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Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

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Old 02-15-2017, 09:18 AM   #145
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

I played a CFM game last night. We already played on normal speed before update, but after the update the game just felt so slow. To me, when running the ball it feels like the defenders can warp around blockers to catch you (could be a suction thing). I'll have to play more games, but my immediate reaction is the speed drop is an issue.

My other concern are some of the defensive plays in the secondary I saw. Multiple times from both teams the defenders misplayed deep balls badly. I'm not talking your normal switch on and dumb things happen, but rather let the CPU try to play and they run past the catch point and let the WR catch it and run.

I tweeted to Rex to get some clarification on one thing. Based on what was said in the MUT Cast the speed change occurs when playing online because of the interaction with their online system. I believe based on what I saw last night, CFM practice plays at a different speed than the games in CFM. That is an issue as you can't even practice the new speed in the built in practice mode.
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Old 02-15-2017, 09:38 AM   #146
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

Quote:
Originally Posted by T4VERTS
I played a CFM game last night. We already played on normal speed before update, but after the update the game just felt so slow. To me, when running the ball it feels like the defenders can warp around blockers to catch you (could be a suction thing). I'll have to play more games, but my immediate reaction is the speed drop is an issue.

My other concern are some of the defensive plays in the secondary I saw. Multiple times from both teams the defenders misplayed deep balls badly. I'm not talking your normal switch on and dumb things happen, but rather let the CPU try to play and they run past the catch point and let the WR catch it and run.

I tweeted to Rex to get some clarification on one thing. Based on what was said in the MUT Cast the speed change occurs when playing online because of the interaction with their online system. I believe based on what I saw last night, CFM practice plays at a different speed than the games in CFM. That is an issue as you can't even practice the new speed in the built in practice mode.
There are reports of stuttering frame rates in the training area of the game. I just went right back into my CFM and didn't notice anything that made the game slower in CFM.
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Old 02-15-2017, 09:49 AM   #147
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

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Originally Posted by roadman
If you have a weak OL, yeah, I do see that.

Last night played the Jags vs Packers, Packers had 6 sacks, Jags had 2.

I don't have an issue if a weak OL is toasted, ie the Vikes.
As it should be. Pre patch I tested 5 99 in everything d line and lb's going against 50 overall o linemen and they got four sacks in the game. Players need to play to their attributes. My cfm has so much diversity because of how I do regression that every team has strengths and weaknesses. It plays out well in simmed games but not played games. Can't wait to play a game this afternoon.
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Old 02-15-2017, 09:50 AM   #148
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

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Originally Posted by D81SKINS
Now that would be sweet, I'm curious to know but don't expect to see anything new here till M18
I did download the patch, played Rodgers vs Stafford CPU v CPU, jacked up both QBs running attributes and gave Stafford the generic R&G playbook and Rodgers my custom R&G book. Stafford tried to run several times but still gets stopped at/near the line; he escaped out of the pocket twice, once though took the sack the other threw it away. Rodgers took his first snap and ran a read option for 59 yards. He ran several more times (designed runs) with less success. He wasn't as mobile as I hoped, but did scramble right once and ran for about 7 yards before sliding.

So I think I agree with you and as we've said in your other thread this may be the best to hope for. I do think there is some help in increasing the QBs running attributes to escape the pocket once in a while and i may also still switch everyone to a scrambling QB since they don't REALLY scramble the way you'd expect so what is the difference.

Both Stafford and Rodgers were 71-73% passing, Stafford had more errant throws but lit up the board where it counted. Pass Accuracy slider was at 50.

One thing I did notice on the kicking side was that Prater for the Lions indoors was short on a 46 yarder and wide on a 55 yarder. In an attempt to try to get some missed CPU FG inside of 50, I had dropped the kicker's accuracy by 15 units and their power by 5 and set the FG accuracy to 0. This may be something i will need to reconsider (or perhaps Prater just had a bad day).
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Old 02-15-2017, 09:55 AM   #149
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

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Originally Posted by roadman
There are reports of stuttering frame rates in the training area of the game. I just went right back into my CFM and didn't notice anything that made the game slower in CFM.
Are you playing against other humans in these CFM games?
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Old 02-15-2017, 10:02 AM   #150
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

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Originally Posted by T4VERTS
Are you playing against other humans in these CFM games?
No, just against the CPU.

