Scouting In Madden 13 – Your Guide To Scouting Every Player Effectively

Madden 13 has the new scouting system that essentially allows you to ‘buy’ information on each prospect.  There are a few ways you can go about scouting, but we are going to give you the most efficient way to use your points and find potential talent in the draft.

Aren’t you glad they changed some of the costs of the scouting categories?…. 3000 for scheme?!

The first thing you have to do is determine your teams needs.  This will help the allocation go a bit more smoothly when it comes to scouting points.  Once you determine your team needs and your coach’s schemes (offense and defense) you can start looking at the players.  I am of the opinion that OVR is the most overrated and un-sim rating in gaming.  We will give you a quick way to look for the best OVR players and then a quick way to find the best players in general (depending on your play-style) and we will assume that your coach gets 2000 points as a motivator for scouting.

FOR BEST OVR RATINGS

Scout These Categories ($cost)

  1. Awareness ($100)– If they have a ‘B’ it means they will have a closer OVR to 80 or maybe even mid-80s if they fit your scheme (you should be able to scout at least 20 players’ AWR each week with this.
  2. Scheme ($25)– This is a key for a higher OVR for a player once they are on your team.  If you go after a player that isn’t going to fit your scheme, expect his rating to drop once he is on your team.
  3. Position Specific Ratings ($50-100)– These are pretty obvious things to scout for some player – we will give you a full run-down later.

FINDING THE BEST PLAYERS

I’m not much for finding the highest OVRs in the draft.  I like to find players that come in with raw talent that needs to be built in some way.  With that said, if you are more of a realistic team-builder or just want to possibly find that hidden gem in the draft that has the best OVR anyway – use these tips:

  1. Position Specific  Ratings ($50-100)– For some reason there are a ton of CBs and WRs that are amazing and are projected to be 3rd-7th Rd picks.  Look up the CTH and RLS Ratings for WRs and if you can find someone with a 90+ RLS, snag him as late as you can.  With a CB, a lot will depend on your preferred defense, but look up their MCV and ZCV first to find out if they are decent at covering anyone first.  If the coverage ratings are low, you should stay away from them as they will be useless on the field.
  2. Speed ($100)- This is unfortunately still the most important rating in many ways.  The only position this should rarely (almost never) be used on is OLinemen.  Otherwise, you should look this up for your WRs and HBs every time.  If they have a B or lower, you should think twice about drafting them high or at all.  (This might change if you need a possession WR or a power HB though)
  3. Strength ($100)- Check this out as it does tend to matter a little bit more in this Madden.  Find a stronger lineman later in the draft and you might have a decent player to build in the future.

The best part about knowing what to look for first is that once you see a rating that is low in an important category, you don’t have to waste anymore time or points on that prospect.  This is what will allow you to scout almost every player out there and have a great draft board from your first pick to your last pick!

My Favorite Ratings To Scout For Each Position

QBs – Throw Power, Throw Accuracy, Throw On Run, Injury, Toughness

HBs – Speed, Elusiveness, Trucking, Spin, Juke, Injury, Toughness

WRs – Catching, Release, Catch In Traffic, Speed, Injury, Toughness

OLs – Run Block, Pass Block, Strength, Impact Block, Awareness

DEs – Tackle, Hit Power, Speed

DTs – Tackle, Hit Power, Power Moves

LBs – Tackle, Hit Power, Speed, Play Recognition, Awareness, Zone Coverage, Injury, Toughness

CBs – Speed, Man Coverage, Zone Coverage, Awareness

FSs – Speed, Tackle, Hit Power, Zone Coverage, Man Coverage

SSs – Speed, Tackle, Hit Power, Zone Coverage, Man Coverage

EA Sports and Madden Exposed – Former Developer Vents On Twitter

Madden NFL has been scrutinized more by hardcore fans over the last few years of the XBox 360/PS3 era than at any other point.  This is largely because the ability to communicate over the internet via forums and social media has taken off, but it isn’t just because of the ease of communication. However, there are some things that are said that come straight from people ‘on the front’ that can’t be ignored.

Over the last couple years we have seen some of the top names at EA Tiburon (Madden’s development group) leave for greener pastures.  When Madden 10 was in development it was one of the first times Madden Fans got the chance to truly interact with the developers.  Ian Cummings opened a lot of doors for the fan-base to openly communicate have have a voice (even if just the illusion of a voice).  By the time Cummings left EA and Phil Frazier took over as one of the primary HNICs (he was already one of the top guys on the team) there were people from the Madden community hired by EA to help make the game better… or were they?

