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Madden NFL 22 Patch Available Today Features Updates For Gameplay, Playbooks, Franchise Mode & More - Patch Notes

madden nfl 22 patch

Madden NFL 22

Madden NFL 22 Patch Available Today Features Updates For Gameplay, Playbooks, Franchise Mode & More - Patch Notes

A new Madden NFL 22 patch is available today for all platforms featuring updates for gameplay, playbooks, Franchise Mode and much more. Not mentioned in the patch notes, offline sim stats seem to have been fixed.

Check out the patch notes below.

Madden NFL 22 (Xbox Series X|S & PS5)

Key Highlights:

  • Updated Las Vegas Raiders head coach likeness
  • User-controlled Delay Fades removed

NFL Authenticity Updates:

  • Fixed an issue with Jordan 99 club shoe
  • Flipped Steelers End Zone art to match real world reference
  • Fixed an issue with Adidas Freak gloves
  • Multiple helmet and chinstrap placement issues were addressed, including updates to players who have changed helmets
  • Leonard Williams and Tyrann Mathieu hair/beard updates
  • Fixed a color issue with sleeves on Gen 5

Gameplay Updates:

Pass Coverage

  • Fixed an issue in Cover 3 with the Outside Deep Third Corner leaving fade routes wide open to instead cover a corner route
  • Fixed an issue causing cornerbacks playing Outside Deep Third while aligned in the Press to turn incorrectly after bailing deep, allowing deep routes to get behind them
  • Fixed an issue causing Cover 3 to fail in covering a hot-route streak from the slot out on the play Gun Bunch Verticals
  • Fixed an issue with Outside Deep Quarter CB’s using match coverage with a receiver on the opposite side of the field
  • Added logic to improve Cloud Zone defenders inside the Red Zone, giving more awareness of the boundaries
  • Fixed an issue causing coverage assignments to sometimes flip when the offense would audible to a deep pass and snap quickly
  • Fixed an issue causing Cover 4 defenders to sometimes not run to the catch point vs. deep routes while transitioning to a match zone assignment
  • Fixed an issue causing the slot CB to align on the wrong side of the field in Nickel Normal Cover 3 with the Auto-Flip setting toggled ON
  • Fixed an issue causing the Deep Mid Safety to align incorrectly vs. Bunch formations
  • Fixed an issue allowing defenders to obstruct receivers from running their routes after getting beat on a route cut, leaving the receiver unable to effectively avoid
  • Added logic to teammate avoidance to help Defensive Backs avoid running into each other for extended periods of time, taking themselves out of the play.

General 

  • Removed the user-controlled ability to release the Tight End on the Delay Fade hot route.
    • DEV NOTE: You will still be able to hot route your Tight End to a Delay Fade but you will no longer have control over when the Tight End releases. You’ll now see the Tight End on the Delay Fade pass set, fake the block, and then release into the route after a short duration of time.
  • Fixed an issue allowing user-controlled defenders to get an unnatural speed burst at the snap while holding a combination of buttons
  • Prevented pump-fakes during RPO Alert/Bubble Screen handoffs, which was allowing a QB scramble exploit
  • Removed user-controlled block-and-release routes for Tight Ends; block-and-release routes will now be released via a varied timer
  • Tuning to increase non-engaged pass rush moves by AI pass rushers on All-Madden and All-Pro difficulty levels
  • Fixed an issue preventing the ball locator from appearing when the M-Factor ‘Prediction Problems’ was active
  • Tuning to AI Play-Calling to make CPU-controlled teams less predictable on 4th down and in the 4th quarter when trailing
  • Tuning to AI Clock Management when in Overtime to prevent CPU-controlled teams from letting the clock run out and use their timeouts more strategically
  • Fixed an issue causing the defensive line to spread out when calling Nickel 3-3-5 Wide Cover 2
  • Fixed an issue preventing play-art from appearing when the Omaha X-Factor was active
  • Tuning to catch-knockouts to reduce late knockouts/drops on contact
  • Tuning to motion animations to avoid odd-looking strafe movement when getting set
  • Fixed an issue in The Yard where the AI-controlled QB would constantly get sacked whenever there was a Spy Pass Rusher on defense
  • Tuning to AI play-calling in The Yard to make CPU-controlled teams more aggressive on offense
  • General Stability Improvements

NFL Live Playbook Updates

  • Cardinals: Added Singleback Deuce
  • Cowboys: Added Weak I Pro
  • Falcons: Added Singleback Wing Tight U and Doubles Off Close
  • Jaguars: Added Strong H Pro, Singleback Trey, and Wing
  • Packers: Update to Singleback Deuce Close and Strong Close
  • Panthers Defense: Added 3-4 Under with specialized subpackage for their outside pass rushers
  • Patriots: Replaced the designed QB runs and options plays with more pro-style plays
  • Raiders: Fixed minor issue for Gun Trips TE
  • Ravens: Added Singleback Wing Tight U, Ace Double Wing, and I Form Close
  • Saints: Added Taysom Hill Package
  • Seahawks: Added I Form Pro and Singleback Bunch X Nasty
  • 49ers: Added Pistol Strong Slot
  • Vikings: Updated to Gun Trips TE

Franchise Updates: 

  • Fixed an issue where Coaches were shown as being hired by multiple teams in the Staff Moves screen
  • Fixed a rare issue where an infinite load would trigger after playing a Franchise game
  • Fixed a rare crash issue when re-entering the staff screen after simulating to the next season
  • Fixed an issue in Scouting where Free Agent scouts were already assigned to a region
  • Fixed the “Never Reach 4th Down” goal that was being awarded incorrectly
  • Fixed a Weekly Strategy bug where occasionally teams were ranked #33 in a specific stat
  • Updated a pregame stat banner to show the correct team stats during the season

Face of the Franchise Updates:

  • General stability updates
  • Subtitle bug fixes
  • General UI improvements

Madden ID Updates:

  •  General stability updates
  •  General UI improvements

Madden Ultimate Team Updates: 

  • Switched Mission Goals progress to show fractions versus percentages
  • Changed the Goals progress to display the number of Activities
  • Fixed College OT Rules

Madden NFL 22 (Xbox One, PS4, PC, Stadia)

Key Highlights:

  • Updated Las Vegas Raiders head coach likeness
  • User-controlled Delay Fades removed

Gameplay Updates: 

  • Removed the user-controlled ability to release the Tight End on the Delay Fade hot route.
    • DEV NOTE: You will still be able to hot route your Tight End to a Delay Fade but you will no longer have control over when the Tight End releases. You’ll now see the Tight End on the Delay Fade pass set, fake the block, and then release into the route after a short duration of time.
  • Fixed an issue in The Yard where the AI-controlled QB would constantly get sacked whenever there was a Spy Pass Rusher on defense
  • Tuned the AI play calling in the Yard so they would be more aggressive and try to get the ball down the field more to make it a more exciting and competitive experience

Franchise Updates: 

  • Fixed an issue where Coaches were shown as being hired by multiple teams in the Staff Moves screen
  • Fixed a rare issue where an infinite load would trigger after playing a Franchise game
  • Fixed a rare crash issue when re-entering the staff screen after simulating to the next season
  • Fixed an issue in Scouting where Free Agent scouts were already assigned to a region
  • Fixed the “Never Reach 4th Down” goal that was being awarded incorrectly
  • Fixed a Weekly Strategy bug where occasionally teams were ranked #33 in a specific stat
  • Updated a pregame stat banner to show the correct team stats during the season
113 Comments

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Discussion
  1. kaos
    Right, no offline stats fix
    Sent from my iPhone using Operation Sports

    Infuriating if this is not fixed. I really am at a loss on this issue not being solved (if it was but not mentioned in the notes....then cool) when it works in cloud franchise.
    Armor and Sword
    Infuriating if this is not fixed. I really am at a loss on this issue not being solved (if it was but not mentioned in the notes....then cool) when it works in cloud franchise.

