hand-off. Hole closing up immediately. Tackle for loss play after play. LBS and DL are in the backfield before they can move.. And when and if they do break loose all they want to do is juke and spin. I thought this patch was supposed to open up the CPU running game.. QB's can't make up their mind if they want to run or throw and run around in the backfield. It’s right back to the way it played out of the box as far as running game goes.
    I could care less about roofs opining up Cleats, or anything else cosmetic. FIX THE DAM GAME PLAY. Nearly every deep pass is an automatic INT.
    All the work I have done which was hours and hours of editing is worthless. I guess the only way to stop all the erratic jukes and moves for QB and RB's is to reduce their rating below 50. Now I will have to reduce the speed , pursuit, play rec, blk shed and Impblk on all the DT. DE and LB's defenders.
    Maybe this patch improved the game for those of you who Thumb Jock. But for me. It just screwed up my game . I know I’m a minority but still . If no one else is experiencing this , then maybe something went wrong with my DL of the patch but it really messed up my play.
    ktd1976
    Well, they completely broke the Illegal Block in the Back penalty
    I play in an online franchise on All Madden, with penalty slider at 55.
    I got through almost one quarter. Got so frustrated, I had to quit.
    6 illegal block in the back penalties. 2 on the CPU, 4 on me. One drive each team.
    Including this abomination...called on the Full Back, who didn't block a soul.

    I certainly welcome actually seeing it called in the game as opposed to before where is it was literally non-existent, but holy crap it's insane now. I got called for 12 before I quit. The CPU was called for 4.
    I'm not sure it can be played with a fix to this. Seriously, it's really quite bad.
    ktd1976
    Well, they completely broke the Illegal Block in the Back penalty
    I play in an online franchise on All Madden, with penalty slider at 55.
    I got through almost one quarter. Got so frustrated, I had to quit.
    6 illegal block in the back penalties. 2 on the CPU, 4 on me. One drive each team.
    Including this abomination...called on the Full Back, who didn't block a soul.

    Any penalty slider set above 50 will remove the cap set for the frequency of that specific penalty, that cap tuned to reflect that foul’s real-life frequency. At 50 or lower, the penalty in question can only trigger a certain number of times. Once the threshold is reached, CPU-controlled players will no longer commit that foul.
    As such, if you return the slider to 50 or lower, you should see the number of block in back fouls called reduced significantly.
    I always have left penalties on default for my user Vs CPU league. One click here and one click there is like too many holding penalties on 53.
    SFNiners816
    It sucks man. This update didn’t address it. I had a backup file saved in the off-season prior to my 5th year. I loaded it and simmed to year 6. I played a game in year6, saved it and when I reloaded it gave me the same blue screen and save corruption. I know Franchise killing gets thrown around a lot on here, but this really is a franchise killer and the first one I can really remember not letting you advance since the madden 08 or 09 bug when it stopped generating FB or Punters or somthing like that.
    Personally, I only play Franchise (I’ve got a little madden Niners universe of 105 seasons that goes back to madden 99) so this is just about the worst thing that could have happened. Luckily, I was having a blast on M18 and I’m 18 seasons deep so I may finish the 30 on that one.

    Yup, it still isn't fixed. Offline Franchise mode is limited to 5 years currently. :woot:
    Mbunn1993
    TBH the added commentary for custom draft classes might be the biggest addition. I completely avoided using any non-generated draft class because I can't stand not hearing a single player called by name. This essentially just opened up custom draft classes for me. Super pumped.

    Can't wait to here them say my rookie wr Oppsicantcatch Ball, "Oppsicantcatch Ball dropped the ball"
    ktd1976
    Well, they completely broke the Illegal Block in the Back penalty
    I play in an online franchise on All Madden, with penalty slider at 55.
    I got through almost one quarter. Got so frustrated, I had to quit.
    6 illegal block in the back penalties. 2 on the CPU, 4 on me. One drive each team.
    Including this abomination...called on the Full Back, who didn't block a soul.

    You could never set this penalty past 52 in madden in the past, so not surprising. It was completely broke before the patch.
    dahlzy19
    Yup, it still isn't fixed. Offline Franchise mode is limited to 5 years currently. :woot:

    That's for those who are lucky, it's 3 years for me :redsmile:
    CleveCluby
    I don't know what everyone else is experiencing but the patch completely screwed up the running game for me. I had the game playing nearly perfect for my style of play which is Franchise, Off line PTM vs. CPU. I was getting great stats. Now 5 complete games after patch I'm lucky to 40 yds rushing per game.
    RB'S are hesitating after hand-off. Hole closing up immediately. Tackle for loss play after play. LBS and DL are in the backfield before they can move.. And when and if they do break loose all they want to do is juke and spin. I thought this patch was supposed to open up the CPU running game.. QB's can't make up their mind if they want to run or throw and run around in the backfield. It’s right back to the way it played out of the box as far as running game goes.
    I could care less about roofs opining up Cleats, or anything else cosmetic. FIX THE DAM GAME PLAY. Nearly every deep pass is an automatic INT.
    All the work I have done which was hours and hours of editing is worthless. I guess the only way to stop all the erratic jukes and moves for QB and RB's is to reduce their rating below 50. Now I will have to reduce the speed , pursuit, play rec, blk shed and Impblk on all the DT. DE and LB's defenders.
    Maybe this patch improved the game for those of you who Thumb Jock. But for me. It just screwed up my game . I know I’m a minority but still . If no one else is experiencing this , then maybe something went wrong with my DL of the patch but it really messed up my play.

