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Madden NFL 17 News Post


Check out the latest Madden NFL 17 blog covering updates within special teams, pass defense, catch outcomes, ball physics and much more. Read it and post your thoughts!

Quote:
First off, we received many complaints that all players were capable of making spectacular catches. We got it loud and clear that you were getting tired of seeing all the one-handers by a litany of different players with vastly different catching abilities. We now restrict those extremely athletic, high degree of difficulty catches to the more elite ball in air receivers only. OBJ, Julio, A.B., Hopkins and Dez are the type of players who will have the ability to do those spectacular catches consistently, while a Running Back or Slot receiver will trigger a catch that is more reflective of his catching ability.

The lack of control options on defense to effectively defend the aggressive catch became a major point of contention throughout the year. We spent a lot of time discussing this specific issue with the community and decided that the right way to attack the problem was not to nerf the aggressive catch, but rather build an effective counter mechanic on defense. Thus, the new SWAT mechanic was born for Madden NFL 17. Defenders now have 3 options when the ball is in the air. Play Ball, Play Receiver or Swat. If you are willing to give up the chance for an interception in order to stop the shot play, the swat mechanic is for you. It has been custom designed as the counter to the aggressive catch on defense.

A huge legacy flaw in the Madden catch system is once a player has ‘matched a catch’ the ball will stay in the receiver’s hands regardless. With ball physics, if a defender collides with the ball during the catch animation, the ball has a chance to be organically knocked out. This also applies to hands and limbs. If they get an arm between the ball and the receiver, the WR will no longer be able to pull the ball through the defender. This is quite a game changer for catches in traffic, and strategic use of the possession catch is critical.

Fumble recoveries in Madden have been one of the many long standing legacy issues that desperately needed attention. We knew by introducing ball physics and organic behaviors, we would need to completely revisit our loose ball and tip ball recovery logic. This includes a set of new animations for loose ball recoveries that cover both in air and on ground scenarios. Players are smarter, react to loose balls faster and have tons of new animations dedicated to loose ball recoveries.

Throw out of sack is how Madden has previously handled situations where a defender triggered a sack animation on a QB who already started his throwing motion. In these cases, the ball would often appear to simply fall out of his hand as the sack animation triggered. With ball physics, we now have organic outcomes in these situations. They can result in fumbles and strip sacks. If the QB’s arm is going forward when he is hit, you are also going to see that outcome play out organically. This all plays a big role in fumble vs. incomplete pass. It is now more important than ever to get the ball out quickly under pressure.

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 41 howboutdat @ 05/27/16 09:44 AM
Quote:
Originally Posted by OhMrHanky
I think they mentioned they've created more 'get the fumble' or 'dive for fumble' animations, and I think they mentioned having better AI to react to the fumble 'quicker', so maybe this has been addressed.


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yeah , well id have to see it.Personally im sick of all the dice roll animations that determine outcomes in the game so much. Cant not stand the forced animations between wr and cb in 16. How once ball is passed they are basically tethered together, and almost unable to seperate them at all even if you wanted to.Then the animations just play out , forget good timings and the skill in that. Just tap a button and pray you roll 7 or 11.....Just seems animations are taking user skill out of the game more and more .So basically what that says to me is, another dice roll to determine outcome instaed of user instinct, kind of like how it plays out in real life. The defender who sees the ball and gets to it first, normally gets it.But lets just let a dice roll determine it...

Yet on the other hand , i still dont understand a statement earlier, that says Rex says no switch players will be hurt by not switching on defense.So the Defenses AI is smarter, and matches routes more than ever, yet if you try to hope your cpu defender will do something for you, your in trouble? Im confused how that works like that. Im not one who doesnt switch just find those two things kind of odd.
 