    I’ve been a madden player from the beginning and this is the most disappointed I’ve been with the game. I’ve waited patiently to start my franchise. All I was waiting for is the sim stats to be fixed. Not much to ask for.
    I guess I will not be playing Madden this year.
    Sent from my iPhone using Operation Sports
    colttodd12
    I’ve been a madden player from the beginning and this is the most disappointed I’ve been with the game. I’ve waited patiently to start my franchise. All I was waiting for is the sim stats to be fixed. Not much to ask for.
    I guess I will not be playing Madden this year.
    Sent from my iPhone using Operation Sports

    I can’t blame you. I have been playing.....and simply just looking at my stats....so I won’t grind my gears.....the stats are not awful around the league....but it is affecting it for QB’s and WR’s enough where I am going to lead all the time. It really put’s a huge black eye on an otherwise really solid game this year.
    I am still in disbelief we are in November......and it is not fixed. And there is absolute silence on the matter. I am sorry but there is no valid excuse for the silence. Really...It’s November.
    At least say something.....with the huge focus on Franchise Mode this cycle....this is truly a black eye.
    Armor and Sword
    I can’t blame you. I have been playing.....and simply just looking at my stats....so I won’t grind my gears.....the stats are not awful around the league....but it is affecting it for QB’s and WR’s enough where I am going to lead all the time. It really put’s a huge black eye on an otherwise really solid game this year.
    I am still in disbelief we are in November......and it is not fixed. And there is absolute silence on the matter. I am sorry but there is no valid excuse for the silence. Really...It’s November.
    At least say something.....with the huge focus on Franchise Mode this cycle....this is truly a black eye.

    Yep I can overlook the normal Madden issues that pop up yearly and still enjoy the game but since I’m a stat guy, the stat issue ruins my franchise
    Sent from my iPhone using Operation Sports
    So they said they flipped the steelers end zone art but they also flipped the fans also to where they face away from the field..I tested it a few times by restarting an the same issue.. also tried other teams an it appears to be only the steelers lol smh
    Sent from my SM-N976U using Tapatalk
    Nyrain
    So they said they flipped the steelers end zone art but they also flipped the fans also to where they face away from the field..I tested it a few times by restarting an the same issue.. also tried other teams an it appears to be only the steelers lol smh
    Sent from my SM-N976U using Tapatalk
    Lol. Typical EA. And I hate that phrase.
    Sent from my LM-G820 using Tapatalk
    Yep, it appears they addressed offline sim stats. I just ran a 1 year sim of an existing "base" franchise (old scouting).... Now, who's throwing for what yardage is another debate altogether, but they did address sim stats.
    2 qb's threw for 5574 and 5033 yds
    4 were over 4600 yds
    10 were over 4000 yds.
    The longest pass ranges from 93 yds to 29 yds.
    Sacks seem a bit high, as 7 QBs were sacked over 40 times, and 11 others were sacked between 30 and 40 times, but I never really looked at it before, so maybe it's ok. Numbers just stood out.
    edit:
    Lamar Jackson - 153 rushing attempts / 732 yds
    Kyler Murry - 138 rushing attemtps / 605 yds
    Russell Wilson - 68 rushing attempts / 308 yds
    DeShaun Watson - 69 rushing attempts / 304 yds
    Josh Allen - 48 rushing attempts / 235 yds
    31 wr's over 1000 yds with an avg yd/catch of 11.5 - 16.3 and 4 - 16 TDs.
    21 rb's ran for over 1000 yds, but a few of them had longest runs under 20 yards, but 5 of those players had longest runs of 12 yds or less. Seems like an odd stat combo.
    MattyIce
    Can you confirm this with better clarity?

    In my limited test of 1 season there was 17 QBs with over 4k yards passing, There were 34 WRs with 1k yards. Last year in real life there were 12 QBs with 4k and 18 WRs with 1k but there is an extra game. Also just looking at Mahomes from another offline franchise i had where i was in 2025 he only topped 4k once.
    mbh123
    In my limited test of 1 season there was 17 QBs with over 4k yards passing, There were 34 WRs with 1k yards. Last year in real life there were 12 QBs with 4k and 18 WRs with 1k but there is an extra game. Also just looking at Mahomes from anothe offline franchise i had where i was in 2025 he only topped 4k once.

    Thank You for sharing. Do you know if fumbles were addressed for sim stats in the recent patch ?
    Kenya1991
    Thank You for sharing. Do you know if fumbles were addressed for sim stats in the recent patch ?

    Idk about that one what was the issue?
    Grey_Osprey
    Yep, it appears they addressed offline sim stats. I just ran a 1 year sim of an existing "base" franchise (old scouting).... Now, who's throwing for what yardage is another debate altogether, but they did address sim stats.
    2 qb's threw for 5574 and 5033 yds
    4 were over 4600 yds
    10 were over 4000 yds.
    The longest pass ranges from 93 yds to 29 yds.
    Sacks seem a bit high, as 7 QBs were sacked over 40 times, and 11 others were sacked between 30 and 40 times, but I never really looked at it before, so maybe it's ok. Numbers just stood out.
    edit:
    Lamar Jackson - 153 rushing attempts / 732 yds
    Kyler Murry - 138 rushing attemtps / 605 yds
    Russell Wilson - 68 rushing attempts / 308 yds
    DeShaun Watson - 69 rushing attempts / 304 yds
    Josh Allen - 48 rushing attempts / 235 yds
    31 wr's over 1000 yds with an avg yd/catch of 11.5 - 16.3 and 4 - 16 TDs.
    21 rb's ran for over 1000 yds, but a few of them had longest runs under 20 yards, but 5 of those players had longest runs of 12 yds or less. Seems like an odd stat combo.

    THANK THE HEAVENS!!!!! I take back what I said earlier.
    Thank you EA Tiburon.....I wonder if it will apply to existing franchises.....or take effect the following season of existing franchises.
    Kenya1991
    Thank You for sharing. Do you know if fumbles were addressed for sim stats in the recent patch ?

    I my 1 year sim of a previous save file, the most was 4 by a RB; 2 by a WR, and 1 by a QB.
    Hey all - new here.
    I see they have finally addressed stats for offline mode. This is what I was waiting for and used copies are pretty cheap now, so I’ll probably go pick up the game today.
    I have a question on simulated stats offline I’m hoping someone could please check.
    For many years in this game when simulating the average plays per game were around 110, while in real life it is more like 120.
    (Pass attempts + FG attempts + rush attempts)
    This has alway caused sim stats to be way lower than they should be.
    Last year they FINALLY fixed it so it was 120 per game on average… and this year it reverted to being around 110 again.
    For those of you checking sim stats could you please look at some play totals and see if it is back to around 120?
    Armor and Sword
    THANK THE HEAVENS!!!!! I take back what I said earlier.
    Thank you EA Tiburon.....I wonder if it will apply to existing franchises.....or take effect the following season of existing franchises.

    Went back to an offline franchise i had in 2025 and it does seem it starts improving in your current season. Mahomes lonest pass up till week 7 was 25 the next week i simmed it went up to 43.
    fringeelement
    Anyone know if the new sim stats will take effect immediately or will I have to finish my current season...or worse yet, start a new franchise altogether?
    Sent from my SM-G973U using Operation Sports mobile app

    I don't think you have to start a new franchise. The data I obtained was from a pre-existing "base" franchise I had set up with the old scouting, so it was pre scouting patch.
    Grey_Osprey
    Yep, it appears they addressed offline sim stats. I just ran a 1 year sim of an existing "base" franchise (old scouting).... Now, who's throwing for what yardage is another debate altogether, but they did address sim stats.
    2 qb's threw for 5574 and 5033 yds
    4 were over 4600 yds
    10 were over 4000 yds.
    The longest pass ranges from 93 yds to 29 yds.
    Sacks seem a bit high, as 7 QBs were sacked over 40 times, and 11 others were sacked between 30 and 40 times, but I never really looked at it before, so maybe it's ok. Numbers just stood out.
    edit:
    Lamar Jackson - 153 rushing attempts / 732 yds
    Kyler Murry - 138 rushing attemtps / 605 yds
    Russell Wilson - 68 rushing attempts / 308 yds
    DeShaun Watson - 69 rushing attempts / 304 yds
    Josh Allen - 48 rushing attempts / 235 yds
    31 wr's over 1000 yds with an avg yd/catch of 11.5 - 16.3 and 4 - 16 TDs.
    21 rb's ran for over 1000 yds, but a few of them had longest runs under 20 yards, but 5 of those players had longest runs of 12 yds or less. Seems like an odd stat combo.