    I just deleted my CFM. Game was playing fine for me and this patch completely ruined it. Oh well, that's about the Madden course each year and why I'm never able to complete a season. There were 15 sacks total after 3 quarters vs the CPU and although I had some nice runs and the CPU did seem to juke less, the passing game is horrible. CB's warping through the back of my WR to get an INT, tons of fumbles on sacks, LB's doing that speed warp to the ball, etc... etc.. worst game I've played since launch.
    I think I'll have to completely start over on defaults and at this point, I might just stop playing and spend my time with NHL and PC games. Really disappointed.
    Biggest on field issues I continue to see post patch:
    - CPU QBs fumble on almost every sack
    - new fumble recovery scrum looks brutal - bodies just teleporting and being raised in air
    - excessive speed by LBs and DBs to WR after he catches ball (sliders at 50)
    - QBs still run backwards when trying to evade sack - have seen losses of 15-20 yards or more
    - frequency of blocked punts and FGs seemed to have increased. Saw 3 in first game - 2 blocked Punts and 1 blocked FG.
    more to come...
    C
    DaReal Milticket
    You could never set this penalty past 52 in madden in the past, so not surprising. It was completely broke before the patch.

    We havent had any issues with penalties, until they "fixed" block in the back.....so far today it was out of control :(
    ktd1976

    Including this abomination...called on the Full Back, who didn't block a soul.

    Matt Breida isnt a fullback....so his stats are probably low and reflect his poor blocking. That's on you, coach.
    DaReal Milticket
    You could never set this penalty past 52 in madden in the past, so not surprising. It was completely broke before the patch.

    b22gamer
    Matt Breida isnt a fullback....so his stats are probably low and reflect his poor blocking. That's on you, coach.

    The 49ers are the cpu team, and he didnt even block anyone in the back....maybe grazed...lol
    capa
    Biggest on field issues I continue to see post patch:
    - CPU QBs fumble on almost every sack
    - new fumble recovery scrum looks brutal - bodies just teleporting and being raised in air
    - excessive speed by LBs and DBs to WR after he catches ball (sliders at 50)
    - QBs still run backwards when trying to evade sack - have seen losses of 15-20 yards or more
    - frequency of blocked punts and FGs seemed to have increased. Saw 3 in first game - 2 blocked Punts and 1 blocked FG.
    more to come...
    C

    I haven't played with the newest patch yet, but the recovering fumbles has been awful all yr so far. Not sure if its because of the RPM or what but it pretty much works like garbage & the football basically suctions to the players hands, almost feels predetermined. This team is struggling this yr, no doubts about.
    DaReal Milticket
    I haven't played with the newest patch yet, but the recovering fumbles has been awful all yr so far. Not sure if its because of the RPM or what but it pretty much works like garbage & the football basically suctions to the players hands, almost feels predetermined. This team is struggling this yr, no doubts about.

    Every time there is a fumble in M19 (especially on blocked FGs) I swear the game turns into a FIFA 19 advertisement.
    I literally had the football kicked 40 yards between my 2 defenders and one of the opponents CBs trying to chase the ball down. All they did was kick it down the field until it eventually rolled out of bounds. It's the one and only time I really wish I had the video capture capability enabled.
    Out of the three not one single player tried to jump on it, or was capable of simply picking the ball up. I just don't get it. It happens so often.
    BadAssHskr
    I played about 4 minutes of 1 quarter in my cfm game, I saw a bunch of wonky stuff, I'd call RPM related. I've never really seen anything to out of line, but in this instance, it was all pretty noticeable, and frequent.
    I reset my game as i ended up not having time to play, so i'll be interested to see how the patch "settles in".

    I had reported the above earlier, i was able to fire my cfm back up and play most of the first quarter again. None of what i saw the first time around was present this time. Must have been a fluke, or maybe the game needed to restart to fully install or whatever.
    Proceed with your complaining...
    unhittable

    We havent had any issues with penalties, until they "fixed" block in the back.....so far today it was out of control :(

    Thats because it wasnt working before. If you have it higher than 52 in the past it would get called like every other play. You probably need to walk to it back down. Not sure the confusion lol. It would work good at 51 in the past.
    xApAthyx13
    Every time there is a fumble in M19 (especially on blocked FGs) I swear the game turns into a FIFA 19 advertisement.
    I literally had the football kicked 40 yards between my 2 defenders and one of the opponents CBs trying to chase the ball down. All they did was kick it down the field until it eventually rolled out of bounds. It's the one and only time I really wish I had the video capture capability enabled.
    Out of the three not one single player tried to jump on it, or was capable of simply picking the ball up. I just don't get it. It happens so often.

