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Madden NFL 17 News Post


Madden NFL 17 title update #2 is available now for Xbox One and PlayStation 4, it includes fixes to gameplay, franchise, and Ultimate Team modes. Check out the details below.

Gameplay
  • Tuned Wide Receivers dropping wide open passes to be less frequent
  • Auto-Moves now set to OFF for all MUT Solo Challenges
  • Player-Lock camera fixes
  • Tuned Auto-Broken Tackles to be less frequent
  • Variety of defensive run-game tuning fixes
  • Strip-Ball exploit fixed
  • Fixed issue around clock running out on a defensive penalty
  • Fixed issue with QB’s unable to tackle after throwing an Interception
  • Fixed a variety of rare Special Teams issues
  • Defensive tuning vs. stretch/outside zone runs
  • Addressed a variety of fatigue-related issues
  • Nano-detection System improvements
  • Nano-detection System disabled for user vs. CPU games
  • Fixed 'Ice the Kicker' not functioning in certain situations
  • Addressed users holding kick button to take a delay penalty and re-kicking
  • Fixed issue with user not being able to switch players in co-op play
  • Tuned to WR/DB positioning on streak routes
  • Tuning & Adaptive AI to Linebacker fake-out chances vs. counter plays to make defensive reaction better
  • Kick-Meter Accuracy Range increased on All-Pro & All-Madden
  • Decreased 'nearby player' penalty for defender interceptions, making Interceptions more frequent
Franchise
  • Added ability to save/resume solo Cloud Franchise games
  • Head to head Cloud games will now default to the standard camera
  • Fixed issue where players on IR were counting against active roster
  • Fixed issue where user to user trades could be auto accepted when week advances
  • Many stats and ratings menus are now in widescreen format
  • Fixed issue where some heads appeared incorrect while editing
  • Addressed stability issues in Play the Moment, Training, Formation Subs, and Schemes
  • Fixed issue where some players with preexisting injuries would never return to health
  • Addressed issue where stats are not showing properly when viewed on team goals menu
  • Tuned game regression that can occur for quarterbacks
  • Fixed issue where defensive rookie of the year can show up as offensive player of the year
  • Removed ability for kneeling QBs to be hurt while simminng
  • Adjusted fatigue during Play the Moments
  • Punter stats are now visible in the menus
  • Draft Classes will now have varying penalty traits
  • Highlights menu is now available when ending the game on a simmed play
  • Going for it on 4th downs in Play the Moments have been tuned
  • Strategy suggestions in play call will now track multiple concepts
Ultimate Team
  • Added the ability to add multiple items to a set at once (“Batch-Add-to-Set”)
  • Improved MUT substitution screen UI
  • Chemistry art modifications (larger images!!)
  • Addressed the issue where filters in the Auction House would disappear
  • Addressed the issue where the “Unopened Packs” tile would show 0 even if you had packs unopened
  • Surfaced the “restart” button when failing a Solo Challenge
  • Game speed is set to default for all difficulties including Rookie and Pro (no longer “Slow”)
  • Auto Subs in MUT Solo Challenges are now working correctly

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 281 Champion8877 @ 10/05/16 11:25 AM
Quote:
Originally Posted by SECElit3
Says uninstalling the game, reinstalling the game without the patch, and seeing for yourself. The difference is obvious as to what it was and what it is now.


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A few pages ago you said you didn't and weren't going to install this patch. Now you are bringing up "obvious" differences pre and post patch, but you haven't played post patch? That doesn't make sense

I've played multiple games on all pro. There isn't a noticeable difference in speed, at least on all pro. And if there is a difference, it's very minimal and sure as hell not 30%


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# 282 roadman @ 10/05/16 11:25 AM
Quote:
Originally Posted by Sturzinator
Were you short, wide, or both?
Short and wide with both.
 
# 283 Hassan Darkside @ 10/05/16 11:31 AM
I played one game last night, default All-Madden in my CFM. Cowboys vs Raiders.

-I couldn't run the ball at all in the first half. Zeke had 9 yards on 8 carries. In the second half I wore them down and finished with ~110 yds between Zeke and Morris. Outside runs definitely a lot harder.

-6 fumbles between both of us. They lost 2 of their 4. 3 were from Carr getting sacked, one was in throwing motion. I had one when trying to stiff arm with Zeke on the sideline (not the first time this has happened) and one when he was lit up right after catching a pass in the flat.

-I can't really speak on pressure in the pocket, but it was there. I was playing with a tweaked version of Charter's sliders beforehand where I was probably being pressured too much, but on default all-madden, there were times I was hit just on a 3 step drop and times where I had all day to throw.