    Finally, finally, FINALLY.
    Now I can buy the game.
    PhishIsGood
    Hey all - new here.
    I see they have finally addressed stats for offline mode. This is what I was waiting for and used copies are pretty cheap now, so I’ll probably go pick up the game today.
    I have a question on simulated stats offline I’m hoping someone could please check.
    For many years in this game when simulating the average plays per game were around 110, while in real life it is more like 120.
    (Pass attempts + FG attempts + rush attempts)
    This has alway caused sim stats to be way lower than they should be.
    Last year they FINALLY fixed it so it was 120 per game on average… and this year it reverted to being around 110 again.
    For those of you checking sim stats could you please look at some play totals and see if it is back to around 120?

    Looking at a few games seems like its around 110.
    I was about to start year 2 last night, but decided to hold off in case an update came today, I love it when a plan comes together. There's a lot more gameplay tuning than I expected, cant wait to get home and play.
    Sent from my Pixel 4a using Operation Sports mobile app
    Gambo
    What about punts? Adding 10 a game for them seems about right.

    Looking at some other games there was Definitely games where there was 120 even had a game with 138. So im thinking maybe it might be back to 120 average.
    After playing Vanguard all day I can confidently say these patch notes have done nothing to make me want to play Madden again any time soon. Way too many bugs and issues that have been ignored. Too many prerelease promises that have still not been delivered.
    They failed to fix 2 player coop. Play Art does not show and Sliders do not. Carry into the game. This is something that they broke with the last update and the game is no longer playable for me. They should provide a refund since they broke the only feature I purchased for and have made the game unplayable.
    mbh123
    Looking at some other games there was Definitely games where there was 120 even had a game with 138. So im thinking maybe it might be back to 120 average.

    Hmm, that sounds promising!
    This is something that has bothered me for years, and I was pretty pleased when they fixed it last year. I’m not really sure why it reverted to being incorrect (again) this year, but who knows with EA.
    I definitely held off on buying this year due to all these stat issues. Especially that weird 25 yard pass max thing. So this is good news it sounds like they finally (re) fixed this stuff.
    I see all the gameplay fixes for next gen. Was next gen really that bad off or did current gen get overlooked? Also with live playbooks was that just for next gen?
    Gambo
    Progressive fatigue was fixed in the last patch.

    I can say 100% this.
    Working as intended and the CPU logic was fixed.
    I am late in my season and the progressive fatigue is a factor as it should be and having me make decisions each week late in the season how hard I can push my players in practice and in games.
    I love it.
    Sent from my iPhone using Operation Sports
    Xbox Series X
    Default everything
    Game within Franchise
    Ran home for a quick game at lunch, so far...
    1) Gameplay Speed seems to be slowed back down to me because I felt like it was increased post-Beta = good thing
    2) Any QB without 93+ THP, will struggle on deep throws because Safeties react much faster than previously
    - may be a byproduct of slower gameplay speed, either way = good thing
    3) AI RB Tackle avoidance is back with some nice last minute side-step/jukes :headbang2
    - did not get a chance to see if this is the same on Punts/Kick-Offs
    - the avoidance radius is definitely much tighter/smaller than previously = good thing
    4) From a Sim perspective, not a fan of reducing knockouts under-the-hood even more, because there's really no mechanism for a gamer to get them back if that's what they want
    Off work in 2hrs and off tomorrow so lots of game time available, whether it will be with Madden is another story:y11:
    Gambo
    Progressive fatigue was fixed in the last patch.

    It is NOT fixed. The CPU teams still have fatigued players towards around Week 12 and beyond. You start beating the CPU with ease once this starts to set in and it gets worse the later you get, i.e. playoffs.
    I *highly* recommend anyone that plays franchise mode to turn this OFF but keep training injuries ON.
    Armor and Sword
    I can say 100% this.
    Working as intended and the CPU logic was fixed.
    I am late in my season and the progressive fatigue is a factor as it should be and having me make decisions each week late in the season how hard I can push my players in practice and in games.
    I love it.
    Sent from my iPhone using Operation Sports

    Unfortunately the human player can just do half pads/backups late in the season to get the starters fatigue back to normal, the CPU does NOT do this and the game gets easier as the weeks roll by.
    I had real competitive games early in the season and then reeled off like 8 wins in a row before realizing what was happening and turned it back off. I had money plays all of a sudden and was throwing for 400+ yards a game and when I saw the CPU players doing that tired animation I figured it was progressive fatigue, which others have confirmed.
    It is better, but not recommended unless you house rule yourself.
    MizzouRah
    Unfortunately the human player can just do half pads/backups late in the season to get the starters fatigue back to normal, the CPU does NOT do this and the game gets easier as the weeks roll by.
    I had real competitive games early in the season and then reeled off like 8 wins in a row before realizing what was happening and turned it back off. I had money plays all of a sudden and was throwing for 400+ yards a game and when I saw the CPU players doing that tired animation I figured it was progressive fatigue, which others have confirmed.
    It is better, but not recommended unless you house rule yourself.

    Im in week 17 now and the CPU doesn't have that issue in my game. The progressive fatigue is working
    MizzouRah
    It is NOT fixed. The CPU teams still have fatigued players towards around Week 12 and beyond. You start beating the CPU with ease once this starts to set in and it gets worse the later you get, i.e. playoffs.
    I *highly* recommend anyone that plays franchise mode to turn this OFF but keep training injuries ON.
    Are you ng or CG? It's still an issue there too. They made it better on the user side but didn't touch the CPU teams. I'm on ps4. I often see Oline playing TE. Fullbacks alot. All late in the season.
    Sent from my LM-G820 using Tapatalk
    MizzouRah
    Unfortunately the human player can just do half pads/backups late in the season to get the starters fatigue back to normal, the CPU does NOT do this and the game gets easier as the weeks roll by.
    I had real competitive games early in the season and then reeled off like 8 wins in a row before realizing what was happening and turned it back off. I had money plays all of a sudden and was throwing for 400+ yards a game and when I saw the CPU players doing that tired animation I figured it was progressive fatigue, which others have confirmed.
    It is better, but not recommended unless you house rule yourself.

    I am seeing CPU teams going half pads, splitting reps, giving backup reps….I am in week 15.
    Will report back after weeks 16 and 17 as well.
    Sent from my iPhone using Operation Sports
    IBallAllday
    Im in week 17 now and the CPU doesn't have that issue in my game. The progressive fatigue is working

    Same here. I do 32 team control and am checking teams regularly on the logic and they are doing really good.
    Sent from my iPhone using Operation Sports
    Nyrain
    So they said they flipped the steelers end zone art but they also flipped the fans also to where they face away from the field..I tested it a few times by restarting an the same issue.. also tried other teams an it appears to be only the steelers lol smh
    Sent from my SM-N976U using Tapatalk

    That's so Madden.
    khaliib
    Xbox Series X
    Default everything
    Game within Franchise
    Ran home for a quick game at lunch, so far...
    1) Gameplay Speed seems to be slowed back down to me because I felt like it was increased post-Beta = good thing
    2) Any QB without 93+ THP, will struggle on deep throws because Safeties react much faster than previously
    - may be a byproduct of slower gameplay speed, either way = good thing
    3) AI RB Tackle avoidance is back with some nice last minute side-step/jukes :headbang2
    - did not get a chance to see if this is the same on Punts/Kick-Offs
    - the avoidance radius is definitely much tighter/smaller than previously = good thing
    4) From a Sim perspective, not a fan of reducing knockouts under-the-hood even more, because there's really no mechanism for a gamer to get them back if that's what they want
    Off work in 2hrs and off tomorrow so lots of game time available, whether it will be with Madden is another story:y11:

    Appreciate your insight, might have to re-install and see where it takes me. To many good games right now & hard to get this game in the rotation as well.
    If anyone is testing things on Xbox S/X, wanna try swapping controllers mid game (like you would if you were putting one on a charger) and seeing if it boots you out? I've been getting kicked from games if I turn off the controller & turn on a new one, the game thinks I'm switching profiles for some reason (and I don't have controllers linked to profiles, either).
    Sent from my iPhone using Operation Sports
    oneamongthefence
    Really annoying having to redownload the whole game each time a new update drops for madden on ps4. Guess I'll try it tomorrow after work.
    Sent from my LM-G820 using Tapatalk

