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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
# 321 fistofrage @ 10/05/16 12:50 PM
Quote:
Originally Posted by booker21
Same with mostly all sliders I could say.


Sent from my iPhone using Tapatalk
I really wonder how much attention the sliders get. I assume they test the game at all-pro default. The sliders seem to be years and years of code stacked on top of each other.

In Madden 2016 the kicker would shank everything with FGA under 30. Same thing in 2017 despite the fact the kick meter had drastically changed. So it looks like you have an unchanged slider yet an entirely different mechanic.

So as they add features to blocking, catching, throwing, etc, if the sliders aren't reformulated, who knows how they will perform.

The roughing the QB slider looks like a binary code. At 50, no penalties at 51 way too many.

The fumble slider in the description says it controls the amount of fumbles when it appears to be the entire running back ability slider. It doesn't make the running backs and wrs fumble any more frequently from what I can tell. In all my games since the last tuner and patch its near non-existant. But putting it to 0 doesn't cause an abnormal amount of fumbles, but makes the run game extremely hard unless you lower tackling.
 
# 322 roadman @ 10/05/16 12:54 PM
Quote:
Originally Posted by fistofrage
I really wonder how much attention the sliders get. I assume they test the game at all-pro default. The sliders seem to be years and years of code stacked on top of each other.

In Madden 2016 the kicker would shank everything with FGA under 30. Same thing in 2017 despite the fact the kick meter had drastically changed. So it looks like you have an unchanged slider yet an entirely different mechanic.

So as they add features to blocking, catching, throwing, etc, if the sliders aren't reformulated, who knows how they will perform.

The roughing the QB slider looks like a binary code. At 50, no penalties at 51 way too many.

The fumble slider in the description says it controls the amount of fumbles when it appears to be the entire running back ability slider. It doesn't make the running backs and wrs fumble any more frequently from what I can tell. In all my games since the last tuner and patch its near non-existant. But putting it to 0 doesn't cause an abnormal amount of fumbles, but makes the run game extremely hard unless you lower tackling.
Fist, FYI, I think you need to increase the fumbles slider, if you want more fumbles, not lower it. ie 51 and above, but I'm still not sure it works either way.
 
# 323 gman2774 @ 10/05/16 01:01 PM
Quote:
Originally Posted by LionsFanNJ
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.
I've noticed the same thing. Eddie Lacey is very tough for the CPU defenders to bring down. Love that. Playing all pro default the CPU running game has been weak vs my Packer D. Much weaker post patch. Are u seeing the same thing? I only have small sample size so far. Also, are u playing default auto subs as well? Meaning 60/80 in the main menu and 50/49 in CFM? I see a huge difference in gameplay when using default auto subs vs changing CFM auto subs to 60/80 to match main menu auto subs.
 
# 324 fistofrage @ 10/05/16 01:04 PM
Quote:
Originally Posted by roadman
Fist, FYI, I think you need to increase the fumbles slider, if you want more fumbles, not lower it. ie 51 and above, but I'm still not sure it works either way.
Pretty sure it the lower it is its supposed to be the higher the chance. In theory its supposed to reduce the ballcarriers carry ability.

But its directly tied to broken tackles too. So if you want broken tackles and no fumbles, raise it. If you want no broken tackles and fumbles, lower it.

Unfortunately its not just a true fumble occurrence slider. There is a lot of code under the hood of that slider and the QB accuracy slider.
 
# 325 charter04 @ 10/05/16 01:25 PM
We could go all day and it won't change the game or a persons perception of the game. I think the discussion starts to get off the rails when guys use feel over fact constantly but, that's just me. The point is you either like or don't like the patch or things that get changed.

The answer IMO is for Madden to do like NHL has and let the user choose what version of the game they want to play.

If you love the game as it was for EA access and don't want any tuners patches or you like it somewhere else then let the gamer choose it.

That is they only way it will work.

If a person thinks that how they like the game trumps any other opinion of how another person likes the game then I have a problem with that.

I know I'm not the only customer EA has. I'm a sim gamer but, I'm also a online one. I play in sim online leagues. I also play online ranked some and DC's and MUT occasionally.

My opinion shouldn't be more important to EA than the Online guys who are more in the Gibs and Farls crowd. We both are passionate and both groups play the game year round.

