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Madden NFL 17 News Post


Another Madden NFL 17 tuning update is available now for Xbox One and PlayStation 4 users. Below is the list of improvements and updates to gameplay.
  • Increased interception chances for user-controlled defenders in Multi-player catches
  • Reduced kick meter accuracy penalty under rain conditions.
  • Reduced kick meter power penalty under snow conditions.
  • Increased wait-time for Pass Rushers to play shed moves when pass rushing (Reduced “Insta-Sheds”)
  • A variety of tuning changes to help defense be more effective vs. running plays
  • Reduced frequency of organic knock-outs after catches
  • Reduced chances of broken tackles for ball carriers
  • Slightly reduced throw-out-of-sack fumble chances
  • Reduced chance for pass-blocking RB's to Cut-Block
  • Reduce chance for success when pass-blocking RB's Cut-Block
Let us know what you're seeing!

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 201 booker21 @ 09/26/16 03:11 PM
Quote:
Originally Posted by SECElit3
These are my thoughts exactly. You can avoid the patch by turning off the option to connect to the Internet in settings prior to starting Madden.

I'll be doing the same after I grab Roverts custom roster.


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But the downloads doesn't start as soon as you turn your ps4?


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# 202 booker21 @ 09/26/16 03:13 PM
Quote:
Originally Posted by SECElit3
I've got the option to download updates automatically turned off though.


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Oh that's it. I will disable that as well. Thanks.


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# 203 roadman @ 09/26/16 03:43 PM
After hearing Rex's explanation, I'm leaving my tuner plugged in.

By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.

Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.

He said that 5.8 yds per carry is not simulation football.

I applaud him for that.

They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.

Happy gaming folks.
 
# 204 booker21 @ 09/26/16 04:04 PM
Quote:
Originally Posted by roadman
After hearing Rex's explanation, I'm leaving my tuner plugged in.



By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.



Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.



He said that 5.8 yds per carry is not simulation football.



I applaud him for that.



They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.



Happy gaming folks.


Ok here is the thing.

1.- I'm wondering if that data is online matches because I doubt that they have my offline CFM.

2.-that being said lets agree that the rushing is a bit too high. The tuner "fix" it's a quick workaround they do. They don't fix it correctly they just apply a tune that make tackling stronger and make all those dynamic rag n roll good stuff away. Instead of fixing pursuit angles Defense AI to make those rushing avg go down they go to the easy fix that as history shows it end up removing some good stuff.

Hopefully my English was good enough to explain what I'm saying. I prefer to wait until next year for that 1yds avg less. Than applying a quick fix that cause other effects.

I just played another game without the tuner and the tackling is a joy to watch. It's does "no tackling will be the same" slogan they used a few years back. With tuner most tackles are scripted. I loved how with a RB I was gaining 1 or 2 yds when a CB tried to tackle. This with the tuner get lost. CB are too strong when tackling.

But I understand. Some people call scripted tackles a Cleaner tackle. I prefer the physics and messy and variable tackles than the 10 different scripted tackles the game has.


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# 205 cable guy @ 09/26/16 04:08 PM
Quote:
Originally Posted by roadman
After hearing Rex's explanation, I'm leaving my tuner plugged in.

By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.

Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.

He said that 5.8 yds per carry is not simulation football.

I applaud him for that.

They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.

Happy gaming folks.
I applaud him as well acknowledging an aspect like ypc. Hopefully the LB'S reacting properly, will work hand and hand cutting down over the top cpu running games. I did fix this with sliders, but the less I touch them the better.

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# 206 fistofrage @ 09/26/16 04:09 PM
Quote:
Originally Posted by booker21
Ok here is the thing.

1.- I'm wondering if that data is online matches because I doubt that they have my offline CFM.

2.-that being said lets agree that the rushing is a bit too high. The tuner "fix" it's a quick workaround they do. They don't fix it correctly they just apply a tune that make tackling stronger and make all those dynamic rag n roll good stuff away. Instead of fixing pursuit angles Defense AI to make those rushing avg go down they go to the easy fix that as history shows it end up removing some good stuff.

