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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
# 341 queenie.paula @ 10/05/16 03:21 PM
special teams formation subs still not saving for me
 
# 342 booker21 @ 10/05/16 03:23 PM
Quote:
Originally Posted by LionsFanNJ
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.
In Thery, tuner and patch were meant to make strech plays harder. Not easier.
 
# 343 roadman @ 10/05/16 03:37 PM
Quote:
Originally Posted by Ball_Bag
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...
I didn't see a note in the patch notes or any fix about this mentioned on Twitter, either.
 
# 344 DeuceDouglas @ 10/05/16 03:39 PM
I missed most of the FG debate but while making a comparison of pre-patch and post-patch meters yesterday, I came to the realization that I don't think this patch really did anything to make field goals easier despite making the meter bigger. Here's pre-patch vs. post-patch:



The black part is obviously bigger but from the testing on KAC I did in this thread which was pre-patch, I found out that kicks reacted the same whether or not the meter was set in the black area or the light blue area meaning there was virtually no penalty in accuracy unless you completely missed the meter. The one area I couldn't really test was in the weather where there might in-fact be a penalty, but in normal conditions (Clear, with or without wind) there was no noticeable penalty. You can see that below.

60-Yard FG's with 60 KAC kicker:

Spoiler


Just looking at the pre-patch vs. post-patch meter, the black part is noticeably bigger while the light blue part is almost the same to the point where it's hard to tell if it is any bigger at all. I'm leaning towards it being a slight bit bigger but not by much and maybe on shorter FG's it is much bigger but that's the only comparison I had. I did immediately notice the larger area on my first KO post-patch so that could very well be the case as well and if it is then FG's should definitely be easier because of this.

I guess my point is that if I could go in pre-patch and make 299 out of 300 FG's from varying distances with a kicker rated so much worse than every kicker in the game, it makes it hard to justify to me that there is such a huge need to make it easier. Obviously online is a completely different beast in itself and likely the driving force in why this decision was made. Is it a huge deal? Of course not, they're field goals. But as an offline player, it sucks knowing I can still make any kick at any time without any worries, especially when that's exactly what they wanted to prevent.
 
# 345 ChicagoChris @ 10/05/16 03:51 PM
Had the Cowboys backed up to the 5 yard line and Prescott threw a bomb for 95 yards over my cb's head. It was 3rd and 1 and i wasnt expecting that all day.

D is noticeably faster and more aggressive. I have had to adjust how i play the game since yesterday.

I still think kicking/punting is off but i think we are all seeing that.
 
# 346 ibroxroar67 @ 10/05/16 03:56 PM
Had to reinstall game today and it asked as usual about downloading update but I dont know if its the new one....Anway of telling ?, thanks in advance....
 
# 347 roadman @ 10/05/16 03:57 PM
Duece, post patch, CFM, all pro default, I've tried a 55 and 56 yarders into the wind and came up short and wide on both tries.

It could vary from person to person depending on the conditions, but I feel anything below a 45 yd fg is pretty much automatic.

I side with the offline crowd, it's too bad we can't make our own adjustments with tools they could provide.
 
# 348 rudyjuly2 @ 10/05/16 03:59 PM
Quote:
Originally Posted by Brightline
How are stretch plays/outside zones now?
I personally think the edge defender makes a stronger commitment to contain the outside edge. Before you seemed to be able to turn the corner way too easily but now they force you back inside more (where you can still get a nice gain). They do seem tougher after 2 games but I haven't run it a lot to know for sure.

I do think QB fumbles are toned down but I'm using my fumble slider at 75 since I hated all of the fumbles pre-patch and I've left it there and still have seen fumbles amongst other positions too.

I think penalties are a little more on default. I swear DBs hands are a lot better. Sticky fingers on INTs.

As for kick meters: the accuracy window should not change regardless of the length of the kick imo. You miss on longer kicks simply because a miss to the right by a little on a 30 yarder doesn't hurt much. But carrying that miss over another 20+ yards hurts more. I haven't liked how EA has done kicking in forever and not having separate user/cpu sliders is simply ridiculous.
 
# 349 KyGamerLT @ 10/05/16 03:59 PM
Stretch/power O still deadly but you can tell the defense play the run better.
 
# 350 LionsFanNJ @ 10/05/16 04:03 PM
Quote:
Originally Posted by booker21
In Thery, tuner and patch were meant to make strech plays harder. Not easier.
And I'm fine with that. There were times stretch plays were guaranteed gains before and it was annoying.