    I don’t remember it ever happening with any Madden prior to the last update with the scouting, but yeah…not a big fan of this either.
    The 120 plays per game benchmark (it's actually 127 nowadays) should never include special teams plays.
    The 127 average is an aggregation of all the runs, pass attempts and sacks. Field goals, returns and punts are not counted. Neither are plays with accepted penalties unless the penalty was added onto the yardage after the play e.g. a facemask or unnecessary roughness call.
    Anyway having run a test sim post patch, I've crunched all the numbers into my calculator and compared to 2021 real life season via Pro Football Reference.
    There are still significant problems with the stats sim engine, although the passing stats have been significantly improved. The special teams stats are still a joke.
    These are all per single team stats using mean average
    Number of passes per game - 32.3 vs 35.3 in real life
    Number of sacks per game - 1.8 vs 2.2. in real life.
    Number of ints per game - 0.71 vs 0.8 in real life
    Number of yards per game - 240 vs 244 in real life.
    Number of TD's per game - 1.8 vs 1.7 in real life
    So passing is actually pretty good, sacks and pass plays per game are the most wrong.
    Number of rushes per game - 27.6 vs 26.1 in real life
    Number of rush yards per game- 108 vs 111 in real life
    Rush average per carry - 3.9 vs 4.3 in real life
    Rush TDs per game - 1.3 vs 0.9 in real life
    So rushing is quite badly out, especially if you look at the YPC of the backup RB's. And way too many rush TD's that do not reflect how the modern NFL works. I think that is happening because the CPU playbooks are calling too many runs in the red zone.
    Special Teams stats are awful.
    Field Goal Attempts per game - 1.04 vs 1.8 in real life
    Field Goals Made per game - 0.8 vs 1.5 in real life
    Field goal kickers have been screwed completely.
    Punts per game - 2.9 vs 3.7 in real life
    Punt average - 53.9 vs 46.2 in real life
    Punters don't punt so often but boy can they punt well in Madden Sim
    Kickoffs per game - 2.9 vs 1.9 in real life
    Kick return average - 23.9 vs 22.2 in real life
    Kick TD's per season 4 total across NFL vs 3 in real life (50% of season completed mind)
    Punt returns per game - 1.2 vs 1.6 in real life
    Punt return average - 8.1 vs 8.6 in real life
    Punt TD's per season - 1 vs 0 in real life (50% of season completed)
    Finally the worst of all is fumbles lost per game
    0.1 vs 0.5 in real life.
    So sim stat fumbles occur in Madden at 20% of real life. That's really poor.
    Now it's worth pointing out that these stats have been off for a number of years.
    Its also worth pointing out on the off chance that an EA employee should see this post, that most of these stats are easily fixable within the game engine. The PC mods for Madden 20 allowed supersim values to be adjusted to get most of these stats corrected. Sabo did all that with his mod. So just imagine what EA could do if they could be bothered.
    British Bronco
    The 120 plays per game benchmark (it's actually 127 nowadays) should never include special teams plays.
    The 127 average is an aggregation of all the runs, pass attempts and sacks. Field goals, returns and punts are not counted. Neither are plays with accepted penalties unless the penalty was added onto the yardage after the play e.g. a facemask or unnecessary roughness call.
    Anyway having run a test sim post patch, I've crunched all the numbers into my calculator and compared to 2021 real life season via Pro Football Reference.
    There are still significant problems with the stats sim engine, although the passing stats have been significantly improved. The special teams stats are still a joke.
    These are all per single team stats using mean average
    Number of passes per game - 32.3 vs 35.3 in real life
    Number of sacks per game - 1.8 vs 2.2. in real life.
    Number of ints per game - 0.71 vs 0.8 in real life
    Number of yards per game - 240 vs 244 in real life.
    Number of TD's per game - 1.8 vs 1.7 in real life
    So passing is actually pretty good, sacks and pass plays per game are the most wrong.
    Number of rushes per game - 27.6 vs 26.1 in real life
    Number of rush yards per game- 108 vs 111 in real life
    Rush average per carry - 3.9 vs 4.3 in real life
    Rush TDs per game - 1.3 vs 0.9 in real life
    So rushing is quite badly out, especially if you look at the YPC of the backup RB's. And way too many rush TD's that do not reflect how the modern NFL works. I think that is happening because the CPU playbooks are calling too many runs in the red zone.
    Special Teams stats are awful.
    Field Goal Attempts per game - 1.04 vs 1.8 in real life
    Field Goals Made per game - 0.8 vs 1.5 in real life
    Field goal kickers have been screwed completely.
    Punts per game - 2.9 vs 3.7 in real life
    Punt average - 53.9 vs 46.2 in real life
    Punters don't punt so often but boy can they punt well in Madden Sim
    Kickoffs per game - 2.9 vs 1.9 in real life
    Kick return average - 23.9 vs 22.2 in real life
    Kick TD's per season 4 total across NFL vs 3 in real life (50% of season completed mind)
    Punt returns per game - 1.2 vs 1.6 in real life
    Punt return average - 8.1 vs 8.6 in real life
    Punt TD's per season - 1 vs 0 in real life (50% of season completed)
    Finally the worst of all is fumbles lost per game
    0.1 vs 0.5 in real life.
    So sim stat fumbles occur in Madden at 20% of real life. That's really poor.
    Now it's worth pointing out that these stats have been off for a number of years.
    Its also worth pointing out on the off chance that an EA employee should see this post, that most of these stats are easily fixable within the game engine. The PC mods for Madden 20 allowed supersim values to be adjusted to get most of these stats corrected. Sabo did all that with his mod. So just imagine what EA could do if they could be bothered.

    Great research thank you. I really hope someone at EA sees this.
    I am glad they did some fixing, but there is still some work to do. I have noticed FG’s in simmed games having way worse success percentages than in real life like your research shows, and sacks are too high too. Both have been an issue for years. Like literally 7 years - the entire last gen sacks and FG % have been too high.
    Don’t even get me stated on in-game penalties, lol. They haven’t been realistic in literally a decade. I think defensive holding has been removed entirely for 3+ years now. smh.
    At least after 7 years or so they finally got average plays per game somewhat correct! Baby steps!
    I think next year I’m buying on PC. At least I could DL a penalty mod, as it is pretty clear EA has practically zero interest in realistic penalties. I understand catering to MUT and tourney players. It’s just a bummer being an old-school offline franchise guy (which Madden was founded on in the 90’s and 2000’s) and getting left behind to twist for a decade while they cater to MUT and tourney players.
    At this rate we will have a killer offline franchise mode in 2040 or so!
    oneamongthefence
    Are you ng or CG? It's still an issue there too. They made it better on the user side but didn't touch the CPU teams. I'm on ps4. I often see Oline playing TE. Fullbacks alot. All late in the season.
    Sent from my LM-G820 using Tapatalk

    I'm on XSX.
    Armor and Sword
    I am seeing CPU teams going half pads, splitting reps, giving backup reps….I am in week 15.
    Will report back after weeks 16 and 17 as well.
    Sent from my iPhone using Operation Sports

    That's interesting A&S.. I just noticed last year in my CFM I went on this huge winning streak and passing became really easy and I started seeing the CPU defensive players doing that fatigued animation before the ball is snapped.
    Maybe they tweaked it in this last update? Since I've had it off, I'm pretty close to .500 again in my CFM.
    British Bronco
    The 120 plays per game benchmark (it's actually 127 nowadays) should never include special teams plays.
    The 127 average is an aggregation of all the runs, pass attempts and sacks. Field goals, returns and punts are not counted. Neither are plays with accepted penalties unless the penalty was added onto the yardage after the play e.g. a facemask or unnecessary roughness call.
    Anyway having run a test sim post patch, I've crunched all the numbers into my calculator and compared to 2021 real life season via Pro Football Reference.
    There are still significant problems with the stats sim engine, although the passing stats have been significantly improved. The special teams stats are still a joke.
    These are all per single team stats using mean average
    Number of passes per game - 32.3 vs 35.3 in real life
    Number of sacks per game - 1.8 vs 2.2. in real life.
    Number of ints per game - 0.71 vs 0.8 in real life
    Number of yards per game - 240 vs 244 in real life.
    Number of TD's per game - 1.8 vs 1.7 in real life
    So passing is actually pretty good, sacks and pass plays per game are the most wrong.
    Number of rushes per game - 27.6 vs 26.1 in real life
    Number of rush yards per game- 108 vs 111 in real life
    Rush average per carry - 3.9 vs 4.3 in real life
    Rush TDs per game - 1.3 vs 0.9 in real life
    So rushing is quite badly out, especially if you look at the YPC of the backup RB's. And way too many rush TD's that do not reflect how the modern NFL works. I think that is happening because the CPU playbooks are calling too many runs in the red zone.
    Special Teams stats are awful.
    Field Goal Attempts per game - 1.04 vs 1.8 in real life
    Field Goals Made per game - 0.8 vs 1.5 in real life
    Field goal kickers have been screwed completely.
    Punts per game - 2.9 vs 3.7 in real life
    Punt average - 53.9 vs 46.2 in real life
    Punters don't punt so often but boy can they punt well in Madden Sim
    Kickoffs per game - 2.9 vs 1.9 in real life
    Kick return average - 23.9 vs 22.2 in real life
    Kick TD's per season 4 total across NFL vs 3 in real life (50% of season completed mind)
    Punt returns per game - 1.2 vs 1.6 in real life
    Punt return average - 8.1 vs 8.6 in real life
    Punt TD's per season - 1 vs 0 in real life (50% of season completed)
    Finally the worst of all is fumbles lost per game
    0.1 vs 0.5 in real life.
    So sim stat fumbles occur in Madden at 20% of real life. That's really poor.
    Now it's worth pointing out that these stats have been off for a number of years.
    Its also worth pointing out on the off chance that an EA employee should see this post, that most of these stats are easily fixable within the game engine. The PC mods for Madden 20 allowed supersim values to be adjusted to get most of these stats corrected. Sabo did all that with his mod. So just imagine what EA could do if they could be bothered.