Mr. Dembroski was/is a tremendously informative hardcore football fan with valuable input for the Madden team during community days that were largely started by Cummings.  He was eventually hired to work on Madden in an official capacity.  If you take a look at the chain of posts he has recently made and many of the comments from other past Tiburon developers; you have to wonder if the complaints we are seeing are simply because communication is easier or because the game’s quality and innovation is truly being held back.

It was interesting to read about the people getting lied to in such an open manner.  After reading that tweet I had a moment of clarity.

We (hardcore gamers and corporate consumers) already know we are being lied to by the companies in question. 

It doesn’t matter which game you are talking about.  By the time your favorite game goes ‘corporate’ or ‘mass market’ it is no longer a question of how to make the game better.  It is a question of how to sell more games to more people every. single. year.  The worst part about this is the fact that the consumer always loses when companies start using statistics and metrics to determine the development of any product – especially video games.

While some people might look at the comments from past developers of any game as ‘sour grapes’ (which would be easy to do); it should be understood that when it is one person leaving under bad circumstances it is highly probable.  On the other hand, when you have multiple people leaving EA’s development studios on all fronts with bad things to say about the company – it isn’t just sour grapes.  It is a sign that something is terribly wrong with the company.

The biggest sign I saw that EA Sports was going the wrong direction was when they started pushing Ultimate Team.  This is one of the biggest cash-hoarding schemes I have seen in gaming.  It isn’t too dissimilar from Call of Duty or any other shooter releasing map packs other than the fact that with Ultimate Team you are sinking money into created players that expire after using them for so long.  So in reality – it is totally different!  EA Sports is not a company focused on giving the gamer a better experience or a new direction for sports gaming… it is a company dedicated to making money and putting out annual cash cows that can be patched between two and four times because it is easier (more cost effective) to put out a half-finished piece of software and fix major issues than it is to release a quality (and slightly more time consuming) product.

Why Does The Story Have To Stop? – Madden 13 Draft Classes

Madden 13 has a great system started for Connected Careers Mode.  While there are numerous small glitches to the injury system and other things there is something in CCM that seems to just go for a season at a time – draft class storylines.

There are numerous storylines that go along with every draft class in Madden 13.  This is primarily because they prevented the user from importing draft classes from NCAA 13.  It was done to provide a more centered focus on the Madden 13 stories for each CCM.

Some of the storylines will follow #1 prospects in their amazing journey through the season and a Heisman award.  On the other hand, there are also alternate stories that might have that same player break his leg or violate team rules and lose out on a tremendous season or career.

This is a great idea and system – in theory.  Where is the problem? – Longevity, of course.

The problem Madden faces is that the NFL doesn’t really allow for games to be creative when it comes to stories in the league.  Why can’t a troubled player in the draft class with legal issues or bad decision-making get drafted late and have his story followed throughout his first season or his whole career?  Why can’t there be a player that comes out in the draft class unheralded and blows up to win rookie of the year?

In Madden 13 it seems that the story stops after the draft.  There is a little blurb about the player and a few Tweets on the feed.  However, after it is all said and done, he is just another player on a team that will have strange simulated stats or some sort of depth chart issue.  EA Sports has put out a great game, but after a few months of playing Madden 13 it is easy to see that they have continued their tradition of dropping the ball with quality control and details for career mode longevity.

Stop Pulling The Trigger On Madden 13

 

Having trouble running the ball or making plays on defense?  Your problem could be as simple as putting your finger on the RT or R2 button.  If you tend to play Madden at a high speed or simply try to run down your opposition using the ‘turbo’ button you will notice that taking your foot off the gas a little will actually make the game play a bit better for you.

When you are trying to run the ball on offense take a little time to devote to not pressing the sprint button until you are well past your line of blockers.  This is all due to the way the game has been programmed from the AI/CPU perspective.  You will notice that every player on the opposing team will actually increase their speed once you hit that sprint button.  This means that when you are early in your running plays and try to sprint through an open hole, you are actually inviting the other team to get there faster and stuff your play.

The same occurs on defense, but in a slightly different manner.  When you see the CPU pitch the ball outside and try to get a running play to go around the edge and you move with your MLB to stomp it with the sprint button, you will almost always notice that the play will end up going for bigger yards than it should have.  This is because the same principle exists on the other side of the ball.  Keep your finger off the sprint button and you will notice your team will play much better.