    Yelp, thats really bad. I think its either in 17 or 18 were Rex made it a point to fix this & they did. Now its back to a rugby scrum and its like the first 2 guys closet to the ball have a very slim chance of a recovery. I dont understand it either. May as well bring back battle for the fumble (how horrible that was) atleast it gives guys a chance lol.
    Playing on All-Madden with adjusted sliders and player traits, full length game there are some things that I can say for sure are fixed and some things that need more observing.
    I'll say first off that I don't see any of the crazy game breaking gameplay issue that other people are seeing, didn't see if before the patch, don't see it now, it is what it is.
    The timing of the patch was perfect for me as I am just starting a new season and can use the four preseason games to observe the changes.
    Yes, illegal block in the back has returned saw four total in the game I just played with it at 55. Also had some holding calls, faces mask calls, and off-sides. Both teams had six total penalties. With the exception of OPI and defensive holding not working, I feel like you can tune the others to occur at a realistic rate now.
    I disagree with all negative takes about CPU RBs. They weren't messing around in this game. They were hitting holes hard and only using moves when necessary. The disengage angle change is a nice subtle adjustment in my opinion. It allows the User and CPU backs to read the lanes and get yards where before the defender just swallowed you up too quickly.
    The slowness and hesitancy by returners on Kickoffs and punt returns is gone now. I've never seen the CPU returners run with such purpose before. It's strange and awesome to see.
    I probably need more time to observe this, but I feel like they tuned the way poor defenders react badly when covering a superior receiver. They still have a delayed reaction to the route, but they aren't in a catatonic stupor for as long as the were before. Long term they need to add some more animations so that it doesn't look as weird, but truthfully players in real life are much more hesitant and blow way more coverage than they do in Madden, but we just don't like how it animates in the video game.
    Some of the blocking gaffs are still there on certain play-action passes, unfortunately the CPU doesn't know which ones not to call. It probably isn't going to be fixed this year, but they have to bring back the aggressive receiver play from M16. The rest of the game can handle that kind of play receiver play now.
    Being off today and tomorrow, I'm going to be able to get a lot of games in and see if any wonky stuff emerges, but for me the patch seems great.
    As an aside here a link to the stream they did this morning
    https://www.twitch.tv/videos/317088167
    Played a couple of games on the PC. Lighting and shadows are much better now. 4 and 6pm games are no longer overly dark. I was impressed by that. Game play wise, the CPU can finally run the ball. Zeke and Hyde were running loose on me. Saw Dak do a scramble for a huge game. However his scramble still had this weird delay in it. He avoided the sack, rolled out to his left, nobody in front of him for a dozen yards, he ran up to the LOS, stopped for a couple seconds like he was going to pass it, but then continued to scramble.
    Played against the Browns. Baker is a problem. He did this avoidance in the game I never saw in Madden 19 before. Baker was lighting me up in air, he was dropping dimes. Over all I would say the run game is much improved for everybody since I noticed the defensive pursuit is slower now or I should say more natural. Now the faster player can cut the corner on the edge and not worry about being caught by a fat defensive lineman. Inside run blocking is GREATLY improved.
    Pass defensive is better. So far so good haven't seen defenders snagging INTs they weren't looking at like they were last patch. I am seeing more over thrown balls. Dak had at least 4 over thrown balls in the 1st quarter. When I played against the Browns they had a lot of false starts, it was the same guy too. I been sacked and sacked the CPU many times and haven't seen a fumble except once, it was the Broncos QB. FB immediately picked up the fumble and ran with it.
    Over all I am very pleased with this patch.
    All DEFAULT ALL PRO.
    jfsolo
    Playing on All-Madden with adjusted sliders and player traits, full length game there are some things that I can say for sure are fixed and some things that need more observing.
    I'll say first off that I don't see any of the crazy game breaking gameplay issue that other people are seeing, didn't see if before the patch, don't see it now, it is what it is.
    The timing of the patch was perfect for me as I am just starting a new season and can use the four preseason games to observe the changes.
    Yes, illegal block in the back has returned saw four total in the game I just played with it at 55. Also had some holding calls, faces mask calls, and off-sides. Both teams had six total penalties. With the exception of OPI and defensive holding not working, I feel like you can tune the others to occur at a realistic rate now.
    I disagree with all negative takes about CPU RBs. They weren't messing around in this game. They were hitting holes hard and only using moves when necessary. The disengage angle change is a nice subtle adjustment in my opinion. It allows the User and CPU backs to read the lanes and get yards where before the defender just swallowed you up too quickly.
    The slowness and hesitancy by returners on Kickoffs and punt returns is gone now. I've never seen the CPU returners run with such purpose before. It's strange and awesome to see.
    I probably need more time to observe this, but I feel like they tuned the way poor defenders react badly when covering a superior receiver. They still have a delayed reaction to the route, but they aren't in a catatonic stupor for as long as the were before. Long term they need to add some more animations so that it doesn't look as weird, but truthfully players in real life are much more hesitant and blow way more coverage than they do in Madden, but we just don't like how it animates in the video game.
    Some of the blocking gaffs are still there on certain play-action passes, unfortunately the CPU doesn't know which ones not to call. It probably isn't going to be fixed this year, but they have to bring back the aggressive receiver play from M16. The rest of the game can handle that kind of play receiver play now.
    Being off today and tomorrow, I'm going to be able to get a lot of games in and see if any wonky stuff emerges, but for me the patch seems great.
    As an aside here a link to the stream they did this morning
    https://www.twitch.tv/videos/317088167

