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Madden NFL 19 Patch 1.12 Available - Gameplay, Franchise, Player Likeness Updates & More

Madden NFL 19

Madden NFL 19 Patch 1.12 Available - Gameplay, Franchise, Player Likeness Updates & More

Madden NFL 19 game update 1.12 is available now, weighing in at 4 GB. The update includes fixes and updates for gameplay, franchise and Madden Ultimate Team, as well as more player likeness updates, including tattoos for Tampa Bay Buccaneers WR, Mike Evans.

Check out the patch notes below.

Gameplay

  • Players who are on the real-world Injured Reserve List can now be subbed into the game via the depth chart for Play Now and Online H2H
  • New default value added for the “Player Speed Parity Scale” to increase the difference between faster players and slower players

Franchise

  • CPU teams will now draft players using improved logic that puts a greater emphasis on team needs
  • Re-implemented functionality to allow injuries in Franchise leagues using Competitive Game Style

Madden Ultimate Team

  • Ability for Madden Development team to toggle Previous Play for all MUT modes without a Title Update

Change Log

  • General stability improvements

Franchise Updates

  • Improved CPU drafting logic so teams will draft better players for their team
  • Added functionality to allow injuries in Franchise leagues using the Competitive Game Style setting
  • DEV NOTE: This is a similar update to one we did last year, as we made a mistake by not bringing that update over from Madden 18 into Madden 19. While late, we wanted to make sure to give this functionality back our Franchise players this year.
  • Added hint to Instant Replay menu so you can adjust Depth of Field (DoF)
  • Fixed filter in the Regression menu so you can view CPU teams
  • Added more variety to news stories for the Draft, Pro Bowl, Coach Contracts, End of Season, and Awards
  • Fixed issues in news when referencing record-breaking players
  • Fixed formatting in Members menu popup
  • Fixed player marketing logic when using imported rosters
  • Added team logos to the Draft Recap menu
  • Addressed stability issues when using Snapshots
  • Added more variety of facemasks and helmets to generated rookies (Revospeed 808 for QBs, Speedflex cage for LBs, Speedflex 2 bar for QBs, etc.)
  • Updated the post-game Coach Upgrade screen to be more visually appealing
  • Updated colors on the Draft Stage “On the Clock” area to be more visually appealing
  • Added owner portraits for the Chargers, Bills, Saints, and Bears
  • Fixed issue where the team OVR and player count didn’t display when loading a Franchise
  • Fixed issue where proper player portrait was not used when playing as a Player character
  • Fixed issue where development traits would not import properly when using a custom roster
  • Fixed issue where community files would not populate properly on pages other than the first one
  • Fixed issue where players were not removed immediately when managing your draft board

Visual Updates

  • Updated player likeness for the following players:
  • Buccaneers WR Mike Evans
  • Steelers SS Terrell Edmunds
  • Bills MLB Tremaine Edmunds
  • Cowboys WR Michael Gallup
  • Bears FS Eddie Jackson
  • 49ers TE George Kittle
  • Packers MLB Blake Martinez
  • Redskins DE Daron Payne
  • Falcons OLB Duke Riley
  • Cowboys QB Cooper Rush
  • Falcons HB Ito Smith
  • Saints WR Tre’Quan Smith
  • Dolphins CB Cordea Tankersley
  • 49ers WR Trent Taylor
  • Giants DE Dalvin Tomlinson
  • Cowboys MLB Leighton Vander Esch
  • Chargers WR Mike Williams
  • Cowboys FS Xavier Woods

Gameplay Updates

  • Tuning
    • Tuning to prevent the WR icon from disappearing sometimes on HB Screen plays when the HB would run into a blocking interaction while running his route
    • Tuning to increase the frequency of broken tackles when attempting to strip the ball from behind the ball carrier
  • Real Player Motion
  • New default setting added for the Player Speed Parity Scale
  • DEV NOTE: To address a common piece of feedback from our community about slower players being too successful at chasing down faster players in the open field, we have stretched out the “Player Speed Parity Scale” to increase the discrepancy between players of different speeds. The scale has been expanded to almost double its default value. The goal of this tuning is make a 5-point difference in Speed feel more like a 10-point difference. If you have been playing on the default value already and would like to continue playing on that value, simply reset this value to 75 instead of 50 via the Gameplay Settings menu. However, the new value will be the default setting for online play.
  • Fixed an issue preventing the QB from finishing the handoff on some Singleback Bunch Ace End Around plays
  • Fixed issues with gang tackles that would result in rare cases of the ball carrier not being ruled down or not being given the proper spot for forward progress
  • Fixed a rare issue causing receivers to get stuck running up the field following a specific diving catch
  • Fixed an issue causing the kick returner to sometimes have a small hitch right after catching a kickoff
  • Fixed an issue sometimes causing ball carriers to fall down inappropriately after a broken tackle
  • Pre-Play
  • Fixed an issue to allow the Sub Linebacker player to be subbed into the Nickel 3-3-5 Formation
  • Added some clock time to the available time left when using “Chew Clock” or “Accelerated Clock” to give auto-motion players enough time to get set before a delay of game penalty will be triggered
  • Fixed an issue allowing users to grieve other users online by repeatedly going offsides
  • Pass Coverage
  • Added zone coverage logic for Linebackers in a Quarter Flat zone to properly cover route combos that include a vertical and a running back to the flat
  • Catching
  • Fixed an issue causing a failed catch animation to be ruled as a Touchdown incorrectly after the ball had been knocked out of the receiver’s hands in the end zone
  • Added functionality for receivers who are not user-controlled to trigger sideline catches without having to hold the Possession Catch mechanic
  • Fixed an issue causing the HB to fumble the pitch on I Form Tight HB Pass
  • Blocking
  • Added animation coverage for blockers disengaging from double teams to move to the second level of the defense
  • Updated run-block targeting logic to account for some defensive looks using Nickel, Dime, and Dollar alignments to effectively defend inside running plays
  • Fixed an issue causing the Fullback to sometimes run into the QB on Weak I Pro HB Dive
  • Added blocking animation coverage for pull blockers pulling to the outside of the formation
  • Added blocking logic to pick up an exploit blitz using the 46 Normal Fire Zone 3 play

PC Updates

  • Added the ability to disable voice chat separately from other audio settings
  • Fixed an issue that would greatly slow the progressive install speed while the client was open
  • Added additional mouse click support to various UI elements
  • Fixed an issue that would sometimes cause stadium geometry to display behind the edges of loading screens

Madden Ultimate Team Updates

  • Previous Play Server Toggle
  • Added server functionality that allows the Madden Development team the ability to toggle on/off the Previous Play feature for all MUT modes, without deploying a Title Update.
  • Increased leader board and online tournament integrity to give us more control of our online competitive environment
  • Modes that Previous Play will be disabled in:
  • MUT Draft Ranked, Salary Cap Play-A-Friend, Salary Cap Ranked
  • Added the ability to search the auction house for specific items from the player upgrades screen
  • General stability improvements
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Discussion
  1. Two things I noticed:
    QB Rushing Stats are still not fixed which is a shame.
    Tarik Cohen has his real face now. Last update it was claimed he had his, but it was actually Ameer Abdullah’s scan.
    bad_philanthropy
    Still no fix for QB sim rushing stats.

    Gotta wonder if they care at this point. Or if they are actually capable of fixing it, haha. Either way - not so good.
    roadman
    Are they even aware of the CPU QB rushing stats?

    I mean, if they aren't, is that a good excuse? That would indicate that they are not only failing at an element of the creation of their product, but that they aren't (selectively) reading what people are telling them. I'd suggest that them not knowing is even more damning.
    roadman
    Are they even aware of the CPU QB rushing stats?

    I think they're unaware. Last year people were going on about QBs not rushing in game for months until it finally seemed to break through and they fixed it. People have been bringing QB rushing stats up here, and on reddit, and to the devs on twitter since release.
    I wanna find out is the new change in speed disparity only works for cpu players or does it also work for users on defense . For example a 85 speed LB user man on 92 speed wr. The user should be toast imo. That really is big if that works
    Sent from my Pixel XL using Tapatalk
    bad_philanthropy
    I think they're unaware. Last year people were going on about QBs not rushing in game for months until it finally seemed to break through and they fixed it.

    I can't see how they are unaware. It's been talked about a fair amount, and I am sure if it's been mentioned on forums like this one, it has most assuredly been tweeted a fair amount.
    Personally I hope they are aware and have a fix in the works, but need a bit of time. Hopefully it's just lower on the priority list of things to do.
    bad_philanthropy
    I think they're unaware. Last year people were going on about QBs not rushing in game for months until it finally seemed to break through and they fixed it. People have been bringing QB rushing stats up here, and on reddit, and to the devs on twitter since release.

    I didn't know about the Twitter part, I know it's been brought here on several occasions, but we just can't assume they read every thread here.
    And no Begby, it's not an excuse, it's was a question.
    I mean, I'm just glad they fixed the speed parity scale.. So tired of Tyreek Hill getting chased down by linebackers..
    Sent from my LG-G710 using Tapatalk
    Hova57
    I wanna find out is the new change in speed disparity only works for cpu players or does it also work for users on defense . For example a 85 speed LB user man on 92 speed wr. The user should be toast imo. That really is big if that works
    Sent from my Pixel XL using Tapatalk

    I'm messing around in practice with TFG's roster. I am seeing a bigger difference in speeds for sure. All Pro, parity at 0. Unfortunately it leads to more animations where the guy getting toasted warps/speeds up to make a superhuman deflection or INT. Not as frequent as prior to the patch, but it looks worse on account of the separation between the players.
    roadman
    I didn't know about the Twitter part, I know it's been brought here on several occasions, but we just can't assume they read every thread here.
    And no Begby, it's not an excuse, it's was a question.