 

College Football’s Negative Impact On EA’s NCAA Football Franchise

Over the past few years I have been a staunch supporter of NCAA Football over Madden NFL.  EA Sports has truly dropped the ball on both games in multiple ways over this entire generation of consoles (PS3 and 360).  Many can blame the glitches and problems on the apparent dependency that developers have on releasing software updates and patches through online interactions.  While these kind of ‘hot fixes’ are vital to software (including games) it seems to have left the door open to sloppy development over the course of a year.  This isn’t even the biggest problem facing EA’s NCAA Football at this point – it is the college football landscape itself.

Bye Bye BCS… Hello new broken game development.

In case you haven’t paid any attention to college sports over the last few years, there have been teams moving from conference to conference more than Bobby Petrino switches teams (and women).  On top of conference changes and re-alignments, the NCAA has recently approved the move to a new playoff system (finally).  This is welcome news to the people that still pay attention to the NFL’s minor league affiliate, but for gaming fans it is a dreaded issue that is too far into the future to allow them any sort of desire to want to invest in more broken games without any sort of tournament or playoff system for college football gaming.  Why waste time and money on a game that changes faces so often?

College football is a joke in many ways but when it comes to the hypocritical billion dollar deals for the services of ‘amateur’ athletes with coaches that make millions of dollars a year over networks like ESPN – why is it that the gaming end of things is so strangely broken as well?  College football is a farce and NCAA Football is a digital farce that continues the NCAA’s views that making money off of college football is paramount.  The broken BCS system is just as broken in the video game as it is in real life but now there are gamers clamoring for something worse than fixing issues that plague a game… they want options.

Gamers want to edit players, names, conferences, polls, ranking calculations, awards, coaches, CPU intelligence and many other facets of their game.  This is all simply because that whenever EA Sports slaps together their annual sports titles they are constantly closing off customization more than opening it to users for a better experience.  Maybe they should take a look at how much games like Counter-Strike can become huge in the PC market – all because of modders and an active user base.

NCAA Football 13 went from $60 to $45 rather quickly this year.  It was as if it was a hyped up movie that hit theaters for a week before going to DVD and your local Big Lots bargain bin.  EA Sports has proven over this generation of consoles that there is no level too low for them to stoop in terms of laziness and development to keep your money coming in with their effort consistently falling.  This isn’t to say that Madden NFL doesn’t have issues mind you (we will hit that later) – but with the NCAA season coming to a close and many college football fans looking to next year we must wonder – what is EA going to do in NCAA 14 that will keep gamers from thinking “I’ll just wait until next year – if at all.”?

Let the 2K College Football rumors begin.

Increasing The Longevity of Your Franchise Mode In Sports Games

In any sports game it is often the most desired game mode but it is also one of the hardest to have any sort of real longevity with – Franchise/Association/Connected Careers Mode.

Sports gamers often have to deal with a few different issues that keep them from playing more than one season (or even just one season).  If you are one of the many gamers that suffer from these issues we will supply you with a few different solutions for giving you a more successful and longer lasting personal career/franchise mode.

Winning Too Much, Too FastMost of the typical elitists out there will get on your case if you are winning ‘too much’ and tell you that you need to turn your sliders up a few notches.  While this might be the case (and often is) there are other means of making your game a bit more challenging.

The first is playing the game in a manner that takes your superior decision-making out of the equation and allowing the game to provide a decent challenge.  In football games you will often see either an ‘Ask Madden’ or ‘Suggested Play/Pitch’ option – use that to the utmost and avoid making any changes to that play in order to keep the AI functioning.  You will often notice that the CPU ‘cheats’ as you change plays on the fly.  This is often a function of the game trying to challenge you.  The AI doesn’t have the complex decision functions that you have in your head (yet), so be sure to let the game give you the challenge it is trying to give you.

Secondly, you may want to stop turning off the system before you lose a game.  Losing sucks but you know what sucks more?  Playing and winning every game, every season and then losing interest because your team is ‘so amazing’ that it is boring now.  Do yourself a favor and be honest about your infatuation with winning every game.  No NFL team since the 1972 Miami Dolphins has gone undefeated and one the Super Bowl.  No Major League Baseball team has ever gone undefeated and the same can be said for pretty much every other league and sport around.  Build your team and allow for the game to challenge you.