Hopefully my English was good enough to explain what I'm saying. I prefer to wait until next year for that 1yds avg less. Than applying a quick fix that cause other effects.

I just played another game without the tuner and the tackling is a joy to watch. It's does "no tackling will be the same" slogan they used a few years back. With tuner most tackles are scripted. I loved how with a RB I was gaining 1 or 2 yds when a CB tried to tackle. This with the tuner get lost. CB are too strong when tackling.

But I understand. Some people call scripted tackles a Cleaner tackle. I prefer the physics and messy and variable tackles than the 10 different scripted tackles the game has.


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It really is upsetting that now there are no broken tackles. The "fumble" slider is the overall Running Back Ability slider and the tackle slider effects block shedding and awareness. So you can't fix looney tuners with sliders without having a domino effect of other issues.
 
# 207 xzayla @ 09/26/16 04:11 PM
Quote:
Originally Posted by booker21
Ok here is the thing.

1.- I'm wondering if that data is online matches because I doubt that they have my offline CFM.

2.-that being said lets agree that the rushing is a bit too high. The tuner "fix" it's a quick workaround they do. They don't fix it correctly they just apply a tune that make tackling stronger and make all those dynamic rag n roll good stuff away. Instead of fixing pursuit angles Defense AI to make those rushing avg go down they go to the easy fix that as history shows it end up removing some good stuff.

Hopefully my English was good enough to explain what I'm saying. I prefer to wait until next year for that 1yds avg less. Than applying a quick fix that cause other effects.

I just played another game without the tuner and the tackling is a joy to watch. It's does "no tackling will be the same" slogan they used a few years back. With tuner most tackles are scripted. I loved how with a RB I was gaining 1 or 2 yds when a CB tried to tackle. This with the tuner get lost. CB are too strong when tackling.

But I understand. Some people call scripted tackles a Cleaner tackle. I prefer the physics and messy and variable tackles than the 10 different scripted tackles the game has.


Sent from my iPhone using Tapatalk

I agree I'm seeing a lot of big hit tackles now
 
# 208 SmashMan @ 09/26/16 04:16 PM
Quote:
Originally Posted by roadman
Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.

He said that 5.8 yds per carry is not simulation football.
Man, I was just throwing an idea out there. I seem to be in the minority but I have enough trouble running myself. But like I said in another thread, I usually play as the Bears, and their running game is... ...

Quote:
Originally Posted by booker21
1.- I'm wondering if that data is online matches because I doubt that they have my offline CFM.
If your console is/was online, they can gather the data. It wouldn't matter what mode you were playing as long as you were connected somehow.
 
# 209 booker21 @ 09/26/16 04:16 PM
Quote:
Originally Posted by SmashMan
Man, I was just throwing an idea out there. I seem to be in the minority but I have enough trouble running myself. But like I said in another thread, I usually play as the Bears, and their running game is... ...







If your console is/was online, they can gather the data. It wouldn't matter what mode you were playing as long as you were connected somehow.


Oh that's cool.


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# 210 roadman @ 09/26/16 04:33 PM
Quote:
Originally Posted by SECElit3
I hear you Road, but the issues with running game, prior to the tuner, at least for me were easily resolved by lowering the run block slider. I haven't seen an issue with pursuit angles, so the adjustments Rex made were for those who played online or with default sliders. The tuner wasn't necessary for the offline crowd.

Goes to prove my point that Rex needs to look at the entire picture before making tweaks. Offline guys, particularly those who play with custom sliders aren't being considered when making these decisions.

Honestly, it would be so nice if things that can be fixed with slider adjustments were left alone.

This tuner was built for the online crowd...


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I understand where you are coming from, but look at it this way.........

If he is seeing ypc way above the NFL averages, he can't tell what the x variable the offline folks are using, whether it's default or custom sliders.(which fits into your narrative)

However, he can tell what the competitive gaming crowd and the online cloud leagues or solo leagues are obtaining in ypc.