    What about penalties? The hardest part about getting realistic stats for me in Madden has always been the lack of penalties has always meant too many drives ending in TD's and not enough ending in punts and FG's.
    MizzouRah
    That's interesting A&S.. I just noticed last year in my CFM I went on this huge winning streak and passing became really easy and I started seeing the CPU defensive players doing that fatigued animation before the ball is snapped.
    Maybe they tweaked it in this last update? Since I've had it off, I'm pretty close to .500 again in my CFM.

    I do see some players breathing heavy….but they are on my team too sometimes.
    I will keep an eye on this as I finish up Year 1
    Sent from my iPhone using Operation Sports
    Armor and Sword
    I do see some players breathing heavy….but they are on my team too sometimes.
    I will keep an eye on this as I finish up Year 1
    Sent from my iPhone using Operation Sports

    What I noticed is the CPU players were mostly slightly fatigued when I checked. My players were fully rested as I go half pads/backups late in the season. The biggest issue was the DB's on the CPU teams just couldn't keep up with my WR's.
    I like the feature and it works fine until around Week 12 or so.
    During my franchise game, I'm seeing QB's in the ticker throwing for 125-175yds total in the morning games...maybe my sample size is too small yet.
    But, fun surprise Niners fans! They updated the field art! (poor cell pic, sorry)
    Sent from my iPhone using Operation Sports
    British Bronco
    The 120 plays per game benchmark (it's actually 127 nowadays) should never include special teams plays.
    The 127 average is an aggregation of all the runs, pass attempts and sacks. Field goals, returns and punts are not counted. Neither are plays with accepted penalties unless the penalty was added onto the yardage after the play e.g. a facemask or unnecessary roughness call.
    Anyway having run a test sim post patch, I've crunched all the numbers into my calculator and compared to 2021 real life season via Pro Football Reference.
    There are still significant problems with the stats sim engine, although the passing stats have been significantly improved. The special teams stats are still a joke.
    These are all per single team stats using mean average
    Number of passes per game - 32.3 vs 35.3 in real life
    Number of sacks per game - 1.8 vs 2.2. in real life.
    Number of ints per game - 0.71 vs 0.8 in real life
    Number of yards per game - 240 vs 244 in real life.
    Number of TD's per game - 1.8 vs 1.7 in real life
    So passing is actually pretty good, sacks and pass plays per game are the most wrong.
    Number of rushes per game - 27.6 vs 26.1 in real life
    Number of rush yards per game- 108 vs 111 in real life
    Rush average per carry - 3.9 vs 4.3 in real life
    Rush TDs per game - 1.3 vs 0.9 in real life
    So rushing is quite badly out, especially if you look at the YPC of the backup RB's. And way too many rush TD's that do not reflect how the modern NFL works. I think that is happening because the CPU playbooks are calling too many runs in the red zone.
    Special Teams stats are awful.
    Field Goal Attempts per game - 1.04 vs 1.8 in real life
    Field Goals Made per game - 0.8 vs 1.5 in real life
    Field goal kickers have been screwed completely.
    Punts per game - 2.9 vs 3.7 in real life
    Punt average - 53.9 vs 46.2 in real life
    Punters don't punt so often but boy can they punt well in Madden Sim
    Kickoffs per game - 2.9 vs 1.9 in real life
    Kick return average - 23.9 vs 22.2 in real life
    Kick TD's per season 4 total across NFL vs 3 in real life (50% of season completed mind)
    Punt returns per game - 1.2 vs 1.6 in real life
    Punt return average - 8.1 vs 8.6 in real life
    Punt TD's per season - 1 vs 0 in real life (50% of season completed)
    Finally the worst of all is fumbles lost per game
    0.1 vs 0.5 in real life.
    So sim stat fumbles occur in Madden at 20% of real life. That's really poor.
    Now it's worth pointing out that these stats have been off for a number of years.
    Its also worth pointing out on the off chance that an EA employee should see this post, that most of these stats are easily fixable within the game engine. The PC mods for Madden 20 allowed supersim values to be adjusted to get most of these stats corrected. Sabo did all that with his mod. So just imagine what EA could do if they could be bothered.

    This goes along with what I mentioned a where the average penalties per game is like 13. In M22, you just don't see that. I have always complained that special teams is grossly ignored in Madden. A few years ago, they added blocked punts and kicks but kick and punt returns don't matter at al. I haven't legit returned a punt or kick in years. Sure, you can go on YT and see how to glitch it but that's lame.
    Bronco, if I am reading the above right the stats are pretty good. Rushing yards are within 3%, rushes are within 5%, rush average is within 10% (this might be a bit high).
    I am kinda surprised EA got it this close.
    Fixed “rare” infinite loading loop after playing game? Do they mean like after the Jets-Giants preseason game where it got stuck? It wasn’t rare, it happened every single time lol.
    MizzouRah
    What I noticed is the CPU players were mostly slightly fatigued when I checked. My players were fully rested as I go half pads/backups late in the season. The biggest issue was the DB's on the CPU teams just couldn't keep up with my WR's.
    I like the feature and it works fine until around Week 12 or so.

    What would be great is options to use part of the feature. I’d like to be able to split XP but not have the CPU at a fatigue disadvantage.
    Sent from my iPhone using Operation Sports
    Nyrain
    So they said they flipped the steelers end zone art but they also flipped the fans also to where they face away from the field..I tested it a few times by restarting an the same issue.. also tried other teams an it appears to be only the steelers lol smh
    Sent from my SM-N976U using Tapatalk

    That's brilliant right there lol!!!
    Armor and Sword
    I do see some players breathing heavy….but they are on my team too sometimes.
    I will keep an eye on this as I finish up Year 1
    Sent from my iPhone using Operation Sports

    I wonder if it’s a quarter length issue. I can totally see fatigue being ramped up to account for short quarter lengths causing too many guys “instantly” fatigued.
    A&S, I know you run 15 mins and 32-msn do you should be able to see where fatigue stands each week for CPU ran teams.
    Gambo
    I wonder if it’s a quarter length issue. I can totally see fatigue being ramped up to account for short quarter lengths causing too many guys “instantly” fatigued.
    A&S, I know you run 15 mins and 32-msn do you should be able to see where fatigue stands each week for CPU ran teams.

    I don't think the quarter length matters. Fatigue is overpowered in the game, so even CPU players that are "slightly" fatigued, have issues keeping up with players who have no practice fatigue, at least for next gen.
    I notice this the most in the passing game where separation is very noticeable.
    MizzouRah
    I don't think the quarter length matters. Fatigue is overpowered in the game, so even CPU players that are "slightly" fatigued, have issues keeping up with players who have no practice fatigue, at least for next gen.
    I notice this the most in the passing game where separation is very noticeable.