    My experience is similar to yours. I'm starting to question some of the complaints. After every patch it seems to be the same 5 or 6 members ripping the game to shreds as soon as the patch is released.
    Eddie1967
    My experience is similar to yours. I'm starting to question some of the complaints. After every patch it seems to be the same 5 or 6 members ripping the game to shreds as soon as the patch is released.
    I have not seen what other people are complaining about. I had a game with two blocked field goals but the next two had none.
    Sent from my Pixel 2 using Operation Sports mobile app
    Gotmadskillzson
    Played a couple of games on the PC. Lighting and shadows are much better now. 4 and 6pm games are no longer overly dark. I was impressed by that. Game play wise, the CPU can finally run the ball. Zeke and Hyde were running loose on me. Saw Dak do a scramble for a huge game. However his scramble still had this weird delay in it. He avoided the sack, rolled out to his left, nobody in front of him for a dozen yards, he ran up to the LOS, stopped for a couple seconds like he was going to pass it, but then continued to scramble.
    Played against the Browns. Baker is a problem. He did this avoidance in the game I never saw in Madden 19 before. Baker was lighting me up in air, he was dropping dimes. Over all I would say the run game is much improved for everybody since I noticed the defensive pursuit is slower now or I should say more natural. Now the faster player can cut the corner on the edge and not worry about being caught by a fat defensive lineman. Inside run blocking is GREATLY improved.
    Pass defensive is better. So far so good haven't seen defenders snagging INTs they weren't looking at like they were last patch. I am seeing more over thrown balls. Dak had at least 4 over thrown balls in the 1st quarter. When I played against the Browns they had a lot of false starts, it was the same guy too. I been sacked and sacked the CPU many times and haven't seen a fumble except once, it was the Broncos QB. FB immediately picked up the fumble and ran with it.
    Over all I am very pleased with this patch.
    All DEFAULT ALL PRO.

    Thought i was just seeing things.... In my game Kirk cousins stepped in the pocket as it was collapsing stops then scrambles left proceeds to throws a dot to adam thielen that splits the defenders into the endzone. Had to replay it a couple of times never seen that before. Feels like QB's are aggressive now, on all pro.
    I spoke my piece about the last patch
    I will say this patch has fixed about 80% of the things that I had said was broken before.
    My only grip is still the running game
    CPU ran a great game against me
    Mixon 1st carry was for 32 yrds
    Than I had 9 carries for 2
    roadman
    Really enjoying the hot takes of posters that are some trusted OS vets.
    Yeah, i know one game of watching the CPU isn't much on its own, but it's good to see I'm not the only one noticing the improved running.
    Sent from my SM-G930P using Tapatalk
    CFM has become VERY unstable. Game has frozen with error message 4 times just today since the patch.
    When its HAS played,  I actually like the gameplay a lot better. More realistic. Especially the running game variation. No more getting tackled at the line every single run play. Especially by guys who are clearly being blocked.
    But PLEASE fix this franchise stability issue.
    Pretty major and disappointing glitch for me. I can no longer run plays from Shotgun Split Flex. Center will not snap ball. I tried in both CFM and play now. I even signed out of EA servers... I will report in bugs thread. I am using a custom playbook.
    roadman
    Really enjoying the hot takes of posters that are some trusted OS vets.