# 42 BezO @ 05/27/16 09:53 AM
Almost nothing I hoped to see in the special teams blog. No mention of proper interaction with gunners, so I doubt the coverage/returns are any better. No mention of implementing the proper blocking for FGs, so I wonder HOW blocked kicks happen. And I've been hoping kick meters would disappear ever since free throw meters bit the dust. I'm shocked so many folks are excited for a new kick meter.

I saw some decent engaged player mobility in the juke clip so there's some hope for the vertical version necessary for proper gunner interaction.
 
# 43 dxyyz1 @ 05/27/16 10:06 AM
Quote:
Originally Posted by howboutdat
yeah , well id have to see it.Personally im sick of all the dice roll animations that determine outcomes in the game so much. Cant not stand the forced animations between wr and cb in 16. How once ball is passed they are basically tethered together, and almost unable to seperate them at all even if you wanted to.Then the animations just play out , forget good timings and the skill in that. Just tap a button and pray you roll 7 or 11.....Just seems animations are taking user skill out of the game more and more .So basically what that says to me is, another dice roll to determine outcome instaed of user instinct, kind of like how it plays out in real life. The defender who sees the ball and gets to it first, normally gets it.But lets just let a dice roll determine it...

Yet on the other hand , i still dont understand a statement earlier, that says Rex says no switch players will be hurt by not switching on defense.So the Defenses AI is smarter, and matches routes more than ever, yet if you try to hope your cpu defender will do something for you, your in trouble? Im confused how that works like that. Im not one who doesnt switch just find those two things kind of odd.
He has always said not clicking on puts you at a disadvantage against the pass I wouldnt be suprised if its always been like that in madden. And the the new "SWAT Mechanic" was made for more control for ppl that click beacuse lots of ppl complained about being helpless when they clicked on.
 
# 44 howboutdat @ 05/27/16 10:12 AM
Quote:
Originally Posted by dxyyz1
He has always said not clicking on puts you at a disadvantage against the pass I wouldnt be suprised if its always been like that in madden. And the the new "SWAT Mechanic" was made for more control for ppl that click beacuse lots of ppl complained about being helpless when they clicked on.
Right but now that cpu ai is supposedly much smarter, and following more true football concepts, one would think that makes cpu players harder to beat . Just kind of what i think when i hear it.
 
# 45 roadman @ 05/27/16 10:13 AM
Quote:
Originally Posted by BezO
Almost nothing I hoped to see in the special teams blog. No mention of proper interaction with gunners, so I doubt the coverage/returns are any better. No mention of implementing the proper blocking for FGs, so I wonder HOW blocked kicks happen. And I've been hoping kick meters would disappear ever since free throw meters bit the dust. I'm shocked so many folks are excited for a new kick meter.

I saw some decent engaged player mobility in the juke clip so there's some hope for the vertical version necessary for proper gunner interaction.
If it means kickers won't be 100% from 50yds in with winds over 20mph, I'm all for it.
 
# 46 OhMrHanky @ 05/27/16 10:30 AM
Quote:
Originally Posted by howboutdat
yeah , well id have to see it.Personally im sick of all the dice roll animations that determine outcomes in the game so much. Cant not stand the forced animations between wr and cb in 16. How once ball is passed they are basically tethered together, and almost unable to seperate them at all even if you wanted to.Then the animations just play out , forget good timings and the skill in that. Just tap a button and pray you roll 7 or 11.....Just seems animations are taking user skill out of the game more and more .So basically what that says to me is, another dice roll to determine outcome instaed of user instinct, kind of like how it plays out in real life. The defender who sees the ball and gets to it first, normally gets it.But lets just let a dice roll determine it...



Yet on the other hand , i still dont understand a statement earlier, that says Rex says no switch players will be hurt by not switching on defense.So the Defenses AI is smarter, and matches routes more than ever, yet if you try to hope your cpu defender will do something for you, your in trouble? Im confused how that works like that. Im not one who doesnt switch just find those two things kind of odd.


