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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
# 301 charter04 @ 10/05/16 11:54 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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All right man. Whatever you want to think. You hate the game now.

I don't agree about the kick speed.


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# 302 charter04 @ 10/05/16 12:00 PM
As far as the kicking game itself.

A meter like this isn't new for Madden. I think Madden 12 was the last one to have one similar.

Before any patches or anything I had already went to the kicking skills trainer and basically was making every kick except the occasional long kick.

It's not hard to get the timing down.

The point is that it's hard to say what's too easy.

I bet if the kicking came out of the box like this people would have struggled at first just like before adjustments.

It's hard to compare how much easier this is because for a lot of us it was already easy.

I know the meter isn't slower


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# 303 roadman @ 10/05/16 12:01 PM
Quote:
Originally Posted by fistofrage
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.
Slow down, they have metrics for all parts of every mode in the game.

Geez, I don't feel like trying to help out with attitudes like this. I try to get information and this is the response I get. I am just the messenger, folks.

They haven't made the metrics public at this point and I don't know if they ever will.
 
# 304 T4VERTS @ 10/05/16 12:01 PM
Quote:
Originally Posted by fistofrage
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.
The data set is huge, your testing is minuscule and has no real impact on it. They sold 750k copies week one, for sake of using easy round numbers lets say they sold a million copies to date (I know it's more than that). If every person has kicked 100 times (I know most are way more) then that is 100 million points of data to work off of. I am sure they used best practices in analyzing data including accounting for outliers.

Understand they can see how many misses there are at every yard mark with every wind and weather condition in game. They get the global picture of what is going on.
 
# 305 Dcourtne @ 10/05/16 12:04 PM
In the kicking game, in online user games, I've experienced uneven timing as the kick meter seems to have variable speeds that throw off my timing. If this fix addresses that, I'm all for it. In CPU games, kicking is consistent which lends itself to being easy. Imo. And I'm fine with that
 
# 306 fistofrage @ 10/05/16 12:07 PM
Quote:
Originally Posted by roadman
Slow down, they have metrics for all parts of every mode in the game.

Geez, I don't feel like trying to help out with attitudes like this. I try to get information and this is the response I get. I am just the messenger, folks.

They haven't made the metrics public at this point and I don't know if they ever will.
I think you are reading too much into it. I'm trying to understand the metrics.

Any response you can get regarding them looking at the broken fga slider is appreciated.
 
# 307 T4VERTS @ 10/05/16 12:07 PM
Quote:
Originally Posted by SECElit3
Look, it is clear to see that there are two sides of the table here. There is one that feels the improvements were beneficial and improved the game. There are others who played the game with the recent updates, and feel the recent changes make the game less enjoyable. I am in that camp. I enjoyed the game prior to the updates, and now I do not. Those who bought the game and are enjoying the updates, have nothing to lose. However, those who bought the game, and do not enjoy the changes, do. We are faced with the decision to update, or lose access to the servers. Consequently, the impact to us is much greater. We lose commentary updates, access to the share, or even uniforms if we choose to revert.


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As an FYI, I just talked to Clint. The kick meter speed has not changed since launch. Straight from the man's mouth.
 
# 308 jmik58 @ 10/05/16 12:11 PM
Quote:
Originally Posted by T4VERTS
As an FYI, I just talked to Clint. The kick meter speed has not changed since launch. Straight from the man's mouth.
Doesn't the speed of the meter change depending on the distance/difficulty of the kick? On shorter FG's the meter moves super-slow for me. I hate to be "that guy" -- but is it possible that the person thinking the speed changed is simply forgetting that distance and kicker skill impacts the speed of the meter?
 
# 309 T4VERTS @ 10/05/16 12:13 PM
Quote:
Originally Posted by jmik58
Doesn't the speed of the meter change depending on the distance/difficulty of the kick? On shorter FG's the meter moves super-slow for me. I hate to be "that guy" -- but is it possible that the person thinking the speed changed is simply forgetting that distance and kicker skill impacts the speed of the meter?
It very well could be, like I said people have a perception and then take that to be reality no matter if it is true or not.
 
# 310 roadman @ 10/05/16 12:15 PM
Quote:
Originally Posted by fistofrage
I think you are reading too much into it. I'm trying to understand the metrics.

Any response you can get regarding them looking at the broken fga slider is appreciated.
Maybe it was the tone that came across to me.

Beyond the fact they have metrics for every mode and stat, that's all I know and 4verts went into it a bit more than I did.
 
# 311 Sturzinator @ 10/05/16 12:16 PM
Quote:
Originally Posted by T4VERTS
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.

Personally, I think the button press and a dice roll would be a welcome option at this point. The act of kicking using the meter is a function of muscle memory and largely devoid of any actual thought process. There was a point early in the release where my kicking meter had completely disappeared from the screen-totally gone due to some sort of glitch-and I was able to time the button sequence and make the kick anyway.