    Sorry, dude. I think my post looked snarky, but it was meant as an opinion about the situation, not an inference of you defending them. That's my bad, sir.
    BegBy
    Sorry, dude. I think my post looked snarky, but it was meant as an opinion about the situation, not an inference of you defending them. That's my bad, sir.

    No biggie.
    I just noticed someone asked John White and I sent a tweet to him as well. I am not sure if it will be answered.
    I need to assume you are correct, it's low hanging fruit for them.
    I will say, though, I used to play on the PC and the sim stats engine was a mess back then.
    So maybe if it's not on 0 the warping won't be as bad?.. I'll have to try it out when I get home
    BegBy
    I'm messing around in practice with TFG's roster. I am seeing a bigger difference in speeds for sure. All Pro, parity at 0. Unfortunately it leads to more animations where the guy getting toasted warps/speeds up to make a superhuman deflection or INT. Not as frequent as prior to the patch, but it looks worse on account of the separation between the players.

    Sent from my Pixel XL using Tapatalk
    roadman
    Are they even aware of the CPU QB rushing stats?

    I speculate that they are aware of the complaint but that it's considered low-priority relative to other things they add and/or fix.
    Rushing yards and rushing touchdowns are not significant factors in QB progression / regression this year (I make that assessment based on QB's weekly / fantasy / milestone goals - which predominantly involve passing yards and touchdowns - and also the requirements for QB dev trait changes - passing yards and touchdowns). As such, the issue is more-or-less cosmetic; important for authenticity, sure, but inconsequential in the mode's function.
    Wouldn't be surprised if it's also considered "hard to fix" since it involves the simulated game engine. Any minor adjustment there could cause a butterfly effect and disrupt another part of the simulated game output if not extensively tested for balance.
    So far against Case Keenum he's 15/15 passing on All-Pro.
    it's one game so far, so hopefully it isn't a case of robo qb again :(
    Before this patch, i thought the game was perfect already!
    I just wish there was an option to play (maybe without the online components) without the title update. I'm sure this is going to wreck all of my sliders and make my game play like *** after I finally got it fixed from the last tuner. The handful of minor fixes aren't worth having the game be unplayable (especially this close to RDR2's release).
    roadman
    And contrary to popular belief, it does appear CFM is receiving some attention during title updates.

    The CPU drafting logic tweaks sound promising.
    Ooh hot damn, love the tuned cpu roster logic.
    Although really don't like the continued nerfing of the strip ball mechanic. It wasn't that powerful to begin with.
    Sent from my SM-G965U using Tapatalk
    The ArkanSaw
    This new speed threshold tuning doesn't even sound good on paper.

    Agreed, doesnt sound good at all. So if I play on zero threshold now it's like 25 - 20. I'm kinda confused.
    Pandetta
    Did they fix CFM breaking after a few seasons? Currently you cannot play more a few seasons before CFM stops working entirely.

    I noticed on Twitter that this was brought up and discussed.
    Sounds like this happens when you use customized draft classes.
    I think there will be a thread developed at OS is what I am seeing.
    Why would they make it to where we can use injured players again.
    Absolutely dumb
    Now we'll have super teams again at the end of the year as the backup continually will get bumped while the injured starter can just play as well.
    Can't stand this
    DaReal Milticket
    Agreed, doesnt sound good at all. So if I play on zero threshold now it's like 25 - 20. I'm kinda confused.

    The way I read it the opposite is true , to get back to your old setting you would need to RAISE the value by 25
    DaReal Milticket
    Agreed, doesnt sound good at all. So if I play on zero threshold now it's like 25 - 20. I'm kinda confused.

    Nope, you aren't confused at all. If you are playing at 0 and like the results from that setting, you would now need to set threshold @ 25.
    briz1046
    The way I read it the opposite is true , to get back to your old setting you would need to RAISE the value by 25
    50 is the new 75
    25 is the new 50
    0 is the new 25
    -25 is the new 0
    Sent from my SM-G965U using Tapatalk
    underdog13
    Ooh hot damn, love the tuned cpu roster logic.
    Although really don't like the continued nerfing of the strip ball mechanic. It wasn't that powerful to begin with.
    Sent from my SM-G965U using Tapatalk

    User strips are absurdly OP. From behind they worked 100% of the time. I bet you could take the ball away from the AI every possession using them.
    Someone who has it down pat can easily force multiple fumbles in a H2H game against a user who is deliberately trying to avoid them (going OOB, possession catching, giving themselves up, etc). AI would stand no chance.
    stinkubus
    User strips are absurdly OP. From behind they worked 100% of the time. I bet you could take the ball away from the AI every possession using them.
    Someone who has it down pat can easily force multiple fumbles in a H2H game against a user who is deliberately trying to avoid them (going OOB, possession catching, giving themselves up, etc). AI would stand no chance.

    I have no luck vs the AI. However I find at least 50% of my 'incompletions' are the AI stripping me in literally any situation. I've 'dropped' hundreds of passes because every single AI defender is pants on head ******** and floats through the air only to wrap me up at the point of the catch whilst hanging onto the ball, thus removing it from my hands.
    DaReal Milticket
    Agreed, doesnt sound good at all. So if I play on zero threshold now it's like 25 - 20. I'm kinda confused.

    Precisely.
    I would've liked to see them tune the tackling dynamics more before just settling on expanding the speed gap.
    Im sorry but that's just lazy.
    A more simpler fix would be to tune the effectiveness of the pursuit rating or maybe shortening the tackling radius.
    idk, i'm not a game designer. Don't want to judge too harshly, but this just screams "laziness" and "bandaid fix".
    Man, I cant believe they still havent fixed QB's having almost no rushing yards in the sim engine after this many patches.
    I cant imagine theyre un-aware... I have even personally tweeted them about it. If they are un-aware at this point they are intentionally burying their heads in the sand in an attempt to plead ignorance. Or they are aware and just ignore it since they generally put sim community concerns on the back-burner. Either way its not a good look for EA. SMH.
    It sucks never knowing if the next Cam Newton has been drafted in your league, I'm 5 years into a franchise and almost no QB's have rushing yards. I also fell victim to the corrupt saves, since I made a couple small edits to draft classes along the way. Now I know to avoid using that "feature."
    So last night I started a new franchise, kinda lame, but the sim community just isn't their priority so I have no choice.
    I am happy they tuned AI draft logic, but when so much is ignored its hard to enjoy the good stuff EA does. I really liked that I could edit draft classes and viewed that as a big positive step, but its glitched and I cant use it and the sim engine has unreal results just like each and every year.
    *siiiiiighhhhh*
    Do we have to start a new franchise after this latest patch that again wasn't needed, half my custom playbook is missing and when I call a play, they stay in the huddle, bumping into each other
    Some nice fixes in there, including Parity Scale, sideline catches, and forward progress
    However they continue to ignore the PUNTING/KICKING wind issue!
    Unless it is a legacy problem they can't fix. They would know BY NOW about it, right?
    Ability to start injured players is pretty big for h2h, wether you’re for it or against it.
    Will be weird seeing Ryan Shazier on the field but w.e
    Chargers now have 4 82+ corners healthy for h2h. Crazy. Especially since Desmond King will probably get an update today
    DaReal Milticket
    Agreed, doesnt sound good at all. So if I play on zero threshold now it's like 25 - 20. I'm kinda confused.
    If im understanding it ,the default value is now 75 (+25) so i play on 40 i guess i will be changing to 65 (+25). The different of values may be different than what we are used to , say from 40 to 50, it now might be a greater differance from 65 to 75. I might just try default (75) for now
    Sent from my SM-G935P using Tapatalk
    underdog13
    50 is the new 75
    25 is the new 50
    0 is the new 25
    -25 is the new 0
    Sent from my SM-G965U using Tapatalk

    Interested to see how this works. I've got the threshold set to 25 in my Franchise (set before today's patch) and 50 in the main menu.
    Mbunn1993
    Ability to start injured players is pretty big for h2h, wether you’re for it or against it.
    Will be weird seeing Ryan Shazier on the field but w.e
    Chargers now have 4 82+ corners healthy for h2h. Crazy. Especially since Desmond King will probably get an update today

    I just traded Verrett, he hasnt been a part of this team for a long while. Didnt want to resign him so i got something for him. His injury level should be at 25.
    tyler28
    If im understanding it ,the default value is now 75 (+25) so i play on 40 i guess i will be changing to 65 (+25). The different of values may be different than what we are used to , say from 40 to 50, it now might be a greater differance from 65 to 75. I might just try default (75) for now
    Sent from my SM-G935P using Tapatalk

    As stated in the release, they've doubled the range (as long as that's actually what they've done). That means that if you previously kept it on the default of 50, you'd need to put it to 75 to achieve the same result. This also means that anything below 50 in the new world never existed in the old.
    We're still speaking in terms of 0-100, but in old money it's actually minus 100 to 100.
    New Old
    100 100
    75 50
    50 0
    25 -50
    0 -100
    So 40 in the old world would be 70 in the new.
    Xelanath
    As stated in the release, they've doubled the range (as long as that's actually what they've done). That means that if you previously kept it on the default of 50, you'd need to put it to 75 to achieve the same result. This also means that anything below 50 in the new world never existed in the old.
    We're still speaking in terms of 0-100, but in old money it's actually minus 100 to 100.
    NewOld
    100100
    7550
    500
    25-50
    0-100
    So 40 in the old world would be 70 in the new.
    Got it, thanks. Your explanation is a lot clearer. Lol
    Sent from my SM-G935P using Tapatalk
    Fixed issue where community files would not populate properly on pages other than the first one