Lol. I feel u, man. And yes, I need to see how it plays out, too. For fumbles, because of the way the ball is often positioned, it makes it hard to 'aim' your player (unless it's a fumble downfield and then u should be able to press 'X' to dive on it, imo), so these things have to be determined by dice roll player positioning at the time of fumble. There's just too much clutter there. And, yeah, animations take some user skill out of the game. But, for me, even when 'ball hawk' was added, that actually still took 'timing' during the route. Not many people mention that or maybe they don't notice it, but u see much more success with that and the 'play ball' mechanic if u press the button at certain times in the route. It feels, for me, as if u choose when u would expect the DB to be in close enough position to the WR, but now he should look at and track the ball. So, this is what that simulates for me. And, what's tough here is that everything depends on the animations/controls, either way. So, if they went back to strictly having the user dictate everything (which, actually, I would be fine with this as well, I like to have total control of my players), they better make sure the control is TIGHT!! Lol, which, imo, in years past, it was NOT. So, their addition of the catch mechanics vs DB mechanics allows for some variation. But, yes, I agree, u lose some overall player control with that system. But, after playing madden 16 for quite some time, now (and playing with the sliders a little), I see all kinds of outcomes. Sometimes, Julio makes wicked catches for me, and other times, DBs actually poke the ball out. So, if I can see proper variation in play outcomes, I'm ok with their current implementation of play control. I'm curious to see/hear if the new swat mechanic is a 'press and hold button' mechanic like ball hawk, or if it is a quick tap swat.


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# 47 OhMrHanky @ 05/27/16 10:37 AM
Quote:
Originally Posted by BezO
Almost nothing I hoped to see in the special teams blog. No mention of proper interaction with gunners, so I doubt the coverage/returns are any better. No mention of implementing the proper blocking for FGs, so I wonder HOW blocked kicks happen. And I've been hoping kick meters would disappear ever since free throw meters bit the dust. I'm shocked so many folks are excited for a new kick meter.



I saw some decent engaged player mobility in the juke clip so there's some hope for the vertical version necessary for proper gunner interaction.


Yeah, I'm actually not a fan of kick meters, either. I'll deal with it and am cool with adding some 'skill' to kicking. But, I've always loved the golf swing of the thumbstick. I would've preferred them to find a way to simply make that more challenging, as pressing buttons for a click meter doesn't 'feel' like in kicking, but again, it's all good if adds some difficulty to it. But, I agree, too, about the additions they made. I don't think the additions made were what the sim community was expecting. We want better blocking for returns, better gunner play, etc. so, yeah, seeing a new kick meter and more trick plays is like, 'well, yeah, that's cool and all, but not exactly what I was looking for.'


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# 48 brandon27 @ 05/27/16 10:40 AM
Awesome changes! Love it! Ball physics is going to be a real game changer IMO.


As well as tuning aggressive catch like they have, catch outcomes, and pass defense mechanics.


On paper, this is sounding really, really promising.
 
# 49 BezO @ 05/27/16 11:07 AM
Quote:
Originally Posted by roadman
If it means kickers won't be 100% from 50yds in with winds over 20mph, I'm all for it.
Sure, but that could be done without a meter.

Quote:
Originally Posted by OhMrHanky
Yeah, I'm actually not a fan of kick meters, either. I'll deal with it and am cool with adding some 'skill' to kicking. But, I've always loved the golf swing of the thumbstick. I would've preferred them to find a way to simply make that more challenging, as pressing buttons for a click meter doesn't 'feel' like in kicking, but again, it's all good if adds some difficulty to it. But, I agree, too, about the additions they made. I don't think the additions made were what the sim community was expecting. We want better blocking for returns, better gunner play, etc. so, yeah, seeing a new kick meter and more trick plays is like, 'well, yeah, that's cool and all, but not exactly what I was looking for.
A meterless thumbstick swirl, timing the approach and leg swing of the kicker would be ideal.
 