    It would be nice to have a stronger understanding of how some of these systems work exactly in Madden. As your player fatigues, does ratings slowly take a hit or is there a sliding scale which a threshold involved (I.e. no impact on player games until 10% fatigued?). And what ratings are actually impacted from fatigue? I’m guessing just physical abilities??
    oneamongthefence
    Really annoying having to redownload the whole game each time a new update drops for madden on ps4. Guess I'll try it tomorrow after work.
    Sent from my LM-G820 using Tapatalk

    Ok, this may seem like a stupid question, but i'm lost here. What do you mean we have to re-download the whole game? Do I need to uninstall my game and re-download/install it for the updates to work right? Or do you mean when Madden has updated it was the entire game downloading again? I'm assuming that is what you mean. I have auto-updates turned on, so I usually never see my games updating, just get the notification they have been updated the next time I turn my PS4 on, but I was on my PS4 when we got the Scouting update and saw it downloading a file the size of the whole dang game and wondered what was up with that, never saw a patch/update that dang big.
    dethwind
    Still crashing regularly with me on XsX

    Wow, are you serious? The whole console or just the game? I haven't experienced it yet and I played several games.
    Gambo
    I wonder if it’s a quarter length issue. I can totally see fatigue being ramped up to account for short quarter lengths causing too many guys “instantly” fatigued.
    A&S, I know you run 15 mins and 32-msn do you should be able to see where fatigue stands each week for CPU ran teams.

    Yes I am checking where their fatigue is and what kind of practices they are running and everything looks kosher.
    Sent from my iPhone using Operation Sports
    utorde
    Ok, this may seem like a stupid question, but i'm lost here. What do you mean we have to re-download the whole game? Do I need to uninstall my game and re-download/install it for the updates to work right? Or do you mean when Madden has updated it was the entire game downloading again? I'm assuming that is what you mean. I have auto-updates turned on, so I usually never see my games updating, just get the notification they have been updated the next time I turn my PS4 on, but I was on my PS4 when we got the Scouting update and saw it downloading a file the size of the whole dang game and wondered what was up with that, never saw a patch/update that dang big.
    Yeah it redownload the whole game again instead of just the patch file. I assume this only happens with the digital version and not disc. However there are people that swear by deleting the whole game and then updating. I've never done that myself though.
    Sent from my LM-G820 using Tapatalk
    British Bronco
    The 120 plays per game benchmark (it's actually 127 nowadays) should never include special teams plays.
    The 127 average is an aggregation of all the runs, pass attempts and sacks. Field goals, returns and punts are not counted. Neither are plays with accepted penalties unless the penalty was added onto the yardage after the play e.g. a facemask or unnecessary roughness call.
    Anyway having run a test sim post patch, I've crunched all the numbers into my calculator and compared to 2021 real life season via Pro Football Reference.
    There are still significant problems with the stats sim engine, although the passing stats have been significantly improved. The special teams stats are still a joke.
    These are all per single team stats using mean average
    Number of passes per game - 32.3 vs 35.3 in real life
    Number of sacks per game - 1.8 vs 2.2. in real life.
    Number of ints per game - 0.71 vs 0.8 in real life
    Number of yards per game - 240 vs 244 in real life.
    Number of TD's per game - 1.8 vs 1.7 in real life
    So passing is actually pretty good, sacks and pass plays per game are the most wrong.
    Number of rushes per game - 27.6 vs 26.1 in real life
    Number of rush yards per game- 108 vs 111 in real life
    Rush average per carry - 3.9 vs 4.3 in real life
    Rush TDs per game - 1.3 vs 0.9 in real life
    So rushing is quite badly out, especially if you look at the YPC of the backup RB's. And way too many rush TD's that do not reflect how the modern NFL works. I think that is happening because the CPU playbooks are calling too many runs in the red zone.
    Special Teams stats are awful.
    Field Goal Attempts per game - 1.04 vs 1.8 in real life
    Field Goals Made per game - 0.8 vs 1.5 in real life
    Field goal kickers have been screwed completely.
    Punts per game - 2.9 vs 3.7 in real life
    Punt average - 53.9 vs 46.2 in real life
    Punters don't punt so often but boy can they punt well in Madden Sim
    Kickoffs per game - 2.9 vs 1.9 in real life
    Kick return average - 23.9 vs 22.2 in real life
    Kick TD's per season 4 total across NFL vs 3 in real life (50% of season completed mind)
    Punt returns per game - 1.2 vs 1.6 in real life
    Punt return average - 8.1 vs 8.6 in real life
    Punt TD's per season - 1 vs 0 in real life (50% of season completed)
    Finally the worst of all is fumbles lost per game
    0.1 vs 0.5 in real life.
    So sim stat fumbles occur in Madden at 20% of real life. That's really poor.
    Now it's worth pointing out that these stats have been off for a number of years.
    Its also worth pointing out on the off chance that an EA employee should see this post, that most of these stats are easily fixable within the game engine. The PC mods for Madden 20 allowed supersim values to be adjusted to get most of these stats corrected. Sabo did all that with his mod. So just imagine what EA could do if they could be bothered.
    damn bruh them averages are pretty close... Still not happy tho huh lmaoo
    MizzouRah
    That's interesting A&S.. I just noticed last year in my CFM I went on this huge winning streak and passing became really easy and I started seeing the CPU defensive players doing that fatigued animation before the ball is snapped.
    Maybe they tweaked it in this last update? Since I've had it off, I'm pretty close to .500 again in my CFM.

    MizzouRah
    It is NOT fixed. The CPU teams still have fatigued players towards around Week 12 and beyond. You start beating the CPU with ease once this starts to set in and it gets worse the later you get, i.e. playoffs.
    I *highly* recommend anyone that plays franchise mode to turn this OFF but keep training injuries ON.
    ahhh shiiid this is why my Eagles peeled off 11 straight wins after starting 1-5 smhh thought it got easier because the latter half of the Eagles schedule included Washington twice, giants twice and some games against some bum *** teams like Detroit etc
    SmashMan
    I don’t remember it ever happening with any Madden prior to the last update with the scouting, but yeah…not a big fan of this either.

    with my slow net and these big patches it takes 4-5 days to download for me
    utorde
    Ok, this may seem like a stupid question, but i'm lost here. What do you mean we have to re-download the whole game? Do I need to uninstall my game and re-download/install it for the updates to work right? Or do you mean when Madden has updated it was the entire game downloading again? I'm assuming that is what you mean. I have auto-updates turned on, so I usually never see my games updating, just get the notification they have been updated the next time I turn my PS4 on, but I was on my PS4 when we got the Scouting update and saw it downloading a file the size of the whole dang game and wondered what was up with that, never saw a patch/update that dang big.

    madden 22 is like 50 gb and having to download a 41 gb patch is basic the whole game again
    in the past it was like a 4 gb patch
    I'm disappointed. The Giants Jets preseason game bug where it gets stuck at the loading screen back to the hub is not fixed. There's some weird animations now too like with screen plays. I haven't played in awhile and I just beat the Giants 30-0 without even really focusing on All Pro which has always been my level. AI can't throw a screen pass to save their lives and overall the AI is dumb as bricks.
    I'm a fan of this new patch.
    The coverage is better but also fairer for the HUM on AM, in that tight-window throws seem to be back on the table.
    Play calling is better, and that makes a massive difference.
    The AI pass rushers using more moves and creating a more dynamic pocket is a plus.
    The AI defenders on both sides actually pursue scrambling QBs now, which creates balance.
    The AI defenders for the CPU handle my scrambling QB plays and option keepers in a much more balanced way, which helps competitiveness.
    The only thing I don't love is that I am getting more crashes now, after the last patch seemed to clean them up a bit.
    But globally, they put in some work and the game is the better for it. I'm pleased.
    Yes I agree, the latest patch has some great game play improvements. I'm still engrossed in my Lions CFM using the old scouting. Playing default AM with CPU INT's on 15 and really enjoying it overall.
    NHL 22 has been fun too, so I'm not getting as many Madden games in as I would like but still about a game a day or every other day.
    MizzouRah
    Yes I agree, the latest patch has some great game play improvements. I'm still engrossed in my Lions CFM using the old scouting. Playing default AM with CPU INT's on 25 and really enjoying it overall.
    NHL 22 has been fun too, so I'm not getting as many Madden games in as I would like but still about a game a day or every other day.
    I'm running a Lions franchise too (owner). I'm running with the storyline that the Ford family sold the Lions to me and I plan on moving them out of Detroit for a fresh start in a new city. I'd really like to move the team to St Louis and use the storyline that the NFL reached a settlement with the city and awarded them a team, but I don't think STL has any uniform options, so I'll probably nix that for a city that does.
    Sent from my SM-S205DL using Operation Sports mobile app
    prey2god
    Wow, are you serious? The whole console or just the game? I haven't experienced it yet and I played several games.