    I'd like some clarification on this if anyone has it. Does this mean they've fixed the problem w/ uploaded files disappearing after a few days?
    IcedCoffee1983
    Man, I cant believe they still havent fixed QB's having almost no rushing yards in the sim engine after this many patches.
    I cant imagine theyre un-aware... I have even personally tweeted them about it. If they are un-aware at this point they are intentionally burying their heads in the sand in an attempt to plead ignorance. Or they are aware and just ignore it since they generally put sim community concerns on the back-burner. Either way its not a good look for EA. SMH.
    It sucks never knowing if the next Cam Newton has been drafted in your league, I'm 5 years into a franchise and almost no QB's have rushing yards.
    *siiiiiighhhhh*

    I doubt this gets tuned this year , for years now various devs etc have stated how ' touchy' the SIM stat engine is , any attempt at improving this one stat could potentially lead to other issues which might be deemed more serious
    You could use the actual game engine (, by creating and retiring users ) and slow sim some games that involve the more mobile QBS though to somewhat alleviate this
    DaReal Milticket
    This makes alot more sense than that other scale going around.
    I think the other guy is right tho tbh
    Sent from my SM-G965U using Tapatalk
    Find_the_Door
    Why would they make it to where we can use injured players again.
    Absolutely dumb
    Now we'll have super teams again at the end of the year as the backup continually will get bumped while the injured starter can just play as well.
    Can't stand this

    It's only available in online H2H. How would there be super teams?
    Xelanath
    I think so too ;)

    So zero on the old is the new 50 lol. All these numbers lol. Why would the old 100 be the new zero? That seems backwards. That doesnt make sense to me.
    Jr.
    It's only available in online H2H. How would there be super teams?
    Because they'll be able to then sub in the inflated backup for a subpar starter at that point. The only way to prevent this from happening is to enforce injuries.
    This is Madden 19 - I want to play with the current roster as it stands not some hybrid fantasyland roster of players who have torn acls in real life.
    Online h2h was semi enjoyable up to this point. Now I'll shift to 2k h2h since they actually enforce injuries still smh.
    DaReal Milticket
    So zero on the old is the new 50 lol. All these numbers lol. Why would the old 100 be the new zero? That seems backwards. That doesnt make sense to me.

    The old 100 isn't the new zero. If you looked at my post via the quote, the spaces are all taken out so it's not very clear.
    New = Old
    100 = 100
    75 = 50
    50 = 0
    25 = -50
    0 = -100
    Just think, from 50 up, you go in increments of 5 where previously you'd go in 10.
    Just to have more fun - and because the visual might help - here's old versus new in those 10/5 point increments
    New Old
    100 = 100
    95 = 90
    90 = 80
    85 = 70
    80 = 60
    75 = 50
    70 = 40
    65 = 30
    60 = 20
    55 = 10
    50 = 0
    Can someone practice/lab sideline catching for cpu controlled and see if that affects endzone too? WR sideline/endzone awareness and general aggressiveness are at the top of my gripe list.
    Xelanath
    The old 100 isn't the new zero. If you looked at my post via the quote, the spaces are all taken out so it's not very clear.
    New = Old
    100 = 100
    75 = 50
    50 = 0
    25 = -50
    0 = -100
    Just think, from 50 up, you go in increments of 5 where previously you'd go in 10.
    Just to have more fun - and because the visual might help - here's old versus new in those 10/5 point increments
    New Old
    100 = 100
    95 = 90
    90 = 80
    85 = 70
    80 = 60
    75 = 50
    70 = 40
    65 = 30
    60 = 20
    55 = 10
    50 = 0

    Appreciate the breakdown. The post I saw didnt have the negatives.
    BegBy
    I have no luck vs the AI. However I find at least 50% of my 'incompletions' are the AI stripping me in literally any situation. I've 'dropped' hundreds of passes because every single AI defender is pants on head ******** and floats through the air only to wrap me up at the point of the catch whilst hanging onto the ball, thus removing it from my hands.

    I've had success in lowering the amount of drops by enduring the strip ball trait is turned off. It's a canned animations and mostly triggers right as a receiver catches the ball.
    l8knight1
    Can someone practice/lab sideline catching for cpu controlled and see if that affects endzone too? WR sideline/endzone awareness and general aggressiveness are at the top of my gripe list.

    No changed noticed yet. They still run patterns out of end zone and out of bounds.
    C
    So I started a new franchise after the last updte, after being deep in year 1. Now it looks like I may need to start a new over, after I've got Christian McAffrey 1289 rush yds/ rush 5tds and CJ Anderson 639 rush yds/ rush 13tds after week 10. It's worth it though. I guess I'll just sim... we're also 7-1.
    All I want to know is if players are still walking through each other's bodies (mainly the HB walking though the QB) when breaking the huddle on offense? If that hasn't been fixed then nothing else matters to me.* It's such an immersion killer! I won't even touch this game until they fix this.
    Is anyone else sick of the CPU QB scrambling backward and doing a complete 180 without planting their feet, and throwing a perfectly accurate pass the WR?
    DaReal Milticket
    Still no fix on the delay on the handoffs on different speeds at times......smh...unless I missed this. Always next yr

    Wow they still haven't fixed this? Unbelievable smh
    That's 2 October patches now, neither one necessarily a slouch. Liking how proactive they're being this year with the game.
    Anyone played post patch cfm?
    Nickda55
    Is anyone else sick of the CPU QB scrambling backward and doing a complete 180 without planting their feet, and throwing a perfectly accurate pass the WR?

    That happens a few times in my CFM games per game, so far, I've only played a half with the title update, but I've not seen that rear it's ugly head, yet. Too small of a sample size so far.
    And that maybe true with these other observations that I've noticed with one half of football:
    1) I noticed there was a playcall download as well today. The half I played, I've seen 2 QB bootlegs(that is a rarity for me to see) by the CPU and they pulled off short passes in the flat on both of them.
    2) Turbisky was scrambling out of the pocket and took off down the right sideline for 18 yds. Normally, that is a stop and throw out of the pocket.
    3. Seems like better playcalling from the CPU. I've seen a few shot plays and one of them was a completion about 10 yds off the LOS for a 95 yd TD.
    4. Only one half, but I haven't seen the CPU do extra jukes vs running to a hole. We will see on this one. Normally, it occurs a few times per game for me.
    Small sample size, though. I need more time to validate.
    briz1046
    I doubt this gets tuned this year , for years now various devs etc have stated how ' touchy' the SIM stat engine is , any attempt at improving this one stat could potentially lead to other issues which might be deemed more serious
    You could use the actual game engine (, by creating and retiring users ) and slow sim some games that involve the more mobile QBS though to somewhat alleviate this

    So using the Frosty editor for the PC version I was able to dive into the sim engine awhile back. To put it bluntly it is insane how much is involved. It's overwhelming. With that I was able to make some small tweaks that did produce QB rushing yards. Mariota had something like 800 yds and Cam had 600+. It was on quite a few carries but it did work. Other things were off though. I never dabbled back into it to get something that would work but I do believe the reason why they haven't fix this is the domino affect it would cause with the sim engine. It's defiantly not as simple as it seems. This is no excuse for them. Just throwing it out there.
    tdawg3782
    So using the Frosty editor for the PC version I was able to dive into the sim engine awhile back. To put it bluntly it is insane how much is involved. It's overwhelming. With that I was able to make some small tweaks that did produce QB rushing yards. Mariota had something like 800 yds and Cam had 600+. It was on quite a few carries but it did work. Other things were off though. I never dabbled back into it to get something that would work but I do believe the reason why they haven't fix this is the domino affect it would cause with the sim engine. It's defiantly not as simple as it seems. This is no excuse for them. Just throwing it out there.

    That coincides with my findings from a decade ago or more playing on PC.
    WeWereGiants
    Absolutely never would have noticed the QB rushing yards issue if you guys hadn't brought it up, now it's annoying me. Thanks :y5:

    Lmao same here. Didn’t notice it at first and then people were bringing it up and now it drives me up the wall haha.
    It was pretty interesting to read the supersim mod thread. Seems like it's not just incredibly push and pull in how it's designed, but also very time consuming to implement and test changes. I wonder what EA's workflow for tweaking it is like.
    I've gotta give it to these guys. They're clearly making a sustained effort to move the game forward for sim AND competitive types. They're doing an impressive job of ticking things off lists for major constituencies. There's still a lot to be done, but they're making a quality effort.
    I really like the CPU draft tuning. I'm hoping this means, among other things, that teams will draft QBs less when they already have a top pick who had been in the league just 1-3 years.
    I played a half on my current set and it looked great. I was very happy with what I saw.
    For my interests, they have fixed formation subs, fixed domes/roofs, adjusted draft classes and draft logic, tuned the speed threshold, fixed lots of blocking and coverage AI issues, and more. That's all stuff I care about and they've done a good job on those things.
    I think they deserve credit for that. I also think they deserve credit for not making the game so wide open that no defense can be played, which can happen around tournament time.
    This has been the most consistently playable Madden in several years this early in the cycle for someone who plays the game the way I do.
    l8knight1
    Can someone practice/lab sideline catching for cpu controlled and see if that affects endzone too? WR sideline/endzone awareness and general aggressiveness are at the top of my gripe list.