Thirdly, turn up the difficulty (there I said it).  If this means turning the human sliders to ‘0’ because you are the greatest Madden gamer of all time, do it.  Really the only person you have to answer to is yourself and it is mind-boggling to me how many people will say the game is too easy when they really aren’t challenging their gaming abilities past what they feel is ‘fair’.

Broken ProgressionThis was and is an issue with the hardcore Madden community as well as every other sports game.  No one is ever happy with the way players grow in sports gaming – ever.  It is much like anything else with people – you can’t make everyone happy all of the time.  The best approach can be found in 2K Sports games and Madden 12 where you can go and edit the ratings of any and every player in the game to your heart’s content.  Yet, there are still people out there that want to complain about that even being an option because they expect some sort of magic progression system for players.

Sadly, outside of the option to edit every rating for every player you will have to take it upon yourself to learn how the progression system ‘works’ and make it work for you.  Madden 13 is largely dependent on production and XP growth based on what your players are doing on the field.  While this makes a lot of sense to people it is totally wrong in the eyes of others that think some sort of mythological ‘potential’ rating is the way to go.

Too Easy To Build TeamDo yourself a favor and unleash your inner Billy Beane.  Start building your team as if you’re on the strictest of budgets.  Limit your potential contract offers to a set amount and you will quickly find that quality players are much harder to come by.

Another direction is to build in the exact opposite manner – spend big money on big players.  A good starting point is to determine/find a franchise player.  Whether it is a quarterback in football or a cornerstone like Albert Pujols in baseball, put your money where your hopes are and make it a big contract.  This will help limit your spending in other parts of your roster.

Can’t Pick A TeamThis is something that most people find to be a common problem and it is often the primary reason why a single-player career mode/franchise mode ends within the first three seasons.  You have a few options that can help you in this journey to finding longevity in franchise mode.

The first option is finding a team that needs a lot of work.  Often you will find the most fun in building one of the worst teams in the game.  In Madden, you will often find that a team like the Browns needs quite a bit of help.  In that same breath, you can use teams like the Indians, Marlins or Astros in a baseball game or a team like the Sacramento Kings in basketball games.

The second option is changing your team after a few seasons.  Thankfully, in most sports games this is an option after every season.  If you win a few championships with a team and you want a change of pace, quit that team in the off-season and take the worst team in the league and try to build them into a contender that will last long after you leave.  The best way to see if you have truly built a great team is to build them up and then find a new job.  Track the progress of your old team and it will be like watching a Chia Pet grow wild.

Yet another direction you can go with a team in franchise mode is setting up an online story for people to follow.  This will allow you to have a deeper connection to the team you are using and a bit of ownership to keep other people updated on what’s going on.  In many cases, you will find that it gives you the ability to become a better storyteller.  Also, you should take this as an opportunity to completely change the team to your liking.  While this is certainly something that most people think when going into their career mode they usually let their interest go by the wayside.

Developing Players In Madden 13

We recently talked about building your team in Madden 13.  There are many different ways to do this strictly by picking up talented players that

You can help save these players without a team. Please just make sure you take the time to play with them!

are rated as such.  On the flip-side, there are also many other players out there that are diamonds in the rough.  You can make it your mission to take some players out of the late rounds of the draft or even pick them up during the preseason as other teams give up on them because of low overall ratings.

You need to take some chances on players you might not know about and that will often mean scouring the free agent market during the pre-season for a player that could make all the difference for you in the current season or simply develop him into a future star.

There are a few different ways to look for a player that might ‘fly under the radar’.  The first is to look at position specific ratings and determine if they are what you are looking for in a player at that position.  Assuming you even need someone at that position.

Quarterbacks are some of the easier ones to look for as far as ratings go, but they will often be the first ones to go during the preseason.  Look at their Throw Power and Throwing Accuracy ratings.  If you run a West Coast offense you don’t need a QB with 95+ THP, but you do need them to have good-to-great accuracy when throwing short and medium routes.  If you prefer a more vertical passing attack, you will want someone with a higher THP (like 95+) and a better accuracy for deep passes.  The moral of the story is – If the shoe fits, pick up the QB you need.  As you develop a QB you should focus on improving their passing ratings first rather than some sort of speed increases.

