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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
# 21 ggsimmonds @ 09/23/16 12:47 PM
Quote:
Originally Posted by fistofrage
So they nerfed an already too easy kicking game because a 13 year old missed a kick and whined about it?
How about they looked at the metrics from online games and saw that there are too many missed FG/XP and decided it needed to be adjusted? Have you thought about that at all?
 
# 22 seasprite @ 09/23/16 12:48 PM
Will have to see it after I update to really either love it or hate it. I am concerned with some of the noted changes though, in particular the pass rush and RB break tackle.
 
# 23 Gstate_510 @ 09/23/16 12:50 PM
The casuals win again *sigh*
 
# 24 cuoreceltico @ 09/23/16 12:51 PM
Quote:
Originally Posted by SECElit3
I am willing to bet every single one of these changes were made based on multiplayer feedback. It's a yearly cycle with Madden. I don't know why I am even the least bit surprised.

- Market as made for the simulation fans
- Release with simulation game play, so that the sim fans are happy and onboard with a purchase. EA has the sim market
- Cater the rest of the updates to the multiplayer crowd, who are the majority.
- By the end of the cycle, the game is tuned to the online fanbase, who are usually the ones that will play the game and spend the money on MUT until the next release.

Rinse and Repeat
You are right should be came the time of separate tuner, I don't play online I'm not interested in tuner based on online games, should be a tuner only for offline.
 
# 25 Fusker @ 09/23/16 12:51 PM
Your logic doesn't fit in with the Madden rage narrative.



Quote:
Originally Posted by ggsimmonds
How about they looked at the metrics from online games and saw that there are too many missed FG/XP and decided it needed to be adjusted? Have you thought about that at all?
 
# 26 fistofrage @ 09/23/16 12:56 PM
Quote:
Originally Posted by ggsimmonds
How about they looked at the metrics from online games and saw that there are too many missed FG/XP and decided it needed to be adjusted? Have you thought about that at all?
I don't doubt it, but why should the offline sim players be penalized because the online players don't like to miss kicks, see penalties, see fumbles, etc.

I would adjust the fga slider, but guess what its broken, you lower it below 30 and everything is a ridiculous shank.

EA pulls this every year, they remove the few good features they had because the vocal minority of the online community gets catered too.
 
# 27 NFLfan80 @ 09/23/16 12:59 PM
Need a patch for formation subs not saving offline in cfm.
 
# 28 cuoreceltico @ 09/23/16 01:04 PM
Quote:
Originally Posted by SECElit3
That'll never happen. I am sure the marketing department has something to do with this. They are going to cater to the majority of the market and their revenue source. Once, they have your money, they have it. Simulation players typically do not spend money on MUT....

Granted, I admit, this is pure speculation. However, this is repeating cycle, and if you put two and two together, it certainly seems plausible.

I agree, but they shows little entrepreneurial skills, because they could find a way to monetize more through the offline users, for example with the equipment packages, or with some sort of MUT only playable offline. They should be more creative about it, towards their customers.
 
# 29 TheWolf1113 @ 09/23/16 01:04 PM
Now that I'm used to kicking its back to never missing and they choose to make kicking easier...smh.....I agree as well that it was disappointing they already made the stripping disappear which btw made every snap play like anything could happen and now reducing the sack fumbles? Remember when we could make a player fumble right before they cross the goal line by punching it out from behind? Haven't seen that one bit since they "fixed" that....its hard being a SIM guy nowadays
 
# 30 Juve @ 09/23/16 01:05 PM
* Increased wait-time for Pass Rushers to play shed moves when pass rushing (Reduced “Insta-Sheds”)

* Slightly reduced throw-out-of-sack fumble chances

These are the two biggest ones for me. One good and one bad.

Isn't one of the biggest issues right now a lack of pass rush? This seems to only help that case.

And then the qb sack fumble hopefully will tune that down a tad


Sent from my SAMSUNG-SM-G920A using Tapatalk
 
# 31 njmcfreak @ 09/23/16 01:08 PM
The one thing I was hoping they would fix was the QB just throwing out of bounds as soon as the ball is snapped due to any pressure at all.