    I went to Franchise Practice Mode and threw a bunch of out routes to my X receiver (Michael Gallup). I did not take control of receiver and he dragged his toes in bounds. Never saw this ever before this patch.
    The game seems to be playing a bit better after this patch. Been seeing fewer animation anomalies, RBs doing a better job, QBs running a bit more and at the right time.
    Will keep looking...
    C
    I'm about to play a couple of games right now, but I'm so glad that they gave us the dev note about 75 being the new 50, because in my games faster players do not get run down by slower players without them having the right angle unless they are gassed. I would have hated to have mess with the speed parity slider to get back to normal realistic speed separation levels. I'm glad I don't play online because if I did, this change would make me quit.
    First of all, i got another blue screen error code on PS4 while playing.
    As for the patch, it seemed to play better as far as WRs getting seperation on long balls. I had my speed threshold on Zero, now its on 10 but i was confused by different posters posting what the patch means to it so i dont know what it is actually at now in realtion to before.
    Did i notice a better run game? No i didnt. Seems the same for me and no better for the CPU.
    Actually saw the CPU team, while im kicking off, their KO reciever juking right after he caught the kickoff.....wtf?
    I played two games. I usually have close games with the Raiders but after the patch i totally destroyed them 39-3 and picked off Carr 4 times. The other game was closer but seems im gonna have to adjust the sliders again.
    I do like the other additions they added for the draft and CPU not having teams with second year QBs and drafting another. That type of stuff is bogus.
    sportsgamer77
    Does anyone else have their qb's crouched over as they come to the line of scrimmage. Like a duck walk kind of thing? Is that fixed?

    I doubt if the duck walk will be fixed in a title update.
    roadman
    That happens a few times in my CFM games per game, so far, I've only played a half with the title update, but I've not seen that rear it's ugly head, yet. Too small of a sample size so far.
    And that maybe true with these other observations that I've noticed with one half of football:
    1) I noticed there was a playcall download as well today. The half I played, I've seen 2 QB bootlegs(that is a rarity for me to see) by the CPU and they pulled off short passes in the flat on both of them.
    2) Turbisky was scrambling out of the pocket and took off down the right sideline for 18 yds. Normally, that is a stop and throw out of the pocket.
    3. Seems like better playcalling from the CPU. I've seen a few shot plays and one of them was a completion about 10 yds off the LOS for a 95 yd TD.
    4. Only one half, but I haven't seen the CPU do extra jukes vs running to a hole. We will see on this one. Normally, it occurs a few times per game for me.
    Small sample size, though. I need more time to validate.

    Any changes in tackling, rb delays on lower speeds. And penalties my man?...
    edaddy
    Any changes in tackling, rb delays on lower speeds. And penalties my man?...

    I know the second and third one are a no, and the first one, I saw a WWE type tackle by Matthews in one half.
    Just played two H2H games with a friend and SPINNING IS Out of control. It worked every time my opponent did it to an AI player OR players. I wish they would remove it completely. I know that’s not gonna happen, it just doesn’t look like anything I see in Sunday’s. May not be an issue against the computer but users are gonna abuse the hell out out of it.
    Edit: played my initial games post patch on All Madden. Had a chance to play the CPU on All-Pro and I didnt have the same issues with spinning.
    I’m gonna try H2H on All-Pro and see how it plays. May have to make All-Pro my new default play level.
    Sent from my iPad using Operation Sports
    sportsgamer77
    So I started a new franchise after the last updte, after being deep in year 1. Now it looks like I may need to start a new over, after I've got Christian McAffrey 1289 rush yds/ rush 5tds and CJ Anderson 639 rush yds/ rush 13tds after week 10. It's worth it though. I guess I'll just sim... we're also 7-1.

    I'm trying to find out if I need to start completely over with my franchise, hoping your the one to ask, every since the last patch that screwed everything up, I can't play my super bowl without it freezing, it doesn't freeze in any other game, looking for help or advice, thanks in advance
    sportsgamer77
    So I started a new franchise after the last updte, after being deep in year 1. Now it looks like I may need to start a new over, after I've got Christian McAffrey 1289 rush yds/ rush 5tds and CJ Anderson 639 rush yds/ rush 13tds after week 10. It's worth it though. I guess I'll just sim... we're also 7-1.

    dartkgr
    I'm trying to find out if I need to start completely over with my franchise, hoping your the one to ask, every since the last patch that screwed everything up, I can't play my super bowl without it freezing, it doesn't freeze in any other game, looking for help or advice, thanks in advance

    This new patch did the same thing, I wasn't having any issues with game before these patches, IDC what the players look like
    jpdavis82
    Tats added for Mike Evans
    Sent from my iPhone using Tapatalk

    Will thank God for that while I'm still getting the blue error screen on ps4 but hey, they gave players tattoos. Whoopiee
    Defensive custom playbooks now appear glitched and in need of rebuilding, per several similar reports in Sabo's thread.
    Right after I laud the work that's being done, I see this.
    I don't wanna bash anybody, as this was not intentional, but I'd REALLY love to see them fix what they're doing with customs.
    We need to be able to assign them to the CPU without the ridiculous 3rd string QB/second controller workaround. We need to be able to assign these without them bugging out. Period.
    OR we need a REAL play calling and game play system that uses the whole playbook so we don't have such an overabundance of shot plays and S blitzes and just 20% of the playbook utilized.
    One or the other. Please.
    Here's a link to a video I took on my phone of the glitch happening with Sabo's custom O and D books (though we think it's the D books): https://drive.google.com/file/d/1S3LcgLsmPEVmd1ZIdDOtKg3KvSaU3ga7/view?usp=sharing.
    This video just got uploaded and may be processing for a few moments, but it's good documentation of the issue.
    MrZombie09
    Does anyone know if this patch works on ongoing offline franchises?
    Sent from my SM-G950F using Operation Sports mobile app

    Yes. I had just finished up the offseason and draft in my CFM. I had a save right before the draft started. I know how it turned out in my offline CFM (the Colts took Ed Oliver with the first pick). If I redo the draft, the Colts take Greedy Williams at 1.
    Looking at the first round of picks, definitely a completely different draft than the prior logic. Unfortunately , it seems tied to meta knowledge of the draftees overall rating. As a result, I've noticed more "reaches" and players "falling" into later rounds. I haven't played with it a ton (such as by moving some bad players up into first round predictions and vice versa with good players moved down), but my early impression is it's slightly better, but still weird. For example, Philip Rivers retired after the first season in my CFM, but the Charges never addressed this need in the draft (in my earlier draft, they took Drew Lock at 10). In fact, only one QB went in the first two rounds (Herbert at #2 to the Giants).
    So while it's somewhat determined by need (but not really given that some needs were unaddressed), it doesn't seem to weight the importance of positions as much as it ought to. It seems to set a band on a subset of players within a given overall range and then pick the biggest team need that can be satisfied by that subset of players.
    Find_the_Door
    Because they'll be able to then sub in the inflated backup for a subpar starter at that point. The only way to prevent this from happening is to enforce injuries.
    This is Madden 19 - I want to play with the current roster as it stands not some hybrid fantasyland roster of players who have torn acls in real life.
    Online h2h was semi enjoyable up to this point. Now I'll shift to 2k h2h since they actually enforce injuries still smh.

    Oh ok, I gotcha. The super teams phrase confused me. It would be nice if there was an option for a lobby that enforced injuries, but I'm assuming most people that play H2H online want to use the intended roster.
    Rayzaa
    Will thank God for that while I'm still trying the blue error screen on ps4 but hey, they gave players tattoos. Whoopiee

    I've lived without the tattoos on players skins in video games for a long time. I could live without it now.
    Player's individual career/game statistics in franchise is still broke tho.
    I see they added owners portraits for a few teams. What about the browns? They don't even have Jimmy Haslem listed. It's some random name.
    Drykilllogic2488
    Offline franchise, do I need to start over?

    What I'm trying to figure out myself, if you find out let me know, I tried to play Super Bowl after patch and had freezing issues
    audbal
    Kick returner still gliding on kickoffs on fast speed.

    Same thing on very slow. Not sure why they keep saying this is fixed when it's clearly not. Anyone can play the game for 5 seconds and see it for themselves. I'm going to be sending video to Clint. This is the 2nd time now patch notes said this was fixed. Unless were suppose to restart franchises or reinstall the game??
    As far as post patch not really seeing much difference which is a good thing I suppose. Still see some bad pick up blocking by the running backs at times. Defenders still run past untouched even though there right next to them. Game is still playing solid.
    One thing that really tested the limits of my blood-pressure was how prone receivers were to drops upon the slightest amount of contact after catching the ball and receivers not using RAC/Poss/Aggro catches correctly.
    Post-patch: I've only seen one drop upon immediate contact in 2-3 games played; Pre-patch, I would see 4+ per game. It's been a (bleep) blessing from heaven watching receivers (AI & User) hold onto those catches so far.
    O-line blocking logic: Way too soon to tell... but it's looking good. I still think the O-line needs a head to toe overhaul -- but for now (this year) at least, it looks much better.
    And everything else...
    I'm w/ Trojan Man on this one. As much railing as I do against Madden, it's only fair I give credit where credit is due, and the devs deserve credit here. Nice job, guys.
    Okay, enough w/ the sentiment. Back to hating...
    Obviously some things have been tightened up and I haven't seen anything yet that has been made worse, so this patch seems pretty nice.
    I have to play some more games to be sure, but it seems like the animation where defenders and especially pass catchers give up on the play and get upset about their drop before the ball even hits the ground is finally tuned correctly.
    I feel like the blocking on kickoff returns has been improved, not as many matador impersonations going on.
    Also 75 parity is perfect for realistic speed differential. I know that a lot of people like a greater disparity to create more big plays, but looking at around 10 deep balls in a couple of games, the separation lined up perfectly with the speed and acceleration of the players involved.
    IMO, a bigger issue is the open field agility not being as effective in space as it should be in one on one situations.
    I'm not one who argues back and forth with people about Madden, it's pointless, but I'm am now 100% done having any interchanges with people who come at the dev team like they're lazy and don't give damn.
    sportsgamer77
    Does anyone else have their qb's crouched over as they come to the line of scrimmage. Like a duck walk kind of thing? Is that fixed?