    I want to get atleast 3 games in before I make any observations regarding the patch. Helps me weed out some of the placebo observations that I read.
    The game feels a lot looser and a little more wide open. I’ve been breaking tackles, not being dropped at initial contact. I feel like I have more control of ball carrier. Before this patch I tried sliders and had just gotten to the point of putting the game down or playing ‘18. Will keep labbing.
    MizzouRah
    I just deleted my CFM. Game was playing fine for me and this patch completely ruined it. Oh well, that's about the Madden course each year and why I'm never able to complete a season. There were 15 sacks total after 3 quarters vs the CPU and although I had some nice runs and the CPU did seem to juke less, the passing game is horrible. CB's warping through the back of my WR to get an INT, tons of fumbles on sacks, LB's doing that speed warp to the ball, etc... etc.. worst game I've played since launch.
    I think I'll have to completely start over on defaults and at this point, I might just stop playing and spend my time with NHL and PC games. Really disappointed.
    Same experience for me, played the show instead, now I'm good.
    PSN: GRINGOyGUAVA
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    MizzouRah
    I just deleted my CFM. Game was playing fine for me and this patch completely ruined it. Oh well, that's about the Madden course each year and why I'm never able to complete a season. There were 15 sacks total after 3 quarters vs the CPU and although I had some nice runs and the CPU did seem to juke less, the passing game is horrible. CB's warping through the back of my WR to get an INT, tons of fumbles on sacks, LB's doing that speed warp to the ball, etc... etc.. worst game I've played since launch.
    I think I'll have to completely start over on defaults and at this point, I might just stop playing and spend my time with NHL and PC games. Really disappointed.

    I've yet to see CBs warping thru WRs in my game. I play All Pro. Is this an All Madden thing?
    DaReal Milticket
    Thats because it wasnt working before. If you have it higher than 52 in the past it would get called like every other play. You probably need to walk to it back down. Not sure the confusion lol. It would work good at 51 in the past.

    Edit - 51 is to high, I would keep walking it down.
    Maybe I got a special patch but I have no idea what people are talking about in here. Downloaded the patch (PC) saved my sliders and reset to defaults. Game play feels like it did in the beta to me and the AI can actually run the ball a little bit.
    WR / DB interactions back to normal. Able to throw into windows without defenders making Matrix moves. D-Line getting around the edge with the pass rush, tackles look better than ever. Backs are subbing like they were in the beta.
    I don't know if I could disable further patch downloads on the PC I would because I'm happier than a pig in @$#@ right now.
    b22gamer
    Matt Breida isnt a fullback....so his stats are probably low and reflect his poor blocking. That's on you, coach.

    I think his point was Breida was called for a block in the back on that play.
    Thanks Clint for watch my video on youtube about the stupid physics on this Madden 19 !!
    It's already in time to fix that issue.
    The game is now much more stable.
    Danimal
    Maybe I got a special patch but I have no idea what people are talking about in here. Downloaded the patch (PC) saved my sliders and reset to defaults. Game play feels like it did in the beta to me and the AI can actually run the ball a little bit.
    WR / DB interactions back to normal. Able to throw into windows without defenders making Matrix moves. D-Line getting around the edge with the pass rush, tackles look better than ever. Backs are subbing like they were in the beta.
    I don't know if I could disable further patch downloads on the PC I would because I'm happier than a pig in @$#@ right now.

    This exactly. Game really feels like nfl football again.
    DaReal Milticket
    This game is plaqued with suction tackling, I mean just plagued with suction tackling into an animation. Might be the worst Ive ever experienced in a football game. Hopefully some of the player movement & disengage improves on this.

    I can't believe how huge letdown this year was when i noticed how tackling took 1000x steps back. Hopefully they bring back 2017 tackling system
    physics where so hyped a few years back and they removed it. Not only that but this scripted tackles are not realistically made. They don't even feel natural. No word from EA on this either.
    Played two games, had 138 yards rushing in one and only 78 in the other but it was a clinching 23 yard run( my longest run in 14 games) to get the first down that won it in a close 17-14 game over KC.
    Didn't throw an INT in either game and actually had some passing windows with no super LB leaping up to intercept.
    Don't know if this has always been but if you use the speed button more than the two times( i assume that's what happened) your RB does this weird juking move which is annoying since I wanted him to burst thru a big hole instead. Not a fan of the one cut system.
    Had a handful of penalties , a couple blocks in the back on STs but no blocked kicks or fumbles by the QB.
    I must have the dud patch. Defenders still always, literally 100% of the time, make plays on the ball or go for interceptions. They get there by hook or by crook. Leaping through the air 4 yards at top speed, jetting past the receiver and either making an INT or finger tip deflections. LB's ripping across the field only to stop dead and jump out of the gym and tip a laser beam pass that aside from being a physical impossibility to do, they didn't even see. Meanwhile my defenders actively do their level best to go out of there way to triple cover a lone receiver while leaving guys like Gronk or Bell to set up shop in the flats. Even if they do play their area once a quarter they just stand there and when I switch to them they literally do nothing and remain motionless.
    RB's still look they are alternates for the Ice Capades, spinning their way into each and every defender they possibly can, all the while avoiding gaining positive yards with the grace of a ballerina and the brains of a box of spit.
    RB's still stutter when getting handoffs. Stutters are also still present on all forms of punts and kickoffs.
    Nearly unstoppable late half or 4th quarter drives by the CPU are every bit as remarkable as they always have been.
    Game is pure trash.
    Just watched the KC game and played some 18. No idea why they went from that to 19.
    Yay for a nose ring and some arm tape on one guy. Oh, and cleats they had already put in the game. Good thing they are back!
    jmarcguy
    Anything about sideline catches? I couldn't do it the last time a played a while back.