Sent from my MotoG3 using Tapatalk
 
# 32 BleedGreen710 @ 09/23/16 01:12 PM
This is the first time I can remember being disappointed with a tuner update. I had really liked where things were at after I did a lot of tuning myself. Now I'm afraid this will mess things up. Is there a way to play without this?

Sent from my HTC Desire 625 using Tapatalk
 
# 33 timhere1970 @ 09/23/16 01:12 PM
Quote:
Originally Posted by njmcfreak
The one thing I was hoping they would fix was the QB just throwing out of bounds as soon as the ball is snapped due to any pressure at all.

Sent from my MotoG3 using Tapatalk
We will have to see but the slow down of the block shed may reduce the instant throw aways. Along with running backs not being the best blockers in the history of football it may result in a better pass rush exerience.
 
# 34 Gstate_510 @ 09/23/16 01:19 PM
Quote:
Originally Posted by BleedGreen710
This is the first time I can remember being disappointed with a tuner update. I had really liked where things were at after I did a lot of tuning myself. Now I'm afraid this will mess things up. Is there a way to play without this?

Sent from my HTC Desire 625 using Tapatalk
you don't have to download you just won't be able to play online which isn't a loss imo
 
# 35 jmik58 @ 09/23/16 01:26 PM
Quote:
Originally Posted by The JareBear
Couldn't agree more, who decided this was an issue ?
Next the NFL will be announcing that they're going to create a "pause" rule for pass rushers because QB's "don't like it" that they have to get rid of the ball so quickly. Hopefully it's obvious that I'm being facetious, but it would probably shock the majority of people playing Madden to realize that an average Snap-to-Throw time is 2.5 seconds for pro QB's. I'm guessing that most M17 players don't make their reads very quickly and want to sit in the pocket or scramble around.

For the sake of contributing, I will say that I've been a little discouraged at times when a DT insta-sheds on the pass rush especially when I'm inside the 10-yard line and have a quick hitting slant or 3-step drop called. My OLine is heavily weighted towards RBK and not PBK, but it seems a little suspicious on the timing and frequency so I look forward to that possibly being reduced, especially since 3-step drops are accompanied by cut blocks in real life.
 
# 36 iFnotWhyNoT @ 09/23/16 01:27 PM
Dang when i saw the tuning update I was hoping in-game injuries were addressed. Every injury I've had they are out for weeks. I'd like to see more of a variety. A quarter, a half, a play, I haven't even gotten a chance to choose whether I want to keep a player in the game or not yet.
 
# 37 BadAssHskr @ 09/23/16 01:33 PM
I'm at work, is anyone able to actually play a couple games and report back? I agree, and trust me, i struggle to play and win, being 0-3 in my Franchise, making the game easier doesn't translate well.

But, how is the game playing post tuner? Is this stuff, likely fixed server side pre-tuner?
 
# 38 rudyjuly2 @ 09/23/16 01:39 PM
Quote:
Originally Posted by cuoreceltico
I agree, but they shows little entrepreneurial skills, because they could find a way to monetize more through the offline users, for example with the equipment packages, or with some sort of MUT only playable offline. They should be more creative about it, towards their customers.
Honestly - I would pay to have to be able to edit tuner files. Those things are like super sliders sets with more options. For the offline gamer to have more tools to customize the game it would be awesome. Can't think of anything else I would pay for other than maybe old stadiums.
 
# 39 Doctor_Doom @ 09/23/16 01:40 PM
I'm deathly afraid to download this tuner as I do not wish the game be any easier.

I am currently 0-6 with a depleted, injury-riddled Browns roster. I shouldn't be winning games and I want to keep it that way until I manually improve my team.
 
# 40 SmashMan @ 09/23/16 01:41 PM
Quote:
Originally Posted by BadAssHskr
I'm at work, is anyone able to actually play a couple games and report back?
Actually play games and see how the changes are implemented? Now why would we do that?
 


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