    I didn't notice it the one game I've played after today's patch, but I would see it on occasion pre patch.
    Okay so after the patch I put the speed parity at 20 and running is def more dynamic ,but the passing game is wacked. Put the parity at 75 and the game just plays so much better than pre patch at 50. I was playing on 0 parity before the patch and it played well for me. At 20, everyone seemed to have hyper speed on the defense especially the defensive backs. The running felt good but passing had a lot of warping to compensate for the huge gap in the parity. On 75, the whole game felt more natural and running is a lot smoother along with the blocking adjustments from the patch. I’m on default All Madden with the parity at 75 and adjusted penalties and it plays really well. .............so far😉
    The patches this year have been good but I'm still going to complain about the 5's on the 49ers jerseys. They've been wrong for A DECADE (seriously, they've been wrong since Madden 10).
    Thank the lord, these drops were KILLING me!
    bigd51
    One thing that really tested the limits of my blood-pressure was how prone receivers were to drops upon the slightest amount of contact after catching the ball and receivers not using RAC/Poss/Aggro catches correctly.
    Post-patch: I've only seen one drop upon immediate contact in 2-3 games played; Pre-patch, I would see 4+ per game. It's been a (bleep) blessing from heaven watching receivers (AI & User) hold onto those catches so far.
    O-line blocking logic: Way too soon to tell... but it's looking good. I still think the O-line needs a head to toe overhaul -- but for now (this year) at least, it looks much better.
    And everything else...
    I'm w/ Trojan Man on this one. As much railing as I do against Madden, it's only fair I give credit where credit is due, and the devs deserve credit here. Nice job, guys.
    Okay, enough w/ the sentiment. Back to hating...

    Sent from my SM-G935V using Tapatalk
    DaReal Milticket
    Same thing on very slow. Not sure why they keep saying this is fixed when it's clearly not. Anyone can play the game for 5 seconds and see it for themselves. I'm going to be sending video to Clint. This is the 2nd time now patch notes said this was fixed. Unless were suppose to restart franchises or reinstall the game??
    As far as post patch not really seeing much difference which is a good thing I suppose. Still see some bad pick up blocking by the running backs at times. Defenders still run past untouched even though there right next to them. Game is still playing solid.

    Please also mention the bad block pickups by RBs when you send the video to Clint. I have raised RB blocking and they still seem brain dead many times. There must be a tweak they can make to improve this. It really contributes to high sack totals in many games. There also seems to still be a weakness with the LTs pass blocking in the game. That seems to be where the majority of sacks come from.
    Thanks!
    C
    I played a full game last night and the there was one item in the game and a half that I've played that I haven't seen anyone mention, but has been mentioned prior to the title update in every thread and I'm surprised.
    Not once I have seen the CPU juke before hitting the hole to a running lane, nada, zip. Maybe it's still a small sample size, but it's a good sign I haven't seen it because it would pop up a few times in my CFM games.
    I did see it rear it's ugly head again is the 180 degree CPU QB turnaround and that was right into a sack. This happened once during the game, but once too many for me.
    Overall, I enjoy how this title update is playing out, but there is still room for improvements all across the board.
    openureyez
    Just played two H2H games with a friend and SPINNING IS Out of control. It worked every time my opponent did it to an AI player OR players. I wish they would remove it completely. I know that’s not gonna happen, it just doesn’t look like anything I see in Sunday’s. May not be an issue against the computer but users are gonna abuse the hell out out of it.
    Sent from my iPad using Operation Sports

    Ball carrier moves were OP last year, too. This one isn't going anywhere.
    capa
    No changed noticed yet. They still run patterns out of end zone and out of bounds.
    C

    I’ve seen sideline catches since the patch. Getting toes in bounds.
    Sent from my iPhone using Tapatalk
    Can anyone confirm if the Dev team is aware of the offline CFM crash bug in year 5 if using custom draft classes and if a fix is in the works?
    Huge issue for those that play multiple year offline franchise mode.
    Sent from my iPhone using Operation Sports
    Armor and Sword
    Can anyone confirm if the Dev team is aware of the offline CFM crash bug in year 5 if using custom draft classes and if a fix is in the works?
    Huge issue for those that play multiple year offline franchise mode.
    Sent from my iPhone using Operation Sports

    Please see link below Armour. EA has been notified of the issue and towards the end of the thread I linked below, a user claims he is able to use custom draft classes post-patch without crashing.
    https://forums.operationsports.com/forums/madden-nfl-football/938215-offline-franchise-loading-issue.html
    Do I need to set the speed parity slider to 75, or is it automatically adjusted to that now? Tried playing last night, but the game wouldn't load for me.
    mixxx01
    I’ve seen sideline catches since the patch. Getting toes in bounds.
    Sent from my iPhone using Tapatalk

    Seems hit and miss to me...I do agree that they will toe drag at times (not always). The issue is too many times the receivers continue running patterns out of bounds and beyond end zone. I agree when ball is delivered at right time near sidelines they can toe drag. The issues seems to be that the receivers have no awareness of when they are running the patterns off the field.
    C
    capa
    Seems hit and miss to me...I do agree that they will toe drag at times (not always). The issue is too many times the receivers continue running patterns out of bounds and beyond end zone. I agree when ball is delivered at right time near sidelines they can toe drag. The issues seems to be that the receivers have no awareness of when they are running the patterns off the field.
    C

    Passing is worst part of game. I used to love dropping passes in the right place and receivers would try for it. Now they just wait for ball that never seems to get there, and D gets there first. If I try to throw past defender then receiver just watches it go by. Receivers appear to have no awareness on longer passes or after D touches the ball. The sideline issue in terms of catching has always been pretty good until this year. While awareness and running out of bounds has always been an issue to a degree, not the case in recent years for sideline and endzone awareness on catching. Fixing this and receiver aggressiveness would put the game in such a better place.
    Any body hearing the music that they previously muted since patch? Loaded into the game started hearing Madden's playlist. Figured maybe the patch caused the music to be unmuted.. Nope it's still muted but the terrible music is now playing.....
    Just a couple of simple questions to clear things up for myself and others that don't understand.. Player Threshold.. what causes more separation.. The higher the number or the lower. There are so many different opinions. I like a lot of separation. So wha would be the best setting for max separation. If I re-install. Do i need to set it at 75 for default or will the 50 setting now be actually 75 anyway. So to get more separation. Would i go higher or lower. If i don't re-install do i need to set it at 75..
    Same question with Pass Defense reaction time and Pass Coverage. I have read so many different opinions. Some say they are reversed.. PDRT.. What exactly does it do. I assume it determines how quickly a defender reacts to pass coverage and the ability to cover the defender or rush the QB.. DOES a higher number or a lower number increase this ability or should a lower setting increase it.
    Same Question for Pass Coverage. I would assume the higher the number the better the defender has the ability to pass coverage..
    Lisac
    No fix to WR's running routes out of bounds?
    Ugh!
    One of the notes mentioned sideline catches should work for CPUs now, not exactly the same thing.
    Sent from my XT1710-02 using Tapatalk
    CleveCluby
    Just a couple of simple questions to clear things up for myself and others that don't understand.. Player Threshold.. what causes more separation.. The higher the number or the lower. There are so many different opinions. I like a lot of separation. So wha would be the best setting for max separation. If I re-install. Do i need to set it at 75 for default or will the 50 setting now be actually 75 anyway. So to get more separation. Would i go higher or lower. If i don't re-install do i need to set it at 75..
    Same question with Pass Defense reaction time and Pass Coverage. I have read so many different opinions. Some say they are reversed.. PDRT.. What exactly does it do. I assume it determines how quickly a defender reacts to pass coverage and the ability to cover the defender or rush the QB.. DOES a higher number or a lower number increase this ability or should a lower setting increase it.
    Same Question for Pass Coverage. I would assume the higher the number the better the defender has the ability to pass coverage..

    50 is the new 75
    25 is the new 50
    0 is the new 25
    -25 is the new 0
    mattm7x
    Any body hearing the music that they previously muted since patch? Loaded into the game started hearing Madden's playlist. Figured maybe the patch caused the music to be unmuted.. Nope it's still muted but the terrible music is now playing.....

    I think they added some tracks. I simply went in and unchecked them. Kept thinking my profile didn't load properly.
    CleveCluby
    Just a couple of simple questions to clear things up for myself and others that don't understand.. Player Threshold.. what causes more separation.. The higher the number or the lower. There are so many different opinions. I like a lot of separation. So wha would be the best setting for max separation. If I re-install. Do i need to set it at 75 for default or will the 50 setting now be actually 75 anyway. So to get more separation. Would i go higher or lower. If i don't re-install do i need to set it at 75..
    Same question with Pass Defense reaction time and Pass Coverage. I have read so many different opinions. Some say they are reversed.. PDRT.. What exactly does it do. I assume it determines how quickly a defender reacts to pass coverage and the ability to cover the defender or rush the QB.. DOES a higher number or a lower number increase this ability or should a lower setting increase it.
    Same Question for Pass Coverage. I would assume the higher the number the better the defender has the ability to pass coverage..
    0 for speed threshold will get you more separation between speed values.
    100 will get you less.
    No need to uninstall or reinstall anything.
    Pass Coverage and Pass Reaction sliders works just fine.
    100 will give you better pass coverage or reaction
    0 will give you looser coverage or slower reaction.
    Sent from my SM-G965U using Tapatalk
    Not a fan of the music this year. Ugh.
    Player likeness is nice and the gameplay seems smoother to me.
    Who handles player likeness, if anyone knows? And how do they determine which players get likeness added?
    swankyjax
    One of the notes mentioned sideline catches should work for CPUs now, not exactly the same thing.
    Sent from my XT1710-02 using Tapatalk

    It is if you are timing your throw correctly. The inability to accept the possibility of user error is a huge source of frustration with this game.
    stinkubus
    It is if you are timing your throw correctly. The inability to accept the possibility of user error is a huge source of frustration with this game.