If I'm in Rex's shoes and seeing both areas areas are way off the NFL averages, I'm going to try to tune or tweak it to get that closer to the NFL avgs.

You are doing what's right for you, eliminating the tuner and probably all the patches moving forward. You do have that option and that is great for you.

I play in a online solo league and I'm doing what is right for me.

Choices are not a bad thing.

And SEC, to answer your question, at what cost:

Simulation football, you have a developer that is trying to wave the flag for that.

To me, you have a few choices, to stay with the organic tackling or trying to play as close to simulation football as possible.
 
# 211 charter04 @ 09/26/16 04:47 PM
Quote:
Originally Posted by roadman
After hearing Rex's explanation, I'm leaving my tuner plugged in.



By the way, I just had Lacy rip through the Vikes defense for 162 yds in 26 carries, 60 of those yards on a clear path TD.



Anyway, Rex said(Smashman, take a bow on this one) that the telemetry numbers were too high for rb avgs, 5.8 yds per carry. He said he knows some people will be upset and state he ruined their CFM by nerfing running.



He said that 5.8 yds per carry is not simulation football.



I applaud him for that.



They just need to get rid of the QB animations that whenever they sense pressure to not throw the ball away all the time. Also, LB's standing around not knowing where there coverage assignments are needs to be fixed, too.



Happy gaming folks.


The run game game and poor pursuit angles were the biggest issue people were having in my slider thread. These are solo CFM guys. Outside zones where shredding the CPU way to often and the CPU was also doing it.

So for those sayings it's all about online crowd. It can't be since offline guys using my slider where having too easy time running on the CPU.

And it wasn't just a slider tweak from being fixed. If you turned the run block down it was still happening but, then inside run got more and more impossible.

So I completely agree with you it wasn't sim.

Now I'm having really good challenge running even on default All pro
 
# 212 booker21 @ 09/26/16 04:52 PM
Quote:
Originally Posted by SECElit3
Rich, The issue is not that the broken tackles are no longer there. The issue is that the tackling system no longer feels as dynamic as it did prior to the tuner. What booker is saying is exactly my observation when I switch back-and-forth from the tuner to without. yes, so maybe running is a little more difficult. But, at what cost?

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Yeah oh well. I just deleted the tuner again, and i disable automatic updates. I don`t play online and i don`t care about update rosters, once i start my CFM, my CFM roster is all i care so i`m good to go. Hopefully i get it right.
 
# 213 underdog13 @ 09/26/16 04:53 PM
Quote:
Originally Posted by SECElit3
I hear you Road, but the issues with running game, prior to the tuner, at least for me were easily resolved by lowering the run block slider. I haven't seen an issue with pursuit angles, so the adjustments Rex made were for those who played online or with default sliders. The tuner wasn't necessary for the offline crowd.

Goes to prove my point that Rex needs to look at the entire picture before making tweaks. Offline guys, particularly those who play with custom sliders aren't being considered when making these decisions.

Honestly, it would be so nice if things that can be fixed with slider adjustments were left alone.

This tuner was built for the online crowd...


Sent from my iPhone using Tapatalk
Yeah the tuner was built for the online crowd because they don't get to use sliders. All you have to do is tweak your sliders slightly and your back to where you were.

Sent from my XT1585 using Tapatalk
 
# 214 Bootzilla @ 09/26/16 04:54 PM
Running is much better. This game is really solid. Sure there's some quirky things that go on (cpu punters can't punt in the wind). Completion percentages still a tad bit too high although I am seeing more errant throws.

But as it pertains to running it is much better on All-Madden. I've had games where I really got my running game cranked up. (Two 100 plus yard rushers in one game, CJ Anderson and Devontae Booker vs the Redskins.) I've also struggled with DeAngelo Williams vs the Texans (2.8 ypc).

What has worked best IMO is before I had to move my tackle slider up because elite backs were having too many multiple broken tackle runs. I've now adjusted back to 50 on the slider and it is very realistic. I've had some big runs against me, I've had good power backs break tackles and I've completely shut down some run games. I'm really liking it.