    Just hold possession catch while you think you are going out of bounds.
    Rhudey
    I think his point was Breida was called for a block in the back on that play.

    That's exactly it. And I was the Lions, not the 49ers.
    Point is, they COMPLETELY RUINED illegal block in the back.
    Sliders set at 50, in my current game against Minnesota, there have been FIFTEEN combined illegal block in the back penalties.
    My halfback has 5 carries.....because 10 were wiped out by blocks in the back
    Completely ruined....
    The patch has my game working better than ever after a few simple slider edits. In fact I'm seeing the animations play out much nicer now. Very impressed overall. Also enjoying the new TD animations. I recommend not giving up on sliders and giving it more than one game before making extreme adjustments.
    I didn't have a problem with no penalties being called before the patch and now had 20 block in the back and facemask penalties in one half, 7 on one drive, against me, and yes now everytime you sack the CPU qb he fumbles, if you would have adjusted your slider set penalties you wouldn't have needed the fix, now I have no idea what to put my penalties on, ruined the game, will be weeks before we figure this out, someone said put all penalties on 50, but that doesn't help QB fumbling by CPU, I never had 99.9% of the issues they fixed, people crying over stupid things like player appearance, and screwed up the best Madden game in years
    Haven't had a chance to play since the update, but from what I'm reading, this is the game at its worst.
    At some point EA HAS to give up, scrap everything and start over right?
    As long as they are building on multiple generation old code, this abomination is only going to get worse.
    It's like building a sky scraper, starting with a 18th century manufacturing plant as the base and trying to completely modernize it into 70 stories. At some point, it implodes on itself right?
    Sent from my VS995 using Operation Sports mobile app
    capa
    Biggest on field issues I continue to see post patch:
    - CPU QBs fumble on almost every sack
    - new fumble recovery scrum looks brutal - bodies just teleporting and being raised in air
    - excessive speed by LBs and DBs to WR after he catches ball (sliders at 50)
    - QBs still run backwards when trying to evade sack - have seen losses of 15-20 yards or more
    - frequency of blocked punts and FGs seemed to have increased. Saw 3 in first game - 2 blocked Punts and 1 blocked FG.
    more to come...
    C
    Smh. Haven't played M19 since the last week of August, pre-patch 1.09. After continuously seeing feedback like this and others, I am glad I haven't went back to that frustration-fest and moved onto real solid sports titles, and Spiderman.
    soonermagic88
    Haven't had a chance to play since the update, but from what I'm reading, this is the game at its worst.
    At some point EA HAS to give up, scrap everything and start over right?
    As long as they are building on multiple generation old code, this abomination is only going to get worse.
    It's like building a sky scraper, starting with a 18th century manufacturing plant as the base and trying to completely modernize it into 70 stories. At some point, it implodes on itself right?
    Sent from my VS995 using Operation Sports mobile app

    It's doubtful. It still sells well and MUT makes a fair amount of money. Also there is no competition so their standing is the literal definition of monopoly.
    Cheer up, chum - we got arm tape on one guy this update. Monumental upgrades like that take time...entire dev cycles even.
    So, I haven't seen performances like this by the CPU in my played games yet, but....oh man. Watch how hard Zeke hits these holes one after another (and the spectacular capper by Tavon Austin at the end):