After the patch, I purposely tried 3 or 4 different deep balls with PA and wasn't successful with Rodgers at all. Before the patch, I could hit 3 a game with Jordy Nelson.
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Old 02-15-2017, 10:03 AM   #151
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

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Originally Posted by benton32
is this because most users love fantasy stats and putting up 60 pts per game and 500 passing yards, lol seems like online users always are upset the most when they try to patch things to keep it fun challenging and game play stuff, im not saying u are one of those people but i havent played online since the patch, so i cant talk much

Most online sim league guys are not a fan of things like that.As a commish of an online league, i love the changes.Also , you if your playing in a CFM online you can change speed if its too "slow" for him. Outside of that ,yeah MUT and DC peps gonna have to adjust. Which is why i said, all of us who like the changes , need to let Rex know because those online lobby kids gonna be crying a big wide river about the speed. Guess they would rather see alot of dropped open passes instead along with other wonkiness.

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Originally Posted by Geodude
Yes I've posted on here about that already. Contacted rex on twitter and it seems online cfm is getting it too. 32 man online leagues going down...


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Im not sure what you all are seeing there. I ran a test game in a cfm with another usr. I never once noticed during our game frame rates drop, or issues that made me dislike playing. Game played fine to me without hitches, actually best i think its played since launch.

Quote:
Originally Posted by T4VERTS
I played a CFM game last night. We already played on normal speed before update, but after the update the game just felt so slow. To me, when running the ball it feels like the defenders can warp around blockers to catch you (could be a suction thing). I'll have to play more games, but my immediate reaction is the speed drop is an issue.

My other concern are some of the defensive plays in the secondary I saw. Multiple times from both teams the defenders misplayed deep balls badly. I'm not talking your normal switch on and dumb things happen, but rather let the CPU try to play and they run past the catch point and let the WR catch it and run.

I tweeted to Rex to get some clarification on one thing. Based on what was said in the MUT Cast the speed change occurs when playing online because of the interaction with their online system. I believe based on what I saw last night, CFM practice plays at a different speed than the games in CFM. That is an issue as you can't even practice the new speed in the built in practice mode.
Just a thought, you know you guys can turn speed up 1 notch right? We normally played on slow speed before this , because we hate the arcadey feeling of normal speed. After hearing Rex on stream yesterday , i went in and turned speed up to normal. No one has noticed a difference in speed . So before if you played on normal, just put it on fast now. There is a way around it for CFM if you dont like the speed at normal. Personally it feels how game should run.

Which leads me to a thought. Rex mentioned if enough people didnt like it they could change it back. But in doing so , it would cause the RAC drops and other issues to come back ( which i REALLY do not want to see return). Im just curious here , maybe someone here with more knowledge than i, or maybe Tverts can talk to Rex about this since he has a more open line.

Why cant they keep the speed like it is now for CFM, and for all other modes online , just do like you can do in CFM, turn the game speed up a notch. So if MUT and DC and lobby H2H games are on normal now, just turn the default speed for them up to fast? But leave the "speed/additive" settings they had to change how they are to get rid of RAC drops for everyone still, but just set the default speed for other online modes to fast to appease those who dont like the speed on normal now, but also to not bring back the RAC drops?
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Old 02-15-2017, 10:10 AM   #152
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Re: Madden NFL 17 Patch 1.10 Available Now, Patch Notes Included

I can confirm the lag/framerate issue in weekly training. They hopefully will come out with a hot fix for this quick.

It is brutal.

But it happens during the tutorial portion. Once you get into the bronze silver gold...it is normal.
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