I have not yet seen the end of game "pressure kick" meter change that is talked about in my games, so I can't speak to that mechanic.

In past versions of Madden I had resorted to simming all FG attempts so that I could get some misses on both sides (CPU is still pretty automatic even now). The problem was, you can't watch the kick play out so it takes you out of the moment. Immersion is lost.

Perhaps a button push dice roll with the ability to watch the FG attempt play out on the screen would be a more exciting option. Heck, why not allow the option to choose? Kick it yourself or press and watch using player statistical averages.
 
# 312 Champion8877 @ 10/05/16 12:16 PM
Quote:
Originally Posted by SECElit3
Launch had a release day patch


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I played 20 hours worth of ea access before launch day. The kicking speed was not changed from the access to release day. Or if it was, it was such a small change that it was completely unnoticeable

Please provide some sort of patch note or something to back up what you are saying. Because I'm 99.99% sure you're wrong in regards to kick speed changing. Especially a large 30% change as you tried to claim earlier


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# 313 mjavon @ 10/05/16 12:17 PM
Noticed last night when I was playing that sack-fumbles are correctly registering as sacks for the defender now.
 
# 314 fistofrage @ 10/05/16 12:17 PM
Quote:
Originally Posted by T4VERTS
The data set is huge, your testing is minuscule and has no real impact on it. They sold 750k copies week one, for sake of using easy round numbers lets say they sold a million copies to date (I know it's more than that). If every person has kicked 100 times (I know most are way more) then that is 100 million points of data to work off of. I am sure they used best practices in analyzing data including accounting for outliers.

Understand they can see how many misses there are at every yard mark with every wind and weather condition in game. They get the global picture of what is going on.
Ideally they would use data from users 10+ games in to make sure they understand the mechanic.

In an event, I understand why they would have to make changes if the online community was missing too many fgs because of lag or glitch or whatever if that's what the data tells them. But then offline needs the working tools to customize the game or at least keep the product that we originally had at launch.
 
# 315 fistofrage @ 10/05/16 12:19 PM
Quote:
Originally Posted by Sturzinator
Personally, I think the button press and a dice roll would be a welcome option at this point. The act of kicking using the meter is a function of muscle memory and largely devoid of any actual thought process. There was a point early in the release where my kicking meter had completely disappeared from the screen-totally gone due to some sort of glitch-and I was able to time the button sequence and make the kick anyway.

I have not yet seen the end of game "pressure kick" meter change that is talked about in my games, so I can't speak to that mechanic.

In past versions of Madden I had resorted to simming all FG attempts so that I could get some misses on both sides (CPU is still pretty automatic even now). The problem was, you can't watch the kick play out so it takes you out of the moment. Immersion is lost.

Perhaps a button push dice roll with the ability to watch the FG attempt play out on the screen would be a more exciting option. Heck, why not allow the option to choose? Kick it yourself or press and watch using player statistical averages.
Yep, I would be fine simmimg it if I could watch the play. As long as they had the sim FG % accurate and based on ratings, I would more than welcome that option.
 
# 316 T4VERTS @ 10/05/16 12:23 PM
Quote:
Originally Posted by SECElit3
I see. My eyes and fingers tell me otherwise.


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It's unfortunate you can't accept that you are wrong. It makes it tough to have logical discussion. I enjoy debates and so on, but this really isn't debatable. It has not changed and there really is nothing more to it. It is merely the placebo effect that is causing you to refuse to believe it.
 
# 317 Sturzinator @ 10/05/16 12:28 PM
As Fist said, a properly functional FG accuracy slider would solve all the problems and quell the uprising!

But.....that has proven mysteriously difficult to achieve hasn't it?
 
# 318 booker21 @ 10/05/16 12:38 PM
Quote:
Originally Posted by Sturzinator
As Fist said, a properly functional FG accuracy slider would solve all the problems and quell the uprising!



But.....that has proven mysteriously difficult to achieve hasn't it?


Same with mostly all sliders I could say.


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# 319 njmcfreak @ 10/05/16 12:39 PM
Quote:
Originally Posted by Sturzinator
As Fist said, a properly functional FG accuracy slider would solve all the problems and quell the uprising!

But.....that has proven mysteriously difficult to achieve hasn't it?
It seems any functional slider is unusually difficult anymore.

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# 320 LionsFanNJ @ 10/05/16 12:48 PM
Post patch my defense is playing both the pass and run MUCH better (5 game default all pro sample). Things I noticed most were lbs reacting to the run and gap assignments better, and DBs are finally reacting to routes. Before outs and comebacks would be automatic no matter who is the coverage man. Now they make plays on the ball.

Also, seems the CPU are throwing different routes instead of pretending to be Jason Campbell. When he had time against me Mariota was throwing posts, digs, corners and other intermediate routes against me. Could be an outlier though.

Also, power backs are fighting for yards again in my game play. Even had a good run where Gurley broke two tackles for a good 45 yard td.
 


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