    Gotcha, I didn't really have complaints of them running out of bounds, I just wanted them to try and toe-tap when they have the space. I don't expect everyone to be able to stop on a dime and cut up-field.
    CleveCluby
    Just a couple of simple questions to clear things up for myself and others that don't understand.. Player Threshold.. what causes more separation.. The higher the number or the lower. There are so many different opinions. I like a lot of separation. So wha would be the best setting for max separation. If I re-install. Do i need to set it at 75 for default or will the 50 setting now be actually 75 anyway. So to get more separation. Would i go higher or lower. If i don't re-install do i need to set it at 75..
    Same question with Pass Defense reaction time and Pass Coverage. I have read so many different opinions. Some say they are reversed.. PDRT.. What exactly does it do. I assume it determines how quickly a defender reacts to pass coverage and the ability to cover the defender or rush the QB.. DOES a higher number or a lower number increase this ability or should a lower setting increase it.
    Same Question for Pass Coverage. I would assume the higher the number the better the defender has the ability to pass coverage..

    Imo and in my testing pass reaction is reversed. I see tighter coverage at 50 reaction 100 pass coverage than at 100 reaction 100 pass coverage. Test it and see which way you think is better.
    DaReal Milticket
    Imo and in my testing pass reaction is reversed. I see tighter coverage at 50 reaction 100 pass coverage than at 100 reaction 100 pass coverage. Test it and see which way you think is better.

    I can confirm this.
    The only time the coverage sliders work for me is when i play on Fast speed.
    roadman
    I played a full game last night and the there was one item in the game and a half that I've played that I haven't seen anyone mention, but has been mentioned prior to the title update in every thread and I'm surprised.
    Not once I have seen the CPU juke before hitting the hole to a running lane, nada, zip. Maybe it's still a small sample size, but it's a good sign I haven't seen it because it would pop up a few times in my CFM games.
    I did see it rear it's ugly head again is the 180 degree CPU QB turnaround and that was right into a sack. This happened once during the game, but once too many for me.
    Overall, I enjoy how this title update is playing out, but there is still room for improvements all across the board.

    Ok road you know I call it like I see it..In all honesty this is a pretyy good patch..I dont know if its the new parity or what but rpm seems to be less quirky and its smoothed out..rbs are not juking as much an OL seems to have more awareness at the 2nd level..noticing less qb twitching also and tackling while not there yet appears to be more contextual..still need to work on better wr/db interaction to include penalties and need to make the wrs more aggresive..gameplay is getting there..def an improvement kudos to the ea developers ..keep rolling and add some sim aspects back in and listen to the sim crowd,and we on to something..will pick up again after next patch..momba out!!!! All Madden adjusted BTW
    So im playing a game at Home, which is Las Vegas after moving my team and the announcers said "be right back in Salt Lake City right after this"
    Then the next home game at the start of the presentation they still call my team the Los Angelas Chargers. Why even move your team if you cant get any recognition for it? It also wouldnt let me rename my team when i relocated.
    Im starting to see defenders playing deep balls really well while the wr just stands there resulting in picks. I wasnt seeing this before the patch.
    Sent from my SM-G935P using Tapatalk
    The ArkanSaw
    I can confirm this.
    The only time the coverage sliders work for me is when i play on Fast speed.
    I see the pass blocking sliders reversed get better blocking at 0 and the d line blasts througj
    Sent from my SPH-L720T using Tapatalk
    So the year 5 franchise freeze is possibly fixed? Has anyone had any success in continuing their franchise with a custom class?
    That’s all I care about, if the game freezes, I couldn’t care less what the speed parity or mIke Evans tats are, as if you can’t play a game it becomes completely redundant. If they have fixed it, then those other things become nice bonuses
    Were there any player model updates? I could swear Philip Rivers looks slightly better. It's like they gave him his smaller shoulder pads. Just a minor tweak.
    Game seems tighter to me. They definitely need to scrap everything & start fresh but they're clearly trying hard this year. Just a lot to fix.
    Just not enjoying the game anymore honestly. It's almost November I'm sick of tinkering with sliders. Like almost every Madden the past few years it was better before the started patching the game like crazy.
    SportzMan69
    Just not enjoying the game anymore honestly. It's almost November I'm sick of tinkering with sliders. Like almost every Madden the past few years it was better before the started patching the game like crazy.

    Huh? It was awful before the patches.
    Man I actually enjoy the game, I win about 50-60% of the time and there's enough variability in the game (i.e. defensive games, offensive games, blowouts, etc.).
    I guess this is what happens when you come straight from Madden 15 to Madden 19! I only play offline.
    Only thing is the running game, sometimes I FEEL like I can't get anything going yet at the end of the day I check player stats and by RB got 125 yds on 31 carries, which I guess isn't too bad? 4 yds/carry...just haven't had one 30+ run that led to pay dirty yet.
    Will try Gurley maybe against the ****tiest D-line in the league this evening and see how I fair.
    Patch really screwed up my game. Had the game playing really well once again until this last patch. I only play PTM and CPU vs CPU off line. It has changed my running game completely. Players are spinning more and doing juke moves more than ever and for no reason. Putting up stiff arm when no one is near them. When they do need to spin or juke they spin or juke directly into the defender. QB's are spinning and then running right into defender. This was not happening until this last patch. The defenses have blitzed play after play crushing the run game. Once again RB's are getting hit in the backfield.
    Maybe it's not the patch. Maybe it's the new play calls.. In two games My team the Browns attempted 57 passes. 46 of those were attempts too or went to either the TE or the RB.. What the heck happened to receivers. Before this patch I had a great mix. Only eleven pass attempts went to WR in two games with 12 min Qt.
    One crucial 3rd down play, Pass went to Landry who was wide open, not a defender within 5 yds of him. He was 6 yds past the first down marker.. He caught the ball then did a spin for no reason and ran 12 yds backwards and was tackled for a 5 yd loss..
    This last patch may have been good for those that thumb jockey, But it sure hurt CPU. vs CPU, Coach mode or PTM type players.. Well I can only speak for myself. Back to the drawing boards. Now I can work on sliders for another two weeks. Maybe someday before the end of the real FB season I'll get my franchise actually started again..
    powercord55
    So the year 5 franchise freeze is possibly fixed? Has anyone had any success in continuing their franchise with a custom class?
    That’s all I care about, if the game freezes, I couldn’t care less what the speed parity or mIke Evans tats are, as if you can’t play a game it becomes completely redundant. If they have fixed it, then those other things become nice bonuses

    It appears to me that it has been fixed. The issue was after year 4 and I am in Year 5 for the first time.
    On PS4, still getting the blue error screen from time to time during a game. Very annoying and wish they would fix it. I dont know if im alone in this, i sure hope not but i am sending them a report on it with no screnshot as i dont see where that would help giving them a picture of where it stops.
    peapod0609
    It appears to me that it has been fixed. The issue was after year 4 and I am in Year 5 for the first time.

    can anyone else confirm this?? this is unacceptable to not be able to play after 2023...
    I can finally say that i am over 2k football. Madden 19 post patch is extremely fun to play. The last two patches have made a good game even better. I am now forced to defend big plays from the top running backs. I love how the quarterbacks are avoiding sacks by rolling out, throwing it away and throwing deep.
    The defensive back wide receiver interaction is very good seems much more realistic then in years past. Tackles and hits look fluid. The player speed differential is much more obvious now.
    I am having a blast and I have never felt that way about Madden football.
    I'll say this. Madden 19 is a very good game. The problem I see is that we are all getting spoiled
    With games like God of War, Spider-Man, RDR2 etc, we are expecting a Premium game like Madden to come out of the box and be great and not very good. That is the expectation going forward. Great not good.
    Releasing a game in the first week of August and waiting 3 months for a quality patch is not ok these days.
    I'll give the ea devs credit for listening and patching but they have to be better.
    I'll end with this. I don't regret this purchase and I like the game but I just don't see myself craving to play it when I get valuable free time
    This is easily the best that M19 has played this year. Now...I DO think that they took thresh a bit too far (50 now is just way too low to be realistic); but once optimized to 65, it is playing a fantastic game of football.
    I DO kinda feel bad for people who are stuck with default thresh for online play though...it's gotta be brutal with the cheese.
    JoshC1977
    This is easily the best that M19 has played this year. Now...I DO think that they took thresh a bit too far (50 now is just way too low to be realistic); but once optimized to 65, it is playing a fantastic game of football.
    I DO kinda feel bad for people who are stuck with default thresh for online play though...it's gotta be brutal with the cheese.

    What differences are you seeing at 65 and what is the setting for 65?
    Thanks in advance.
    JoshC1977
    This is easily the best that M19 has played this year. Now...I DO think that they took thresh a bit too far (50 now is just way too low to be realistic); but once optimized to 65, it is playing a fantastic game of football.
    I DO kinda feel bad for people who are stuck with default thresh for online play though...it's gotta be brutal with the cheese.