-Playcalling seems a bit better. They weren't running 4 verticals on every 3rd and long.

-Final score was 41-14. By far the biggest win I've had so far in my CFM in my second season (5 games in). May have been different without all the turnovers.

-I thought the punting issue was known after they put in the tuner, unless it was online only. I've been playing an online single player CFM. But yes, in the wind the CPU can't punt.
 
# 284 roadman @ 10/05/16 11:32 AM
So, out of 10 FG's, on the average, 8 of them are made.

I'll report back when I have a full season under the belt with the patch.

PS- I was missing XP's left and right at launch until I researched how to hit them. Mason Crosby hasn't missed an XP in 2 years and that's the way I've been hitting them lately.
 
# 285 T4VERTS @ 10/05/16 11:34 AM
Quote:
Originally Posted by SECElit3
Attachment 126006

Your argument is that you are missing field goals from 50+ yard in extreme circumstances. Talk to me when you start missing from 20 and 30 yards, which I did frequently prior to the first patch. See the photo I posted. So are you telling me that missing short field goals as well?



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People were missing from 20 to 30 out (Extra Points as well) on launch. The thing is people have adjusted to it being new, the game really hasn't I promise you (other than 10% target zone). Using real stats doesn't correlate to a game, especially in this case where the mechanic is skill based. If you want a dice roll for kicking I am sure they could make it match statistic wise, but do you want kicking to just be hit a button and see what happens? People will adapt to any mechanic.
 
# 286 underdog13 @ 10/05/16 11:35 AM
Quote:
Originally Posted by SolidSquid
Outside running is far too easy now, I'm currently using Peyton Barber (69 overall, 88 speed, 88 acceleration) and I rip off atleast 2 25 yarders in 6 games on stretch or outside zone plays. The problem is the cpu defenders don't play it aggressively enough
Im failing to see how 2, 25 yard runs in 6 games is bad.




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# 287 redsox4evur @ 10/05/16 11:37 AM
Quote:
Originally Posted by roadman
I just missed a 56 yd FG into the wind at Lambeau, that's my second miss from beyond 50 yds.



That accuracy point is so darn small at 50 yds or smaller, I've missed it every time.



I'm not saying FG's aren't on autopilot because they have been in the past, more so for me in the past.



I wouldn't start painting a picture of gloom and doom just, yet for the series, especially when Clint just stated for the second time they are interested in having separate modes to appease all type of fans.

I also missed 4 FGs and an XP with Haushka (sp?) in Seattle in the rain. All from like 40 or so. This was using charters sliders I think. So I wasn't on default. But I don't know if he changed kick acc. I think one of the kicks was my fault, over moved the stick. And I missed wide on all of them.


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# 288 Sturzinator @ 10/05/16 11:37 AM
Quote:
Originally Posted by T4VERTS
Everyone isn't kicking 100% and they have the stats to prove it, not sure what your point is.
What were the percentages? Since you seem to have the inside track on this, perhaps you'd care to share the numbers?

98% success? 95%? And from what distances and wind conditions were the misses they took into consideration? Due to the grossly exaggerated wind effects in the game, attempting long field goals into the wind from 50 plus is just about guaranteed to be short.

At what point are the percentages enough to justify a change in kicking dynamics for everyone?

NFL average for FG attempts 40-49 yards is 88%. Were the stats so far below this they needed to be raised to compensate?
 
# 289 roadman @ 10/05/16 11:39 AM
Quote:
Originally Posted by SECElit3
It's only week 5. That percentage will drop before the end of the season.


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The kicker I'm using is Mason Crosby in my Packers franchise.

He is a career 80% FG kicker and hasn't missed an XP in two years and has missed 4 his whole 10 year career
 
# 290 T4VERTS @ 10/05/16 11:40 AM
Quote:
Originally Posted by Sturzinator
What were the percentages? Since you seem to have the inside track on this, perhaps you'd care to share the numbers?

98% success? 95%? And from what distances and wind conditions were the misses they took into consideration? Due to the grossly exaggerated wind effects in the game, attempting long field goals into the wind from 50 plus is just about guaranteed to be short.

At what point are the percentages enough to justify a change in kicking dynamics for everyone?

NFL average for FG attempts 40-49 yards is 88%. Were the stats so far below this they needed to be raised to compensate?
Let me see if I can get someone to give me the stats.
 