Now I'm hoping the next patch will fix bugs and such but leave the core gameplay alone. QB accuracy should be able to be toned down with a tuner update. If telemetry tells them RB's don't average 5.8 yards a carry it should also show that QBs throw a few more errant passes than what currently occurs.
 
# 215 underdog13 @ 09/26/16 04:59 PM
Quote:
Originally Posted by SECElit3
If only it were that easy.


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Not enough broken tackles? Lower Cpu tackling
No Blocking? Raise Hum run blocking

It ain't rocket science.
 
# 216 booker21 @ 09/26/16 05:08 PM
Quote:
Originally Posted by Bootzilla

Now I'm hoping the next patch will fix bugs and such but leave the core gameplay alone. QB accuracy should be able to be toned down with a tuner update. If telemetry tells them RB's don't average 5.8 yards a carry it should also show that QBs throw a few more errant passes than what currently occurs.
Yeah right


Personally i`m not a fan of using the community stats to tweak the game. We think that it`s the holly, "oh our stats tell us that RB is 5,8 avg" so they must be right.
That concept is the same as i say, lets do an avg of each slider set and that is the perfect set. It`s the same. Why? because all of us play differently.

SO they are taking into consideration my cousin who only plays 4 verticals and try to bomb away every game ending with tons of yds but low QB %. Most Madden players are not sim players.

Another example, is just look at the play calling community plays that are suggested. Most of them are just "money", you will see FB dive being called on a 1st and 10, because FB will give you almost 5yds per play. Last year or 2015, i don`t remember when it was it, the inside zone was a 5yds guarantee, so all play calling suggested from community were inside zones.

Again, most of the stats that they are taking into consideration comes from people who don`t play the game sim style.

They should take it into consideration but they should`t make decision basely only on that.
 
# 217 underdog13 @ 09/26/16 05:09 PM
Quote:
Originally Posted by SECElit3
What makes you think I haven't tried that already?



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You said you achieved a good run game pre tuner? The tuner just made better pursuit angles and less broken tackles. Just lower the tackling slider to get more broken tackles?

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# 218 booker21 @ 09/26/16 05:10 PM
Quote:
Originally Posted by underdog13
Not enough broken tackles? Lower Cpu tackling
No Blocking? Raise Hum run blocking

It ain't rocket science.
I`m sorry but hearing you, well, seeing you write those stuff makes feel you never actually played around with sliders.
What you are saying is correct and it should be, but it does`t work that way.

You just need to go to slider forum and see how many slider set, and so many different versions and "theories" are around it.

This is from someone who only problem was the user QB accuracy. I spent all month trying to setup a good value were the QB accuracy makes user throw overthrows.
 
# 219 booker21 @ 09/26/16 05:13 PM
Quote:
Originally Posted by underdog13
You said you achieved a good run game pre tuner? The tuner just made better pursuit angles and less broken tackles. Just lower the tackling slider to get more broken tackles?

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The rag and doll effect got lost with the tuner. Lowering tackling will make RB break tackles, even QB break tackles but the tackles that are being made are mostly scripted tackles. You can`t fix that with sliders.

CB tackling power backs, throwing the RB back.

Oh well, i think i already gave my opinion and i won`t change others opinion so this is all i would say. personally i fix it by deleting the tuner and just disable ps4 updates. I`m good with the game i have at the current state.
 
# 220 underdog13 @ 09/26/16 05:13 PM
Quote:
Originally Posted by booker21
I`m sorry but hearing you, well, seeing you write those stuff makes feel you never actually played around with sliders.
What you are saying is correct and it should be, but it does`t work that way.

You just need to go to slider forum and see how many slider set, and so many different versions and "theories" are around it.

This is from someone who only problem was the user QB accuracy. I spent all month trying to setup a good value were the QB accuracy makes user throw overthrows.
So you're saying that if I lowered cpu tackling to zero I wouldn't see more broken tackles?

Or if I lowered cpu run blocking to zero my guys wouldn't blow up run more often?

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