Runningbacks are a different breed when it comes to determining what is a ‘steal’ (assuming you need one).  The first thing you will notice is that developing a runningback will be costly if you want to increase their SPD rating.  If you want a ‘fast’ HB, make sure he is fast before you pick him up.  As well, pay close attention to his ratings in Carrying and Injury/Toughness.  A decent HB can have his season and career derailed if he takes a shot from a powerful MLB or Safety.  The ratings for a HB that need to be increased in order to develop their market value are the AWR and Carrying ratings.  Use your XP on these and your HB will be a force to be reckoned with… or traded in his late 20’s.

Receivers are among the most common diamonds in the rough.  They are also the easiest to stock up on and never use… therefore, losing a roster spot just to carry a potential talent.  Receivers need to have the obvious CTH (catch) rating, but they also need to have a few others that you can easily build up if you get them enough playing time and touches.  The AWR rating is something that can effect a WR as he needs to be able to know when the ball is thrown and where to run his routes.  Also, there is an issue of getting your potential diva WR the ball often enough to build him up.  I am currently in a situation where I have eight (8) WRs on my team.  I have turned the Browns into a pass first team, but in the process I have also over-stocked my team with WRs.  Here are a few of my current project players –

Offensive Line is another easy place to upgrade players, but you should really make sure you draft them with great ratings first.  It isn’t often you will put an under-rated O-Lineman on the field to protect your QB.  On the other side of this argument, you can always grab a lineman with great strength and size, put him on the line and try to dominate with the running or passing game (whichever is his focus for XP) and develop him in that fashion. 

The hardest players to develop are Defensive Linemen and Linebackers.  The reason being that they develop most of their XP through tackling statistics.  The issue is that tackling stats are broken in Madden 13 and the interactions between defensive players and offensive blockers is shaky at best.  You will want to increase the Tackle ratings first and then move on to increase every player to ‘Big Hitter’ status so they cause more fumbles as well as increasing their Hit Power ratings.

Depending on what type of coverage you run for your defensive backs you will want to focus on their coverage ratings as well as their press ratings.  If you are running a lot of man-coverage with your CBs you will want to increase their MCV ratings first as well as their Press rating if they are a physical type of player.  Their XP is generally determined by how many INTs they get during the course of the year and if you can develop a talented defensive backfield you will be almost unstoppable.

When it comes to safeties you will want to look at how you have them playing as well.  I have a defense made up of ‘enforcers’ like Laron Landry and TJ Ward… if you come across the middle you will end up with a broken jaw because these are like Honey Badgers… they don’t give a s**t!  Make sure you up their Zone Coverage ratings as well as their tackling and hit power as they are often the last line of defense if someone does get past your front-seven.  The last thing you want are a bunch of DBs trying to ‘tackle’ like Deion Sanders.

Kickers require a lot of field goals in order to increase their stats.  The bad thing about this is that most people want to score touchdowns rather than kicking a lot of FGs.    Whenever you want to increase your kick power you will notice that it starts to get really expensive after awhile.  Your best bet is to pick up a kicker with a high kick power rating starting off.

Punters are along the same lines as kickers.  How many teams really ‘want’ to punt?  Try to pick up these players as you go and hope that they have the high kick power ratings that you need rather than try to build them up.

Building A Team In Madden 13 – More Than Just ‘Overall’ Ratings

Now that Madden 13 finally has the patches needed to make it a truly complete game we can start talking more about how to approach different modes.  In the case of Connected Careers Mode there are numerous ways to approach how to build your team as a coach.

Building your team starts with getting the right pieces in place.

I started a career with the Kansas City Chiefs and somehow took them to a Super Bowl victory with Romeo Crennel in my single player Online Franchise ‘Romeo’s Thinkin’ Arbys’.  After winning the big game in my first season I wanted to move on with a new coach in a new (and more challenging) situation.  Naturally, I went with the Browns and started my first off-season by trying to get players to fulfill stop-gap roles for my first season.  Then finally, I got to the draft… aka – the best part of building your team.

Drafting Your Team

It is more than simply taking the best-available player.

You need to consider what your team truly needs when you start drafting players.  This includes scouting during the season as well.  As a coach, you will need to pay close attention to the contract statuses of your players and how they are performing for you.  Taking a Quarterback when you really need a Defensive End or Linebacker could make your team suffer.  In this same breath, you should also compare the players by their ratings and their size.

Also, if you want a cheap way to scout for players that will be highly rated on your team, make sure you spend the 25 scouting points on ‘Scheme’.  This will be something you can use as you go through the year to set up your potential draft picks.