    Console completely shuts down 1 to 2 times per game
    Grey_Osprey
    I'm running a Lions franchise too (owner). I'm running with the storyline that the Ford family sold the Lions to me and I plan on moving them out of Detroit for a fresh start in a new city. I'd really like to move the team to St Louis and use the storyline that the NFL reached a settlement with the city and awarded them a team, but I don't think STL has any uniform options, so I'll probably nix that for a city that does.
    Sent from my SM-S205DL using Operation Sports mobile app

    That would be awesome! :)
    RogueHominid
    I'm a fan of this new patch.
    The coverage is better but also fairer for the HUM on AM, in that tight-window throws seem to be back on the table.
    Play calling is better, and that makes a massive difference.
    The AI pass rushers using more moves and creating a more dynamic pocket is a plus.
    The AI defenders on both sides actually pursue scrambling QBs now, which creates balance.
    The AI defenders for the CPU handle my scrambling QB plays and option keepers in a much more balanced way, which helps competitiveness.
    The only thing I don't love is that I am getting more crashes now, after the last patch seemed to clean them up a bit.
    But globally, they put in some work and the game is the better for it. I'm pleased.

    Agreed. Finally got a game in yesterday with the new update and there definitely was a more balanced/competitive feel to it. I can’t articulate it any better than that, however, I HAVE seen some odd WR/CB interactions that could be problematic in tight games. CBs mysteriously slowing down on cuts and TEs stopping, rotating in place, then taking off in another direction. Not sure if that’s going to be a consistent thing, but it did happen yesterday.
    KingsoftheValley2
    Agreed. Finally got a game in yesterday with the new update and there definitely was a more balanced/competitive feel to it. I can’t articulate it any better than that, however, I HAVE seen some odd WR/CB interactions that could be problematic in tight games. CBs mysteriously slowing down on cuts and TEs stopping, rotating in place, then taking off in another direction. Not sure if that’s going to be a consistent thing, but it did happen yesterday.

    I played this for the first time in awhile after i saw the coverage updates for sure, and it did look alot better, even some new game play things, i will say there was still a few times a defender here and there look a tad lost on who he was covering, or needed to, but i get its just a game and cant be 100 percent real, there was a play where it seemed as if the safety reacted to the WR running a curl route in the endzone way to late, almost like he thought the WR was running a drag route and the Safety continued to move towards the center of the field, even after the WR did his curl route, the safety was a good 5-6 yards away and then had to turn and come back to the wr, which is fine, but what threw me off alil was i had a LB that had dropped back and was between the QB and that WR and just before the Qb threw it to the WR, the LB started taking off after the QB even tho the QB wasnt taking off and running, soo then it allowed the WR to be even more open,
    but overall it has looked better i havent seen defenders just completely run away from a WR at the last second (other then that LB haa) and leave them wide open while sitting in a area that no one is around, or a threat,
    I still wish Qbs under coach mode would take off and run, not in broadcast sim mode, but in coach mode,
    Feel like I got some egg on my face after 5 games in franchise mode. What seemed more balanced immediately after testing seems to have reverted to the pre-patch experience where I am leading the league in offense and am last in defense.
    It just feels like there's very little sound defense in the game. I played my recent spate of games with a gutted Raiders team (Jalen Hurts at QB, Jacobs gone, Ruggs gone, Incognito gone, etc.), and I put up 700 YDS on default AM vs. BAL, then another 450-500 vs. PIT.
    I'm not a good/smart offensive player, and my team ratings are fringe at best.
    And on defense, I can't seem to get reasonable defensive play.
    Am I the only one having those experiences?
    Have folks found viable solutions? I want this game to be playable for me really badly but it doesn't feel like football/chess right now; it rather feels like a big play circus with a bunch of mini games strewn along the way.
    Looking for solutions here, not just to vent, so I'll take anything folks have to offer.
    And FWIW, I basically just call game flow plays and don't do anything too crazy.
    KingsoftheValley2
    Agreed. Finally got a game in yesterday with the new update and there definitely was a more balanced/competitive feel to it. I can’t articulate it any better than that, however, I HAVE seen some odd WR/CB interactions that could be problematic in tight games. CBs mysteriously slowing down on cuts and TEs stopping, rotating in place, then taking off in another direction. Not sure if that’s going to be a consistent thing, but it did happen yesterday.

    I see what u kinda mean a few times i would go back and look at a replay and watch the coverages, and a few times it seemed like the DB kinda slowed alil on like a drag route, allowing wr to get alilmore open, i mean i get it i dont want the DBs to mirror the WRs every step of the way, unless they are like a 97 98 99 overall haa, i saw a LB kinda do that on a TE to, but it was a mismatch in my mind the TE had 80s in speed and acc, and the LB was around mid 70s, on a corner route, i will say the game play as looked alil better, and let me tell ya rookie qbs in the 50s 60s ouchhh wow, i had my rookie 4th round QB come in 59 overall, was 0-4 on his first 4 throws, well one was a throw away, i was trying out a pre season game anyways.. but damn, and he took 3 sacks... it was coach mode sooo of course he wont take off and run unless i do broadcast sim and watch the plays, or auto lock onto someone else. if i want the qb to run
    SmashMan
    I don’t remember it ever happening with any Madden prior to the last update with the scouting, but yeah…not a big fan of this either.

    so we dont have to reinstall the game again for this update that just came out.. i hope not not a big deal tho if i had to... i have ps5 now so it dls fast lol i only heard u had to for the scouting stuff
    Steve_OS

    A new Madden NFL 22 patch is available today for all platforms featuring updates for gameplay,...
    Written By: Steve Noah
    Click here to view the article.

    Last year was the first year since Madden came out I have not purchased the game. Tired of the same old issues not being addressed. Been lurking to see how this year's effort by EA turned out, looks like no lesson learned so sitting out another year. Shame EA destroyed a great game.
    RogueHominid
    Feel like I got some egg on my face after 5 games in franchise mode. What seemed more balanced immediately after testing seems to have reverted to the pre-patch experience where I am leading the league in offense and am last in defense.
    It just feels like there's very little sound defense in the game. I played my recent spate of games with a gutted Raiders team (Jalen Hurts at QB, Jacobs gone, Ruggs gone, Incognito gone, etc.), and I put up 700 YDS on default AM vs. BAL, then another 450-500 vs. PIT.
    I'm not a good/smart offensive player, and my team ratings are fringe at best.
    And on defense, I can't seem to get reasonable defensive play.
    Am I the only one having those experiences?
    Have folks found viable solutions? I want this game to be playable for me really badly but it doesn't feel like football/chess right now; it rather feels like a big play circus with a bunch of mini games strewn along the way.
    Looking for solutions here, not just to vent, so I'll take anything folks have to offer.
    And FWIW, I basically just call game flow plays and don't do anything too crazy.

    u know i just played week 1 of my niner franchise.. against seattle. and wow.. i got beat down.. 36-12 on all pro, did the updates make it even harder.. pass defense for sure, i know wilson lockett and dk are good but damn,
    ill admit i seen some plays still were the defenders looked like they had no idea what to do, covering a guy crossing the field then stopping to go cover a spot on the field no one is at and leaving the man wide open.. especially over the middle, ohh lets see what else was there...
    hmm one of my Wrs did a like 7 to 5 yard curl and bobby wagner was right there behind him like a yard back and then before the pass wagner started backing up like 5 yards allowing the WR to be even more open and catch the pass, the most annoying is when a slot WR is running a drag and the LB and DB both start to go the same way and then stop and reverse course out in the middle of no where and the WR runs wide open i mean come on where was all these zone fixes, the defense is tooooo stubborn on going to their spots, and yes i get it sometimes zone works good to, helps cover the field more and not have your defenders trying to keep up with man to man all the time,
    these plays happened both ways and wouldnt be a big deal if most of those damn plays were not crucial moments and impact plays
    I got lucky on one, inside the 10 they were going to throw a td to the WR running a drag, and of course my guy covering him just kept running away somewhere else and had i not used the DT and jumped and knocked the ball down would have been easy TD
    the run game is fine it seems like nothing bad there, my qb lance who maybe it has something to do with his awarness or certain pass plays everyone is covered good he just stands there and takes the sack, a few times i had to take over as him and try to take off and run, I WISH qbs on coach mode would run
    ohhh i should add seattle was up 30-7 at half wilson had over 300 yards passing and 29 attempts already, but in the 2nd half they went more ground attack, we did step up alil more on defense, 2nd half we held them to 2 fgs
    RogueHominid
    Feel like I got some egg on my face after 5 games in franchise mode. What seemed more balanced immediately after testing seems to have reverted to the pre-patch experience where I am leading the league in offense and am last in defense.
    It just feels like there's very little sound defense in the game. I played my recent spate of games with a gutted Raiders team (Jalen Hurts at QB, Jacobs gone, Ruggs gone, Incognito gone, etc.), and I put up 700 YDS on default AM vs. BAL, then another 450-500 vs. PIT.
    I'm not a good/smart offensive player, and my team ratings are fringe at best.
    And on defense, I can't seem to get reasonable defensive play.
    Am I the only one having those experiences?
    Have folks found viable solutions? I want this game to be playable for me really badly but it doesn't feel like football/chess right now; it rather feels like a big play circus with a bunch of mini games strewn along the way.
    Looking for solutions here, not just to vent, so I'll take anything folks have to offer.
    And FWIW, I basically just call game flow plays and don't do anything too crazy.