Sent from my VS880 using Tapatalk
 
# 351 Hooe @ 10/05/16 04:21 PM
Quote:
Originally Posted by fistofrage
The roughing the QB slider looks like a binary code. At 50, no penalties at 51 way too many.
To speak specifically to this (as well as the "I wonder how much attention sliders get" question): the penalty sliders were rebuilt in Madden NFL 16 along with penalties. In addition, the game artificially caps the frequency of penalty if its slider is set at 50 or lower. So once you see one or two roughing penalties on the default setting, the game stops calling roughing.

This artificial cap by default is purely a quality-of-life concession for online and competitive gamers who don't want to see their games decide by excessive flags (as opposed to user skill). Sim gamers may disable the caps entirely by increasing the sliders to 51 or greater, which is why you can potentially see flag frequency shoot way up if you are an aggressive player by increasing this slider by one point.

Penalties and sliders were something I had the opportunity to talk to Clint Oldenburg about extensively at E3 2015 in the Madden NFL 16 build-up, I'm sure my post about that is floating around here somewhere. EDIT: found that post upon request - http://www.operationsports.com/forum...&postcount=137
 
# 352 himynameisao @ 10/05/16 04:58 PM
Is there any updates, news, info about a Companion App? These updates are fine and dandy, but something I really enjoyed off of the game was the CFM Companion App. And PS, if you fumble all the time, it's you, it's not the game.
 
# 353 maltliquor23 @ 10/05/16 05:01 PM
Just out of curiosity, is the wind/punt issue mitigated with supersim? I have watched a few out door games in windy conditions and was ready to go back to 16 until its fixed
 
# 354 Slim4824 @ 10/05/16 05:02 PM
Quote:
Originally Posted by rudyjuly2
I personally think the edge defender makes a stronger commitment to contain the outside edge. Before you seemed to be able to turn the corner way too easily but now they force you back inside more (where you can still get a nice gain). They do seem tougher after 2 games but I haven't run it a lot to know for sure.

I do think QB fumbles are toned down but I'm using my fumble slider at 75 since I hated all of the fumbles pre-patch and I've left it there and still have seen fumbles amongst other positions too.

I think penalties are a little more on default. I swear DBs hands are a lot better. Sticky fingers on INTs.

As for kick meters: the accuracy window should not change regardless of the length of the kick imo. You miss on longer kicks simply because a miss to the right by a little on a 30 yarder doesn't hurt much. But carrying that miss over another 20+ yards hurts more. I haven't liked how EA has done kicking in forever and not having separate user/cpu sliders is simply ridiculous.
They did increase the chance of the defender getting the interception vs dropping the ball.

Sent from my SM-N920R7 using Tapatalk
 
# 355 RobWVU22 @ 10/05/16 05:02 PM
I noticed that CB's coverage of comeback routes is somewhat broken post patch. When in man coverage, the corner gets locked in an ugly sliding animation for several yards after the WR gets into his break. I'll try and link a tweet with a video clip of the animation. Hopefully it works. Anyone else notice this or can replicate it?

https://twitter.com/Rob_Wvu/status/783750816280621056
 
# 356 bcruise @ 10/05/16 05:03 PM
Quote:
Originally Posted by maltliquor23
Just out of curiosity, is the wind/punt issue mitigated with supersim? I have watched a few out door games in windy conditions and was ready to go back to 16 until its fixed
Yes, it is. It's my go-to for AI punts for now.
 
# 357 Armor and Sword @ 10/05/16 05:03 PM
This is a seriously excellent patch.

AI play calling with team specific playbook was vastly improved. Vastly.

Very pleased and the game is even better. Really great work Rex, Clint and team.

Thanks for the continued support and making Madden better than ever.
 
# 358 cable guy @ 10/05/16 05:21 PM
Ok....I don't think the patch did anything much to my gameplay. Unless I should turn off my ps4 and back on. Reset sliders and settings? Delete profile? But on All Madden, it was as if I was playing on all-pro level. Tried a few games. This kinda happened to me with the last tuner. I did delete my profile already a couple weeks ago....

EDIT: Charter just happened to answer this question on his slider thread. Other people had the same problem. Gotta delete profile.

Sent from my SM-G900V using Tapatalk
 
# 359 maltliquor23 @ 10/05/16 05:39 PM
Quote:
Originally Posted by bcruise
Yes, it is. It's my go-to for AI punts for now.
Thanks BCruise
 
# 360 underdog13 @ 10/05/16 05:58 PM
Quote:
Originally Posted by Armor and Sword
This is a seriously excellent patch.

AI play calling with team specific playbook was vastly improved. Vastly.

Very pleased and the game is even better. Really great work Rex, Clint and team.

Thanks for the continued support and making Madden better than ever.
Hey Armor, did you notice the change in offensive play calling, defensive or both?

Sent from my XT1585 using Tapatalk
 


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