# 291 charter04 @ 10/05/16 11:41 AM
Quote:
Originally Posted by SECElit3
I was was making a point. I have no idea what the exact percentage is. However, the kick meter on All-Madden is extremely slowed down from what it was out of the box. And looking at the pictures Jay D posted, that sure looks like more than 10%.


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No it isn't. The speed is exactly the same. I would notice if the All Madden kick meter was slower. With how much I've played the game on all Madden testing slider I would notice if it was slower. All Pro kick speed is the same too


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# 292 roadman @ 10/05/16 11:42 AM
Quote:
Originally Posted by Sturzinator
What were the percentages? Since you seem to have the inside track on this, perhaps you'd care to share the numbers?

98% success? 95%? And from what distances and wind conditions were the misses they took into consideration? Due to the grossly exaggerated wind effects in the game, attempting long field goals into the wind from 50 plus is just about guaranteed to be short.

At what point are the percentages enough to justify a change in kicking dynamics for everyone?

NFL average for FG attempts 40-49 yards is 88%. Were the stats so far below this they needed to be raised to compensate?
I am sure they won't share their metrics and all they will say is that they had the metrics to move the needle in either direction.

Eidt- Maybe 4verts can get the metrics.
 
# 293 njmcfreak @ 10/05/16 11:42 AM
Unfortunately we are the select few, a loud minority. As you can see there are many posts like this other places that say pretty much the same thing. I mean aftet that insightful and eloquently put opening post, EA has to listen to them.

NSFW:


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# 294 T4VERTS @ 10/05/16 11:43 AM
Quote:
Originally Posted by charter04
No it isn't. The speed is exactly the same. I would notice if the All Madden kick netter was slower. With how much I've played the game on all Madden testing slider I would notice if it was slower. All Pro kick speed is the same too


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People's perception becomes there reality and they see what they want to see. This may actually be the developers biggest challenge. Players think things "feel" different and freak out.
 
# 295 Champion8877 @ 10/05/16 11:43 AM
I don't know about you guys, but every FG Ive missed this year from under ~40 yards has been because I let the power bar go all the way to the top. Yes short field goals are automatic if you get the power right. But it was like that both before and after the patch.

Basically, all they did was make Long FGs a little easier by increasing the accuracy bar. And long FGs still aren't automatic, I missed a 46 harder yesterday and Roadman has missed some long ones as well.

Just saying, I think some of you are overreacting by saying they broke FGs and they are automatic now. Short FGs aren't any more automatic than they were before, it's still all about whether you let the power go too much or not. The only way I was missing a 25 yarder pre patch was if I accidentally let the power hit the top. Same thing post patch. And the long FGs are slightly easier, but personally I don't even notice it because they really aren't changed much




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# 296 Sturzinator @ 10/05/16 11:46 AM
Quote:
Originally Posted by Hassan Darkside


-6 fumbles between both of us. 3 were from Carr getting sacked, one was in throwing motion.
Ugh.....I was hoping this would be patched to match reality.
 
# 297 roadman @ 10/05/16 11:47 AM
Quote:
Originally Posted by SECElit3
So Roadman and TVerts... To clarify, was the change made to the kicking difficulty necessary? Was it absolutely necessary to make that change?


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Based on all the metrics they had and gathered, the answer is yes.
 
# 298 roadman @ 10/05/16 11:50 AM
Quote:
Originally Posted by SECElit3
GUYS, You are not hearing me. You would only know this if you went back to out of the box game play. The speed was reduced with the first patch. I can't speak for what the speed is post the second patch. It was absolutely reduced from out of the box game play.


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Honestly, I haven't felt or noticed a speed difference in the kicking meter since launch.
 
# 299 Sturzinator @ 10/05/16 11:52 AM
Quote:
Originally Posted by roadman
Based on all the metrics they had and gathered, the answer is yes.
Sounds to me like the majority of the complaints were online and not due to innate difficulty of the mechanics, but resulting from the latency aspect.

If that is indeed the driver, why couldn't they separate online vs offline adjustments to the kicking, much like they did with the nano blitz detection?
 
# 300 fistofrage @ 10/05/16 11:53 AM
Quote:
Originally Posted by roadman
Based on all the metrics they had and gathered, the answer is yes.
So what were these metrics? How were they compiled? Did it take into account people playing for the first time or did it grab data from people who had 10 or more games in.

Was it grabbing my data when I was testing the broken field goal slider and shanking all those field goals while testing the broken slider below 30 FGA.

At this point all we can hope for is that they fix the broken FGA slider so we can adjust the game as we like. Hopefully they respond back to that issue.
 


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