    Default All- Pro, absolutely no slider changes, roster/trait/playbook edits, or anything like that. Zeke had actually been bottled up with first few carries he got before this drive (it looked more like pre-patch running on those).
    Fatigue at 50 is probably out of whack with him being able to reel off consecutive runs like that, but one thing at a time. I REALLY like what I saw from play to play here. The point here's not that Dallas was doing something they probably wouldn't be able to do IRL, it's that they were able to do this AT ALL. This kind of consistent running simply didn't happen before this patch.
    It's in there folks. It's probably harder to make happen when the user is actively playing defense because we can react quicker to plays than the CPU ever will, and we make better playcalls to stuff the run. But the CPU is capable of it now.
    No fix to Raiders being announced as the home or visiting team when you move to Vegas?
    What about most of their 2018 draft class not having their names in the audio files?
    Sent from my SM-G960U using Tapatalk
    Played a couple games after the new patch. I’m using an existing franchise on all-pro with custom sliders.
    I did not experience a real change to the running games, mine or the computer. I had decent games running the ball and stuffed the computer.
    Passing was a different story. I definitely experienced tighter zone defense from the CPU and one of my main plays - similar to the PA Boot Over- was not nearly as effective (it still works but not as consistent )Glad to see that because it was easy to abuse. On my defense , I definitely saw a few examples of an underneath defender not making a play on the ball where I expected it. In one case the defender just stood there while the ball went over his head. In a couple other cases, the CPU threw to a go route in a soft spot of a cover 3 zone. My underneath defenders didn’t make a play.
    Overall I’m pretty happy with the patch.
    "Tuned to allow QB’s a chance to fumble when tackled with a hit stick, even when holding down the Cover-Ball mechanic on RT/R2 – this applies to Competitive and Simulation game styles"
    i play offline coach mode cfm. there is no problem with fumbles in fact its the opposite problem, is this i=the issue that cover ball stopped it happening?
    nirvanafoo1991
    Post play replays now just show all the players completely frozen on the screen while the camera apparently follows around where the ball would be
    Sent from my SM-G930T using Operation Sports mobile app
    This and crashes. Please message/post on Twitter to Clint with details.
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    2K BB - Hawks
    There are still plenty of issues and some that have been made worse.
    Members in our league reported there had been a huge rise in penalties caused and one game apparently had about 15 block in the back penalties alone.
    Post-game highlights are still broken: from a 21-16 game I played, only 2 TDs were shown in the highlights, but none for a 49 yd run or a pick 6. Other interceptions were also not recorded, but sacks - the highlight reel loves 'em.
    Sorry to see the return of the kicking arc in all-Madden: after getting over the initial shock of there being no guide (not even the old arrow) I had got used to it.
    Rushing is still ridiculous IMO - if you want to get anywhere you need to spin and juke all the time. It's very arcady.
    Played 2 more games last night after adjusting "Illegal Block In The Back" penalty slider to 50
    Flazko's All Madden sliders, only change was illegal block penalty lowered to 50.
    First game was good. Only 2 illegal block in the back penalties (both on me) a couple holding calls, couple facemasks, very realistic.
    Second game was the MOST frustrating Madden experience I have ever had.
    19 penalties combined between myself (Lions) and the CPU (Vikings)
    Not terribly unrealistic, except....
    15 of those were illegal block in the back penalties. Most were on me
    My top HB had 8 carries the entire game. Not because I didn't run the ball, but any run over 4 yards had an illegal block in the back penalty called.
    Whats worse, is it seemed the penalties came all at once. Cpu had 3 called on one drive late in the 1st half. My first drive of the second half, I had 5 illegal blocks called. On one drive. Next drive i had 3.
    I only had 1 called in the 4th quarter, but I think that had to do with me getting frustrated and not running the ball anymore because every run play was generating an illegal block penalty.
    At this point, I'd rather have no illegal blocks called thsn too many.
    RunRunPass
    There are still plenty of issues and some that have been made worse.
    Members in our league reported there had been a huge rise in penalties caused and one game apparently had about 15 block in the back penalties alone.
    Post-game highlights are still broken: from a 21-16 game I played, only 2 TDs were shown in the highlights, but none for a 49 yd run or a pick 6. Other interceptions were also not recorded, but sacks - the highlight reel loves 'em.
    Sorry to see the return of the kicking arc in all-Madden: after getting over the initial shock of there being no guide (not even the old arrow) I had got used to it.
    Rushing is still ridiculous IMO - if you want to get anywhere you need to spin and juke all the time. It's very arcady.

    I am definitely seeing the SAME thing as far as block in the back penalties.
    I haven’t experienced anything odd with block in the back like some of you have reported. Felt like the game played much better after the patch. Doesn’t feel like there’s as great a trade off from sprint and not sprinting regarding turn radius which is allowing more YPC for me and CPU.
    Sent from my iPhone using Operation Sports
    Rayzaa
    I've yet to see CBs warping thru WRs in my game. I play All Pro. Is this an All Madden thing?

    It was one play where the CB came from behind and had his arms over the back of the WR and then had that speed/warp animation and has the ball for the INT. It was on AP.
    I started my CFM over default AP and latest rosters and play seems good so far after a half of play.
    bcruise
    So, I haven't seen performances like this by the CPU in my played games yet, but....oh man. Watch how hard Zeke hits these holes one after another (and the spectacular capper by Tavon Austin at the end):

    Default All- Pro, absolutely no slider changes, roster/trait/playbook edits, or anything like that. Zeke had actually been bottled up with first few carries he got before this drive (it looked more like pre-patch running on those).
    Fatigue at 50 is probably out of whack with him being able to reel off consecutive runs like that, but one thing at a time. I REALLY like what I saw from play to play here. The point here's not that Dallas was doing something they probably wouldn't be able to do IRL, it's that they were able to do this AT ALL. This kind of consistent running simply didn't happen before this patch.
    It's in there folks. It's probably harder to make happen when the user is actively playing defense because we can react quicker to plays than the CPU ever will, and we make better playcalls to stuff the run. But the CPU is capable of it now.