    Josh. You are into to something with the parity set at 65. Game plays very well at that number
    Sent from my iPhone using Tapatalk Pro
    Turned on the game for the first time in a few weeks. I don't know if it was the previous patch or this patch (I never played a game on the previous patch) but it's nice to see they finally fixed the problem with kick returners not sprinting. Kinda funny that it took two months for this to happen.
    Running backs on both sides feel a little more explosive now. Maybe it's the speed threshold but I think the physics have changed too. It no longer feels like only HUM RBs are slaves to RPM and stuck in the mud. Hell, is it me or have they nearly removed RPM from the game?
    ehh
    Turned on the game for the first time in a few weeks. I don't know if it was the previous patch or this patch (I never played a game on the previous patch) but it's nice to see they finally fixed the problem with kick returners not sprinting. Kinda funny that it took two months for this to happen.

    Running backs on both sides feel a little more explosive now.
    Maybe it's the speed threshold but I think the physics have changed too. It no longer feels like only HUM RBs are slaves to RPM and stuck in the mud. Hell, is it me or have they nearly removed RPM from the game?

    Yes but CPU RBs still juke too much when they could just shoot thru wide open holes i see. I think the Devs just add to much to this game sometimes and it backfires.
    I am getting some longer rushes now but still they catch up when they shouldnt. Even on my 52 yard TD run...which is my longest run they caught me at the 1 and i drug them into the EZ but they shouldnt have even been close to me.
    When the CPU breaks free i dont come close to catching them.
    ehh
    Turned on the game for the first time in a few weeks. I don't know if it was the previous patch or this patch (I never played a game on the previous patch) but it's nice to see they finally fixed the problem with kick returners not sprinting. Kinda funny that it took two months for this to happen.
    Running backs on both sides feel a little more explosive now. Maybe it's the speed threshold but I think the physics have changed too. It no longer feels like only HUM RBs are slaves to RPM and stuck in the mud. Hell, is it me or have they nearly removed RPM from the game?

    RPM is still there, but the one-cut doesn't seem as severe in terms of halting a player's movement/momentum as it did before.
    I'm really loving this game a TON. I haven't played this many games of Madden since I was in the Marines and we would play on the Sega Genesis. It's killing my NHL gaming time. ;)
    Is anyone having trouble playing a Super Bowl since the patches, can't even play offline, it freezes and players do crazy animations or plays missing each time I try to play it it's something different, or can anyone tell me what I can do to stop this craziness
    dartkgr
    Is anyone having trouble playing a Super Bowl since the patches, can't even play offline, it freezes and players do crazy animations or plays missing each time I try to play it it's something different, or can anyone tell me what I can do to stop this craziness

    Ive played a superbowl since the last patch and it played fine.....PS4, Franchise simulation mode.
    Rayzaa
    Ive played a superbowl since the last patch and it played fine.....PS4, Franchise simulation mode.

    I read the glitches thread and others are having same problem and I guess it starts when a penalty happens so I guess your lucky
    dartkgr
    I read the glitches thread and others are having same problem and I guess it starts when a penalty happens so I guess your lucky

    Yeah well I also from time to time still get the blue error screen during a game so.....
    It's time for these games to be released every other year with just roster updates every year. There is just so much to be worked on these games. The games should be ready to go with very little to nothing to patch after its release. Patch after patch after patch 😕
    Thats why I prefer to just wait and get last years copy. I'll update the rosters myself and the game tends to be much better after the patches from its original release. $60 for a constant needed fixed game or $20 for a year old game that's much better!
    Can this year's game be played without the patches in offline franchise, if I uninstall the game, this is rediculuius, cant complete a game with out a glitch
    audbal
    I dont play franchise, but offline play now. I uninstalled back to version 1.0. I'm having more fun.

    I don't think the patches effected play now with the glitches
    Ghcats31
    It's time for these games to be released every other year with just roster updates every year. There is just so much to be worked on these games. The games should be ready to go with very little to nothing to patch after its release. Patch after patch after patch 😕

    Yeah God forbid they try to make the game better by finding issues and fixing those issues. Patches are necessary for all games.
    My 2 cents, since last patch update this game has taken a jump down the crap shoot and is unplayable and unfun. They ruined running and wr control. Also ruined defense user control. Sad sad day
    Sent from my iPhone using Operation Sports
    DaReal Milticket
    State of coverage in Madden 19 - Issues after patch
    All Madden
    Zero thresold
    Fatigue on 10
    Vs CPU (Eagles)
    Cover 1 hole vs PA Crossers
    Burnett is CPU controlled. Defender is delayed, then jogs 5 yrds, before speeding up.....sigh
    https://youtu.be/lTRt-bRPBOI

    Thanks for the video on the biggest issue for me concerning man coverage gameplay. I believe there are 3 factors at work here; First, on certain PA pass plays, DB's will react just as your video has illustrated and bite on the run. While defenders do get faked out in real life, I've gone to practice mode and have had it happen nearly every-single-time concerning certain PA plays. This is not a dice-roll issue. Secondly, on some PA pass plays in the playbooks, it is a dice roll and for me that is simply simulation. Again, I've gone to practice mode and only seen it happen randomly. Finally, as I've stated before, there are routes in this game that quickly release WR's to the boundary whereas the DB becomes blind to his assignment initially. This allows for the receiver to become wide open. This a constant occurrence.
    What I've found necessary when playing any type of press man coverage is to be sure to implement either inside-over-the-top shading or outside-over-the-top shading. While this helps somewhat with the above, it is not a fix. Unfortunately, underneath shading also causes the "DB pausing" that your video clearly shows. A DB should jam and then play a trail technique in under leverage, not just freeze in place.
    Some of the WR/DB interactions in this game are quite good and play out well. Routes that used to be money against man coverage are no more and that's a welcome change. Clearly, there is still plenty of work to do here.
    edgevoice
    Thanks for the video on the biggest issue for me concerning man coverage gameplay. I believe there are 3 factors at work here; First, on certain PA pass plays, DB's will react just as your video has illustrated and bite on the run. While defenders do get faked out in real life, I've gone to practice mode and have had it happen nearly every-single-time concerning certain PA plays. This is not a dice-roll issue. Secondly, on some PA pass plays in the playbooks, it is a dice roll and for me that is simply simulation. Again, I've gone to practice mode and only seen it happen randomly. Finally, as I've stated before, there are routes in this game that quickly release WR's to the boundary whereas the DB becomes blind to his assignment initially. This allows for the receiver to become wide open. This a constant occurrence.
    What I've found necessary when playing any type of press man coverage is to be sure to implement either inside-over-the-top shading or outside-over-the-top shading. While this helps somewhat with the above, it is not a fix. Unfortunately, underneath shading also causes the "DB pausing" that your video clearly shows. A DB should jam and then play a trail technique in under leverage, not just freeze in place.
    Some of the WR/DB interactions in this game are quite good and play out well. Routes that used to be money against man coverage are no more and that's a welcome change. Clearly, there is still plenty of work to do here.

    All great points. A few problems here that we have.
    1) The CPU playbooks are oversaturated with PA plays. Anyone can go look at these and see how many times these are going to be called by the stars. Most of the time it's a trainwreck imo. So this type of play is more relevant to happen without a fix.
    2) People keep telling me its fatigue with the jogging. False... Fatigue is at 10, while all the other defenders are running like they should. Jeffery probably wins the matchup more than not, but this is just bad how its playing out. Cant deny video proof.
    Kinda inexcusable how many patches in and its November....Yes, they have work to do.
    DaReal Milticket
    All great points. A few problems here that we have.
    1) The CPU playbooks are oversaturated with PA plays. Anyone can go look at these and see how many times these are going to be called by the stars. Most of the time it's a trainwreck imo. So this type of play is more relevant to happen without a fix.
    2) People keep telling me its fatigue with the jogging. False... Fatigue is at 10, while all the other defenders are running like they should. Jeffery probably wins the matchup more than not, but this is just bad how its playing out. Cant deny video proof.
    Kinda inexcusable how many patches in and its November....Yes, they have work to do.

    1) CPU gameplans were extremely poorly designed, especially regarding the frequency PA gets called on 3rd and medium or 3rd and long. This is a situation whereas it shouldn't be called at all. I mean no disrespect to anyone, but whoever put in the gameplans appears to have had no idea as to what they were doing. As an aside, dynamic gameplans were present back in Madden 12. Playing against the Giants felt vastly different than lining it up against the Patriots. I played that game for 5 years mostly because of the way both the user and CPU gameplans were implemented. I could even take my gameplan to practice mode since it showed up in the playcall box. Not anymore. The whole playcalling system is in dire need of a complete re-work.
    2) The jogging improved somewhat with the latest patch. However, I still see players jogging on occasion for no explainable reason. I do find when it happens to me it's mostly because I used one-cut burst and forgot to release and engage sprint. For example, I had my LB hit the QB just as he was throwing, picked him off with Jaylon Smith and because I triggered the one-cut by mistake, he began jogging after 40 yards when stamina went red. The stamina hit is far too heavy-handed, although I have to take some of the blame during interceptions or fumble recoveries to make sure I don't engage speed burst until I am running in a straight line. Still, that's a lot of years of muscle memory to erase.
    For me, this version of Madden has been both the most enjoyable to play and the most frustrating at the same time. I am well aware of the fact that this statement makes 0 sense...
    I notice jogging after a player gets hurt then it says he will come back soon. Depending on the injury, he will not run at full speed the rest of the game.
    edgevoice
    1) CPU gameplans were extremely poorly designed, especially regarding the frequency PA gets called on 3rd and medium or 3rd and long. This is a situation whereas it shouldn't be called at all. I mean no disrespect to anyone, but whoever put in the gameplans appears to have had no idea as to what they were doing. As an aside, dynamic gameplans were present back in Madden 12. Playing against the Giants felt vastly different than lining it up against the Patriots. I played that game for 5 years mostly because of the way both the user and CPU gameplans were implemented. I could even take my gameplan to practice mode since it showed up in the playcall box. Not anymore. The whole playcalling system is in dire need of a complete re-work.
    2) The jogging improved somewhat with the latest patch. However, I still see players jogging on occasion for no explainable reason. I do find when it happens to me it's mostly because I used one-cut burst and forgot to release and engage sprint. For example, I had my LB hit the QB just as he was throwing, picked him off with Jaylon Smith and because I triggered the one-cut by mistake, he began jogging after 40 yards when stamina went red. The stamina hit is far too heavy-handed, although I have to take some of the blame during interceptions or fumble recoveries to make sure I don't engage speed burst until I am running in a straight line. Still, that's a lot of years of muscle memory to erase.
    For me, this version of Madden has been both the most enjoyable to play and the most frustrating at the same time. I am well aware of the fact that this statement makes 0 sense...