# 50 mrprice33 @ 05/27/16 11:25 AM
There's a free throw meter of sorts in both live and 2k this year.


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# 51 OhMrHanky @ 05/27/16 11:36 AM
I'm curious to see the ball physics, for sure. In particular, I'll have to see whether my timing for throws has been good or not. In M16, u could get away with throwing as u were hit. Sometimes, these would be incomplete passes. But, sometimes these would be ridiculous completions on perfect throws. Lol. So, I'm happy to hear the hitting a QB as he throws will affect the ball using 'physics' now and am curious to see just how much this affects my own personal throw timing window. And, while I would like to see ball physics all the time including during the flight of the throw, I am def glad they're implementing some form of it, and think this has the potential of adding more 'realism' to the game. Now, what I do NOT want to see is every pass tipped and intercepted. Lol. I have actually seen enough of that in M16!


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# 52 BezO @ 05/27/16 01:10 PM
Big,

Obviously not related to kicking meters, a lot of folks talk about keeping a clean screen to help with immersion, turning off all icons, prompts, etc.

And I think what would really add difficulty is timing different approaches and leg swings, similar to timing different jump shot and free throw forms. Thumb stick swirl instead of buttons and you have a real challenge.

But I seem to be alone with alot of my wishes.



Mrprice33,

If there's a free throw meter in 2K, I must turn it off along with all other icons, prompts and flashing lights before I play a single game because I haven't seen it in years. They should give the same option in Madden. I want to watch the players I'm controlling, not a meter. It's distractin and unneccesary at best.
 
# 53 gabs485 @ 05/27/16 01:41 PM
Quote:
Originally Posted by wordtobigbird
Good post. I never thought much of it but that's pretty awkward. Lighting goes a long way, whenever I play the division the lighting impresses me.
Aren't 4pm EST 1pm local time?
 
# 54 OhMrHanky @ 05/27/16 01:50 PM
Quote:
Originally Posted by Gridiron
Hopefully the ball will no longer defy the laws of physics:





Lol. And, that EXACT ANIMATION is the one that gets me most often!! Except, the tip, lately, has ALWAYS been an INT. Lol.


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# 55 Datninja619 @ 05/27/16 03:58 PM
Quote:
Originally Posted by Armor and Sword
I am super pumped. 16 was so damn good.....they are going to top it. Madden 17 is going to be legendary. Can't wait for the CFM blog to be the cherry on top.
Completely agree. It's going to be Legen.......wait for it...dary!

I've only been impressed and more excited for these blogs. I envision game changing things for CFM. If they even MENTION autosubs, being reworked, I'll be ecstatic.
 
# 56 jaynral @ 05/27/16 04:44 PM
I hope they change the QB throwing animations and QB under center animations cause they look terrible now
 
# 57 Playmakers @ 05/27/16 05:05 PM
Quote:
Originally Posted by rudyjuly2
CPU kick returners have been terrible for years. I hope that was fixed too. And we need separate special teams sliders in franchise. There is no excuse for not having had this by now.

Overall a good blog. I'm hoping the kicks are more challenging with sliders that work. Last year's accuracy slider was broken.
They've been needing to overhaul this for years....

The CPU AI really needs to start being effective on special teams returning kicks/punts and also when it comes to punting

EA has ignored this aspect of Football for way too long IMO

There's never been a fear of a guy like Devin Hester in Madden on special teams
 
# 58 Chiefsfan881129 @ 05/27/16 05:40 PM
So Trick Plays are back in on ST'S anyway does anyone know if Trick Plays have been added back to offensive playbooks like Flea Flicker & others?

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# 59 RogueHominid @ 05/27/16 06:10 PM
I like the swat option.
 
# 60 SC0RCH @ 05/27/16 11:45 PM
Quote:
Originally Posted by Chiefsfan881129
So Trick Plays are back in on ST'S anyway does anyone know if Trick Plays have been added back to offensive playbooks like Flea Flicker & others?

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I don't think the flea flicker left. I see it in some playbooks.

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