So give us options. Let us choose what patch or tuner to use. Also include play style options either by giving us working sliders and many sliders. To create a true simulation game that some want or a more completive experience others want.

In my opinion their current model is trying to make too many groups happy and it just isn't possible.
 
# 326 roadman @ 10/05/16 01:26 PM
Quote:
Originally Posted by fistofrage
Pretty sure it the lower it is its supposed to be the higher the chance. In theory its supposed to reduce the ballcarriers carry ability.

But its directly tied to broken tackles too. So if you want broken tackles and no fumbles, raise it. If you want no broken tackles and fumbles, lower it.

Unfortunately its not just a true fumble occurrence slider. There is a lot of code under the hood of that slider and the QB accuracy slider.
Yeah, you are correct, sorry about that, lowering does increase the chance of fumbles.
 
# 327 charter04 @ 10/05/16 01:29 PM
Quote:
Originally Posted by fistofrage
Pretty sure it the lower it is its supposed to be the higher the chance. In theory its supposed to reduce the ballcarriers carry ability.

But its directly tied to broken tackles too. So if you want broken tackles and no fumbles, raise it. If you want no broken tackles and fumbles, lower it.

Unfortunately its not just a true fumble occurrence slider. There is a lot of code under the hood of that slider and the QB accuracy slider.
Yes. In the descriptions of the sliders themselves in the game it says that lowering it will cause more fumbles.

I agree it doesn't work very well.
 
# 328 D81SKINS @ 10/05/16 01:52 PM
So is this the patch that has over 200+ fixes?
 
# 329 SolidSquid @ 10/05/16 01:53 PM
Quote:
Originally Posted by underdog13
Im failing to see how 2, 25 yard runs in 6 games is bad.




Sent from my XT1585 using Tapatalk
2 each in 6 games is 12 25+ yarders, far too many for a slower badk
 
# 330 callmetaternuts @ 10/05/16 01:54 PM
Quote:
Originally Posted by mjavon
Noticed last night when I was playing that sack-fumbles are correctly registering as sacks for the defender now.


Is this accurate? Someone else said it wasn't true, but would love to hear this is true
 
# 331 underdog13 @ 10/05/16 01:56 PM
Quote:
Originally Posted by SolidSquid
2 each in 6 games is 12 25+ yarders, far too many for a slower badk
Oh you meant in each game, gotcha.

Sent from my XT1585 using Tapatalk
 
# 332 callmetaternuts @ 10/05/16 01:56 PM
Worth noting (I think) that Clint said the FG accuracy meter was stretched by 10%. So while it is easier, it's not "nerfed". I believe he said this yesterday (Tuesda) in replaying to a few folks who said the FG stuff was screwed up.
 
# 333 T4VERTS @ 10/05/16 01:57 PM
Quote:
Originally Posted by D81SKINS
So is this the patch that has over 200+ fixes?
Yes, this is the one.
 
# 334 SolidSquid @ 10/05/16 01:58 PM
Quote:
Originally Posted by underdog13
Oh you meant in each game, gotcha.

Sent from my XT1585 using Tapatalk
All good I probably worded it weird but I dropped my speed threshold from 50 to 45 and things are a little better, still getting the edge too much (especially with a bad oline) but they are only going for 12-15 instead of 25. I've basically just stop calling outside runs for sim purposes until I figure something out
 
# 335 SolidSquid @ 10/05/16 02:00 PM
To anyone saying the kick meter is slower make sure you check settings in your cfm, when I downloaded the patch all my setting defaulted for some reason. I play on all madden with adjusted penalty sliders but the game felt too easy so I checked and I was on all pro with default penalty sliders.
 
# 336 CleveCluby @ 10/05/16 02:03 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.

So, for me anyway, I see it unfair to purchase a product based on the game play I experienced at that time. Then later have the game patched to a state where I no longer enjoy it, or have limited or no access to great features.

As for those who feel it necessary to ridicule my observations, relative to my own perspectives, let's just agree to disagree. Continue to enjoy the game. However, I am well within my right to post my opinions and observations, in hopes that one day a compromise will made for those who wish to enjoy a simulation football game.