    I understand the stamina part when I'm controlling the player, but in my video Burnett is a cpu controlled player. Why does he run like normal and then jog for 3 yrds and then quick sprint? Like this is obviously poor coding. Cpu isnt using the one cut mechanic.
    Madden is still a good game, but this kind of stuff is a game killer imo. I agree with you statement. Madden is so close, but yet so far. As much as I despise All pro I may have to jump down if this is an all madden thing.
    DaReal Milticket
    I understand the stamina part when I'm controlling the player, but in my video Burnett is a cpu controlled player. Why does he run like normal and then jog for 3 yrds and then quick sprint? Like this is obviously poor coding. Cpu isnt using the one cut mechanic.
    Madden is still a good game, but this kind of stuff is a game killer imo. I agree with you statement. Madden is so close, but yet so far. As much as I despise All pro I may have to jump down if this is an all madden thing.

    I hear ya on the All Madden thing and I remember you wisely stating that All Madden should be at it's best this year, due to the fact that it was default for tournament play. You know what you're doing with sliders so you don't need my advice, but the main problem with All Pro is that the CPU offense is poor. I left the CPU sliders alone and significantly and evenly dropped the sliders on the user side only and I have to admit the challenge is there, without so much of the nonsense.
    edgevoice
    I hear ya on the All Madden thing and I remember you wisely stating that All Madden should be at it's best this year, due to the fact that it was default for tournament play. You know what you're doing with sliders so you don't need my advice, but the main problem with All Pro is that the CPU offense is poor. I left the CPU sliders alone and significantly and evenly dropped the sliders on the user side only and I have to admit the challenge is there, without so much of the nonsense.

    Yeah, I mean there has to be a reason that the devs felt it was necessary to jump up to All Madden vs All Pro on the competitive scene. If the game is so balanced on All Pro why would they change? I'm going to run some of my own testing to see if I can make anything better via ratings. I'm not one to say AM is better than AP (with slider adjustments) or default AP is better than AM (with slider adjustments) like some, but its definitely a different experience. Appreciate the insight Edge!
    I did send the video to Clint, I'm sure he's already fully aware of it. Sadly it only has around 10 views. I don't think the public really cares about Madden at this point lol.
    How do you download Madden mods to XB1? never have had any mods before.. just wondering if it is a easy, quick process and if so or if not what is the process??
    reome3636
    How do you download Madden mods to XB1? never have had any mods before.. just wondering if it is a easy, quick process and if so or if not what is the process??

    Cant, need to have Madden on PC. Unless somebody cracked the system code.
    DaReal Milticket
    State of coverage in Madden 19 - Issues after patch
    All Madden
    Zero thresold
    Fatigue on 10
    Vs CPU (Eagles)
    Cover 1 hole vs PA Crossers
    Burnett is CPU controlled. Defender is delayed, then jogs 5 yrds, before speeding up.....sigh
    https://youtu.be/lTRt-bRPBOI

    I had almost that exact same issue in my last game! My 94 ovr CB got burned by an 84 ovr Wr.
    It was a slot crossing route vs man coverage too.
    Needs a patch for relocations.
    I have moved the Chargers to Las Vegas and they are still calling them the LA Chargers and i moved the Cardinals to San Diego and changed their name to the Aftershocks and during the draft it kept saying "The LA Aftershocks are on the clock".
    WTH is the infactuation with calling these teams Los Angeles? Can we get this right for cris sakes?
    I mean Geez, it was the Devs that decided where the relocations can be so incorporate them in the damn game!
    underdog13
    I had almost that exact same issue in my last game! My 94 ovr CB got burned by an 84 ovr Wr.
    It was a slot crossing route vs man coverage too.

    Appreciate you sharing your experience as well. I posted my video in a slider thread because man coverage was being discussed. I basically was told I don't know how to play the game and dont know what I'm doing. This is an issue if ppl dont want to believe it or not.
    DaReal Milticket
    Appreciate you sharing your experience as well. I posted my video in a slider thread because man coverage was being discussed. I basically was told I don't know how to play the game and dont know what I'm doing. This is an issue if ppl dont want to believe it or not.

    Well, happened to me last night. I was playing Over Storm Brave, although I hotted my linebackers into hook zones, out of base nickel inside the 5. I pressed my corners and shaded inside and over-the-top leverage. I did get the proper pre-snap animation. Post snap, my corner gained inside leverage and.......took a nap and I gave up a TD. Usually when I play over-the-top I'm good, save for certain PA passes and blind WR outside release routes. Guess I don't know what I'm doing either.
    I do have human pass reaction time, interceptions and pass coverage tuned down, but that should not cause my CB to suddenly go into a trance.
    underdog13
    Also anyone else noticed that the trunk stick behind your linemen move seems to be more sensitive and kicks in more often now?

    Truck stick behind OL feels awful right now, it gives you this Leveon Bell animation, which for some RBs is nice... however I use Guice, I want to lower the shoulder push my OL/DL.
    edgevoice
    Well, happened to me last night. I was playing Over Storm Brave, although I hotted my linebackers into hook zones, out of base nickel inside the 5. I pressed my corners and shaded inside and over-the-top leverage. I did get the proper pre-snap animation. Post snap, my corner gained inside leverage and.......took a nap and I gave up a TD. Usually when I play over-the-top I'm good, save for certain PA passes and blind WR outside release routes. Guess I don't know what I'm doing either.
    I do have human pass reaction time, interceptions and pass coverage tuned down, but that should not cause my CB to suddenly go into a trance.

    I'm going to pm you Edge.
    Kentaurus
    Truck stick behind OL feels awful right now, it gives you this Leveon Bell animation, which for some RBs is nice... however I use Guice, I want to lower the shoulder push my OL/DL.

    I've pulled off the "push the pile" mechanic a few times with Zeke and worked OK. However, I usually use the "get skinny" mechanic as I find that more effective. I've had some good CPU backs use it and when they pull it off, it's pretty nice.
    Any word on a November Title Update? I saw they are adding Journey II and a bunch of new features to MUT this month but haven't been able to find anything on a game update. I was just curious, thanks.
    xApAthyx13
    Any word on a November Title Update? I saw they are adding Journey II and a bunch of new features to MUT this month but haven't been able to find anything on a game update. I was just curious, thanks.

    In response to inquiries about the next update they put out a Tweet yesterday saying that an upcoming Madden tournament that is being held from November 5-10 is being played on the current version of the game, so obviously it will be after that.
    Just confirming after referring calling the San Diego Aftershocks(formally the AZ Cardinals), the LA Aftershocks during the draft, it shows them as San Diego but in commentary still calls them the LA Aftershocks. Also still calling my Las Vegas Chargers, the LA Chargers and still shows that on the back of their helmets.
    So annoying that they can't get the relocation names right in this game.
    Anyone else that has relocated having this issue?
    Yeah because they did not record the relocation audio after the Rams and Chargers moved to LA. Seems none of that was touched rather than add Las Vegas and switch LA with SD and STL.
    baconbits11
    Yeah because they did not record the relocation audio after the Rams and Chargers moved to LA. Seems none of that was touched rather than add Las Vegas and switch LA with SD and STL.

    Very,very irritating. I am a user of two teams that I relocated and BOTH are being called LA. The Chargers , on the back of their helmets it still says Los Angeles instead of Las Vegas.
    Little things like this is what grinds my gears, not arm tape or stupid crap like that but having options to move a team, pick a new name and uniforms and it still calls them the wrong city.
    I will not buy this game going forward til I see many of these things have been resolved. I usually don't buy it every year anyways so next year is a gimme that I won't.
    Rayzaa
    Very,very irritating. I am a user of two teams that I relocated and BOTH are being called LA. The Chargers , on the back of their helmets it still says Los Angeles instead of Las Vegas.
    Little things like this is what grinds my gears, not arm tape or stupid crap like that but having options to move a team, pick a new name and uniforms and it still calls them the wrong city.
    I will not buy this game going forward til I see many of these things have been resolved. I usually don't buy it every year anyways so next year is a gimme that I won't.
    I see exactly what you're saying. But It could be worse they could have taken out the option all together at least we location works when you don't move a team back to the city that already had a team before
    Sent from my SPH-L720T using Tapatalk
    On all madden, getting a FG issue where the slider goes way past where you hit “A”. Unless you hold down(like on a long fg), then it hots perfect everytime. (Flazko madden sliders, cfm offline, xbox1)
    Sent from my iPhone using Operation Sports
    I keep having RB's run from sideline to sideline rather than north south in offline franchise.
    Would always welcome more player likeness, Colts and Dolphins need some love, every team could use more likeness!
    MizzouRah
    Hate me all you want, but this is the BEST Madden game I've ever played. It took many patches but I've having an awesome time!

    Same here! It isn’t perfect but I’m really enjoying the game right now.
    Sent from my iPhone using Operation Sports
    I have fun with them all but 2019 for me isnt the best ive played. Game play in others have been better along with overall more things i like and they keep taking away but the graphics in this i like a lot.
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