    I can tell you my defense is gutted and barely serviceable (71) but having no problem playing defensive-minded, ball-control, field-position games. If you're good enough to drop 700 yards on a mfer you should be able to control the clock and minimize your opponent's chances.
    Executing a proper ball-control strategy usually involves halftime scores of like 10-0 & 10-7 with no statistical anomalies (you'll have allowed like 102 yds passing and 44 yds rushing or whatever) because they've only had the ball 2-3 times. If you can (or want to) do it again in the second half, you should see a final score like 20-10 and allow under 220 yds passing and under 100 rushing.
    It's all in the approach.
    And in the event you think ball-control is boring (or maybe even cheesy), I'd argue it would be absurd if it were possible to hold these NFL offenses in check for 60+ plays without a legit top 3 defense, talent-wise. If you want genuinely good defensive numbers (e.g. top 10 against the run and pass) without a loaded roster, you must keep their play-totals down.
    Benton & Tigers, thanks for the responses!
    Benton, the issues with coverage over the middle on both sides is a big pain point for me, currently, especially given the ways that some assignments are behaving in the current game.
    Tigers, I totally get your point. I like nothing better in football gaming than a 10+ play drive. I'm not actually trying to score a lot or score quickly; I'm running into issues where intermediate throws are just wide open with lots of RAC yards laying on the table. On the defensive side, I try to manage the flow, too, by playing fairly conservatively and not over-leveraging my defense with M2M matchups I can't sustain or blitz calls that leave me hanging, but to no avail.
    I'd love to tune into some streams to see how you're doing things, especially if you're also playing on AM (I have no issues with defense on AP). If that's the case, shoot me your Twitch via PM, and I'll happily take notes & learn what I can.
    khaliib
    Xbox Series X
    Default everything
    Game within Franchise
    Ran home for a quick game at lunch, so far...
    1) Gameplay Speed seems to be slowed back down to me because I felt like it was increased post-Beta = good thing
    2) Any QB without 93+ THP, will struggle on deep throws because Safeties react much faster than previously
    - may be a byproduct of slower gameplay speed, either way = good thing
    3) AI RB Tackle avoidance is back with some nice last minute side-step/jukes :headbang2
    - did not get a chance to see if this is the same on Punts/Kick-Offs
    - the avoidance radius is definitely much tighter/smaller than previously = good thing
    4) From a Sim perspective, not a fan of reducing knockouts under-the-hood even more, because there's really no mechanism for a gamer to get them back if that's what they want
    Off work in 2hrs and off tomorrow so lots of game time available, whether it will be with Madden is another story:y11:

    Just downloaded the latest roster update and after a couple of games in Franchise, I just don't like the gameplay/Player Movement/Draft Class changes they've done to the game behind the scenes, both Update/Patch wise, and roster rating wise.
    A) Rating wise, players Movement ratings are grouped so close, that it just amplifies how much Movement has changed since the Beta.
    1) Where this hits even more for is that Draft Classes have been tuned to be in-line with this rating Ideology and have found myself having to reedit the Draft Class to provide some movement separation between players.
    -- I'm spending more time trying to undo/correct this vs actually playing the game
    B) They've doubled-down (per Swami Tweet) of putting the onus of WR aggressively attacking the ball, on Usery.
    ***OOTB the WR are going up for the ball, then catch or knock-out animations trigger, but they are at lease aggressively attacking the catch vs watching the DB
    There are other aspects that are different post-Update that I don't like, so since I have the disc version, I'm just going back to that because the Scouting Update just isn't worth sacrificing gameplay aspects I really enjoyed.
    I hate how so much of their gameplay tunings/adjustments are derived from the H2H arena, which many times can/will have a negative impact on Hum vs AI experience, oh well.
    It's pretty clear at this point based on their responses they have no desire to fix penalties even though they play a larger part in the NFL.
    RogueHominid
    Benton & Tigers, thanks for the responses!
    Benton, the issues with coverage over the middle on both sides is a big pain point for me, currently, especially given the ways that some assignments are behaving in the current game.
    Tigers, I totally get your point. I like nothing better in football gaming than a 10+ play drive. I'm not actually trying to score a lot or score quickly; I'm running into issues where intermediate throws are just wide open with lots of RAC yards laying on the table. On the defensive side, I try to manage the flow, too, by playing fairly conservatively and not over-leveraging my defense with M2M matchups I can't sustain or blitz calls that leave me hanging, but to no avail.
    I'd love to tune into some streams to see how you're doing things, especially if you're also playing on AM (I have no issues with defense on AP). If that's the case, shoot me your Twitch via PM, and I'll happily take notes & learn what I can.

    Ah, no I am not on All-Madden unfortunately. I do think there are ways to tune AP to make it very competitive but that’s an entirely different topic, also unfortunate in this context haha. Good luck.
    Quick blurb - on PS4
    Love the gameplay even more after the patch. Blocking, tackling, running, receiving all cleaned up even more, and I wasn’t complaining. More rewarding getting catches when I put the ball where it should be. Not a huge list for PS4 on the patch but the game sure feels different all around for the better.
    Danimal
    It's pretty clear at this point based on their responses they have no desire to fix penalties even though they play a larger part in the NFL.

    It's crazy because they are a HUGE part of the NFL. Just watching the Rams vs Titans game last night and seeing the Rams get 12 penalties for 115 yards played a big role in the game.
    MizzouRah
    It's crazy because they are a HUGE part of the NFL. Just watching the Rams vs Titans game last night and seeing the Rams get 12 penalties for 115 yards played a big role in the game.

    Think the Bears just matched those numbers tonight.
    l8knight1
    Quick blurb - on PS4
    Love the gameplay even more after the patch. Blocking, tackling, running, receiving all cleaned up even more, and I wasn’t complaining. More rewarding getting catches when I put the ball where it should be. Not a huge list for PS4 on the patch but the game sure feels different all around for the better.

    Thank you. This is what I was looking for. After the last major update and the glitches, I turned auto updates completely off.
    Have you by chance felt forced to adjust anything concerning sliders?
    The last game I played where the Saints had the Hot Streak Bonus, plus and the powerful Superdome HFA might have been my favorite game of Madden I ever played. I lost 35-24 and I loved how their advantages were simply too much for me to overcome.
    Also, although I have been a staunch advocate of the higher speed parity thresholds, I have now come around to see that it isn't needed anymore. I can't say that this is a fact, but I feel like the higher thresholds throw off the timing of a lot of the animation sequences between players. Going back to 50 has made the interactions much more fluid IMO.
    Sent from my Pixel 4a using Operation Sports mobile app
    Dagan
    Thank you. This is what I was looking for. After the last major update and the glitches, I turned auto updates completely off.
    Have you by chance felt forced to adjust anything concerning sliders?

    I haven't yet ...see the parity post the guy did above as I agree wholeheartedly. I may tinker with cpu tackling. I only do if I think things are too tight, but this patch has me at defaults for now. Going to play more games with different teams to get a better feel. Hitting holes with RB is so much better/rewarding.
    I may be out to lunch, but DB broke up a pass, fell on the ground, got up and did a back-flip and a touchdown gesture...blew me away. Seems like there are more animations or they opened more up anyway. Much more diversity in those.
    Ok gents, we're in business. Last few games I've played have been A-1. I may turn off progressive fatigue as I'm seeing posts stating that it is still a problem (I'll be sure to note any issues that I see). Other than that, we're gold.

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