    In business, we call this a trusted advisor with video to back it up.
    As is the case with most title updates, one should clear everything out and start fresh. Clear the profile, delete the franchise you are currently in(user vs cpu) and put everything back to default, including penalties.
    Thank you bcruise!
    No traits, no hits, no runs, no errors.
    Not sure it was said in here or not, but John replied back to a string I was on saying the dome opens and closes automatically based on weather.
    Played a game on the patch yesterday and things felt more or less the same which isn't a bad thing. I've never been one who was reactionary or ever felt like the game has played completely different after a patch.
    One thing I did notice though is that running and being able to sprint felt a lot smoother. Before it always felt like a struggle to get players with the ball to sprint. Holding RT wouldn't work, double tapping wouldn't work, it just felt super clunky but it felt like it should and a lot better in the game I played and I think it's something that helps the CPU run game in terms of them being able to hit holes better but the same issues with the ball carrier are still evident. You can see them in bcruise's video it's just harder to see from the broadcast cam. The run at 1:41 Elliott looks like he could have easily took it up the sideline as the defender goes inside but instead of using the block he cuts it back into the defense costing him potentially a touchdown but certainly more yardage. Then the next run at 2:27, Elliott runs up the middle and should easily have the first down but makes a 90 degree cut and runs parallel with the first down marker and turns what should be ~15 yards and a sure first down into 9 yards and a 2nd and 1. It's not as big of a deal when it happens in those scenarios where yards have already been gained but I was still seeing that kind of stuff behind and near the LOS. It's definitely better but very inconsistent.
    The other thing was the block in the back penalties. I had it at 75 though so it made sense but seeing others saying they have it at 50 and seeing a ridiculous amount worries me. I probably saw somewhere around 10 in my game but, again, at 75 it makes complete sense but a few of them definitely weren't what I'd consider penalties either and were more side blocks than in the back. I'm probably going to kick it back to 45 before my next game but that was the only other difference I noticed in the one game I played.
    Eddie1967
    My experience is similar to yours. I'm starting to question some of the complaints. After every patch it seems to be the same 5 or 6 members ripping the game to shreds as soon as the patch is released.

    Interesting conspiracy theory there. So, what reason do people have for coming here to just make up various bugs & glitches? ... things that are being replicated by multiple users?:y14::jpshakehe
    iLLWiLL
    Interesting conspiracy theory there. So, what reason do people have for coming here to just make up various bugs & glitches? ... things that are being replicated by multiple users?:y14::jpshakehe

    Doesn't that work both ways, though, refuting others observations by saying dull patch, game is trash with video evidence to boot?
    Truth is always somewhere in the middle.
    There might be even some people in this thread making claims that don't have the game.
    (not directed at anyone, just putting it out there)
    roadman
    In business, we call this a trusted advisor with video to back it up.
    As is the case with most title updates, one should clear everything out and start fresh. Clear the profile, delete the franchise you are currently in(user vs cpu) and put everything back to default, including penalties.
    Thank you bcruise!
    No traits, no hits, no runs, no errors.

    After being frustrated with a current CFM post patch, I decided to delete all my saved files and start fresh. I'm using default everything now, latest rosters, default AP, default penalties, etc.. and I just had a good game in the opener with my Cardinals vs Washington. Nothing jumped out at me as goofy and I won 22-13. I had 141 yards rushing and they had 77. Not only did I knock out Alex Smith, but Colt McCoy as well, so it was tough going for them in the 2nd half. There were only 3 total sacks and 3 total INT's and NO FUMBLES. I do notice the RB's have a little more jump off the line, which is nice.
    It's just one game, but you might be right.. starting over after a title update (at least this latest one) might bring back my sanity. ;)
    With the new patch, I deleted all saved files and began fresh. All default AP with stock EA roster (not latest roster, but original roster), no roster edits.
    Definitely saw some improvement in a number of areas. Coverage looked tighter, especially zone. CPU run game was a little better, but still too many TFL. Blocking is much improved, still an issue where a blocker will "knock" a defender free whose is engaged in a block with another blocker.
    What hasn't improved is the defender speed boost to either close on the ball or the receiver. Also, CPU defenders are still "psychic" when reacting to the ball in the air. I had a play where I had a receiver deep. The LB had his back to the LOS and was running to get to the receiver, just as the ball was about to go past him, still with his head facing away, he reached out an arm and knocked the ball away.
    roadman
    In business, we call this a trusted advisor with video to back it up.
    As is the case with most title updates, one should clear everything out and start fresh. Clear the profile, delete the franchise you are currently in(user vs cpu) and put everything back to default, including penalties.
    Thank you bcruise!
    No traits, no hits, no runs, no errors.

    It's a goddamn joke that this has to be done. No one should buy Madden until January or February if you have to delete your CFM with every patch.
    ehh
    It's a goddamn joke that this has to be done. No one should buy Madden until January or February if you have to delete your CFM with every patch.

    Either that or we need the option to approve patch/title updates before they download (I think there's an option to do this, but don't recall the setup on the PS4.) so we can just keep going with the game when we get it to a point that we're happy with it.
    It's not just Madden, either. The 3-6 month beta testing following the release of sports video games is common practice now. I don't like it at all, but just try to have the best experience I can with the games I decide to play. Some games I find a sweet spot and can play for months, while others don't click and I move on to something else.
    We need to bring back the old quality seal of approval for these games. The state games are allowed to be released in now is not acceptable.
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