Free Agency

Over the course of my current CCM I have come across a few free agents that intrigued me.  The best pick-up I have made is WR, Leonard Hankerson for the Browns in 2013.  He came in as a replacement for my injured rookie WR and ended up leading the team in receiving yards, TDs and got himself a huge contract in the off-season.  Keep your eyes open for players that perform well when playiing for you.  Sometimes a player might not be ‘a good fit’ but he could end up becoming exactly what you need to turn things around.

Release Failed Project Players

One of the hardest things to do in sports games is to part with players that you either like in real-life or simply want to develop in the game.  Some of them just don’t pan out or under-perform over the course of time.  You have to make those tough decisions and understand that the betterment of your team is the long-term goal.

Pick A Starter… and stick with him

One of the parts of CCM in Madden 13 is progressing players based on their performance on the field.  Make it your mission to look at the goals being set for all of your starters and try to develop your players through that system.

Madden 13 – Patch #3 Details Announced

This is slated to be released on October 16!

Feature Additions:

Custom Rosters Offline: Added the ability to start an offline career with a custom roster.

Connected Careers Edit Player: Added the ability to edit gear and information for players in a league.

Coach Mode in Connected Careers: Added the ability to use coach mode in Connected Careers.

Changing Schemes in Connected Careers: Added the ability to change offensive and defensive schemes as a coach.

Offline Play Along in Connected Careers: Added the ability for multiple people to join a CCM game. This applies to coaches only.

Draft Clock: Added a draft clock during the draft that is displayed on screen if you leave the draft interface to view rosters, depth charts, etc.

Draft Filter: Added a filter to the draft screen to display players that have been drafted.

Connected Careers Practice XP: Added the ability for user controlled players to earn extra XP in practice mode through the stats they accumulate.
Gameplay Tuning:

  • Fixed an issue where WRs were dropping too many passes when playing on All Madden difficulty setting.
  • Fixed an issue where it was too easy to time the kick meter on FGs and PATs in user vs. user games.
  • Fixed an issue where punt returners were moving away from the landing spot if you called a fair catch while letting the CPU control the player.
  • Fixed an issue where someone who attempted to bull rush with the R stick once the ball was snapped activated run commit.

Commentary:

  • Added over a dozen logic fixes to make our commentary more intelligent.

Presentation:

  • Fixed an issue where specific offensive player celebrations were not triggering.
  • Fixed an issue where the referee was backwards when calling a penalty.
  • Fixed an issue with the Giants away uniforms (missing a sleeve stripe).

Connected Careers:

  • Fixed an issue where Offline Gameplay AI/Logic did not match the logic in Play Now.
  • Fixed an issue where playing the game on All-Madden is too easy.
  • Fixed an issue where changing the camera setting in CCM game works for single player.
  • Fixed an issue where League Sliders had limited impact on difficulty.
  • Fixed an issue where the Accelerated Clock did not function in an online CCM game when the option was set to On.
  • Fixed an issue where you could not turn on/off GameFlow in CCM.
  • Fixed an issue where you were unable to sign Free Agents during the season.
  • Fixed an issue where ‘Starting a League’ would reset Player Schemes.
  • Fixed an issue where after declining a trade offer, you are no longer able to accept or decline another offer.
  • Fixed an issue where you could exploit supersim to run the game clock indefinitely.
  • Fixed some spelling and polish issues in the News and Twitter.
  • Fixed an issue where a coach could make a contract offer to a user controlled player.
  • Fixed an issue where you are forced to select a throwing style for a created player that is not a QB.
  • Fixed an issue where turning Auto-Start to off does not save week to week.
  • Fixed an issue where you can see rookie overall ratings by accessing the player card of the prospect through Team Needs.
  • Fixed an issue where changing Auto-Sub Frequency does not change the correct data.
  • Fixed an issue where the profanity filter was preventing offline players from typing in their names.
  • Fixed an issue where you can draft a player and then trade down while the draft is paused. The issue resulted in the user keeping both the traded picks and drafted player.

Stability:

  • Fixed numerous crashes.
  • Fixed an issue with the in-game pause menu disappearing.

Madden Ultimate Team:

  • Changed the Packs button to Store Button.
  • Condensed Leaderboards and Help menus.
  • Implemented the ability to view videos from the hub.
  • Implemented Store Panel Changes.
  • Moved Auctions/Trades to a separate menu option.
  • Fixed several Solo Challenge exploits

Playbooks:

  • Fixed an issue where theHail Mary formation in a custom playbook had a blank play that resulted in a broken formation and invisible players if selected.