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I couldn't agree more, I don't think it could be worded any better. As far as the HUMAN side of FG kicking, both sides are correct IMO. That is something based on the ability and reaction of the player. It is something that can be learned. Everyone's reactions are different. And with the WIND being ridiculous, it is easy to miss judge a FG from 50 yds.

IMO Kicking is too easy, even with my bad thumbs, inside 35 or maybe even 40 FGs are pretty automatic. There have been several missed x points and FG's this year in the NFL causing teams to lose. The Browns missed 3 FG's in one game, costing them a game. None of those kicks were over 50 yds. How many have you missed as a player.?

The issue for me is not the human FG attempts, But the CPU. As I have stated, I play the CPU, sometimes CPU vs.CPU sometimes POTM and NEVER online.

For those of you that play this way, How many times have you held your breath when a CPU team is about to kick a 40 yd FG for the win.. Probably never, because you know they aren't going to miss, they very seldom ever miss from that distance. From inside the 40 is pretty automatic. Now watching the real NFL, how many times have you held your breath while your team is kicking a FG from any distance..Most likely every time. Why because there is a huge chance that they might miss. I want to feel that every time the CPU tries a FG and I want that same feeling every time I try to kick one from any distance.

And I believe that is what is lacking in Madden which is exactly why I think FG's are way too easy especially for the CPU teams. I know for sure that if a CPU team is attempting a FG for the win, from less than 45 yds, unless I get lucky and block it, the game is over.
 
# 337 Champion8877 @ 10/05/16 02:07 PM
Quote:
Originally Posted by SolidSquid
All good I probably worded it weird but I dropped my speed threshold from 50 to 45 and things are a little better, still getting the edge too much (especially with a bad oline) but they are only going for 12-15 instead of 25. I've basically just stop calling outside runs for sim purposes until I figure something out


Have you been having this problem all along, or only post patch?

Just asking, because I was having the same problem pre patch. I couldn't call stretch plays or power Os because I would go for 30+ on at least half the time I called it. However in the few games I've played post patch I haven't broke any big like that and have only been getting a few yards on most outside runs. Had one stretch go for 16, other than that I've actually had more success up the middle post patch than on the outside. I use Eddie lacy so that's how it should be. This is on all pro with default 50 run block and tackle sliders


Sent from my iPhone using Tapatalk
 
# 338 SolidSquid @ 10/05/16 02:14 PM
Quote:
Originally Posted by Champion8877
Have you been having this problem all along, or only post patch?

Just asking, because I was having the same problem pre patch. I couldn't call stretch plays or power Os because I would go for 30+ on at least half the time I called it. However in the few games I've played post patch I haven't broke any big like that and have only been getting a few yards on most outside runs. Had one stretch go for 16, other than that I've actually had more success up the middle post patch than on the outside. I use Eddie lacy so that's how it should be. This is on all pro with default 50 run block and tackle sliders


Sent from my iPhone using Tapatalk
This a post patch issue. Pre patch was much tougher on all madden. I'm sure it's just an issue of the patch syncing with the penalty sliders I'm using so I'm just going to go back to default all pro and go from there.
 
# 339 LionsFanNJ @ 10/05/16 02:37 PM
Quote:
Originally Posted by gcoons22
I've noticed the same thing. Eddie Lacey is very tough for the CPU defenders to bring down. Love that. Playing all pro default the CPU running game has been weak vs my Packer D. Much weaker post patch. Are u seeing the same thing? I only have small sample size so far. Also, are u playing default auto subs as well? Meaning 60/80 in the main menu and 50/49 in CFM? I see a huge difference in gameplay when using default auto subs vs changing CFM auto subs to 60/80 to match main menu auto subs.
Ive had the CPU have problems rushing with everything default. Sub sliders default as well. Will start playing around with sliders after about 10 games in my current cfm, then restart a new one if they persist.
 
# 340 Ball_Bag @ 10/05/16 02:52 PM
Didn't have a lot of time play yesterday but I really don't see that much improvement in the AI QB play in the pocket. I specifically tested with some play now games, all against the Seahawks, to see how Russel Wilson would react to the blitz. He scrambled out of the pocket a couple of times and even ran for a first down on occasion when there wasn't an open WR, which is good.

Other times he just stood in the pocket like a statue and hung on to the ball when he could clearly see see a defender coming right at time to flatten him.

It's early but I'm really not sure what to make of this patch...
 


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