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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
# 421 coach422001 @ 10/06/16 10:47 AM
Quote:
Originally Posted by IcedCoffee1983
The line drive punt glitch only occurs when a CPU punter is punting INTO the wind during windy condition games. Obviously it has to be an outdoor game.

So the CPU punters do just fine in dome games, low/no windngames, or times where the wind is at their BACK.

But once they have to punt into the face of any kind of wind they chooose to do this low line drive punt that only goes for like 15-25 yards. It looks ridiculous and leaves my team around the 50 yard line or closer every single time. It makes scoring against the CPU way too easy.

My twitter handle is @MrKevinPerry I have several videos of the issue up there to see.

Only thing I can think of is hope they fix it through a tuner and in the mean time super sim all of those situations.

It's not just punts, they do it when facing the wind during kickoffs too.

It's lame I have to super sim so much now.

I think everyone has the glitch, but if you're doing a CFM as New Orleans or Dallas or something you would hardly notice. I play as the Pats, I noticed immediately.
Still, in Carolina I would expect then that I would have seen it as I saw punts in both directions. Kick offs all went to the five, goal line, or five yards deep. Perhaps there is a threshold wind speed that sets this off, and is a ridiculously number but a wind speed below this you don't get it as often? I really saw it once in my first game and can count the shank as the other time, but nothing in between. Still you're correct that tuning this more appropriately to reduce the effect even at high winds is critical if you're seeing it all the time. I'm making up numbers here but I could envision no effect unless the wind is > 10 mph, then that leads to up to a 5 yard difference depending on kicker power, 20 mph knocks them down 10 yards, 30 mph 15 yds, etc. Something along those lines may be more realistic. If you punt normally 45 yards on average, the rare times you kick into a 30 mph wind you might expect kicks between 30 and 35 yards (again, take the kickers power into account?). Just a thought.

Will see what I learn tonight if I can see the actual wind speed in the game. It still seems strange that you're seeing it 100% but I'm seeing it 1 of 4 or 1 of 5 kicks if you're seeing it in any wind condition.
 
# 422 cable guy @ 10/06/16 10:52 AM
Quote:
Originally Posted by tyler28
Cpl things i noticed was all madden was a lot easier and qbs throw the ball away too much.

Wr were wide open constantly and caught everything. Redoing sliders heard


Sent from my SM-G860P using Tapatalk
All madden is definitely even easier after patch. Which is great for me actually. The main problem I have, is the cpu qb. It is such a very fine line to get them to throw the ball downfield, not to throw it away for no apparent reason. THEN holding it too long. Sometimes stand there holding the ball Forever and get sacked. Which its almost like you have to raise cpu pass blk, so the qb falls asleep back there. It was an issue before the patch as well.

Sent from my SM-G900V using Tapatalk
 
# 423 l8knight1 @ 10/06/16 11:36 AM
My impression is that the game plays better after the patch. The pass drops were driving me crazy and the game just wasn't fun offensively. There was always four cpu players warping/swarming the ball, barely time to look for receivers on a pass play, and few if any broken tackles. Plays smoother like 16 but with the better d schemes. CPU AI is better, throwing the ball better, and running better.
 
# 424 cable guy @ 10/06/16 11:42 AM
Quote:
Originally Posted by l8knight1
My impression is that the game plays better after the patch. The pass drops were driving me crazy and the game just wasn't fun offensively. There was always four cpu players warping/swarming the ball, barely time to look for receivers on a pass play, and few if any broken tackles. Plays smoother like 16 but with the better d schemes. CPU AI is better, throwing the ball better, and running better.
What level are you at?

Sent from my SM-G900V using Tapatalk
 
# 425 l8knight1 @ 10/06/16 11:55 AM
All pro. People saying previously that they thought All Madden was too easy...more power to them because I wasn't seeing it, and was getting mauled on All Pro.
 
# 426 ChicagoChris @ 10/06/16 12:09 PM
Quote:
Originally Posted by l8knight1
All pro. People saying previously that they thought All Madden was too easy...more power to them because I wasn't seeing it, and was getting mauled on All Pro.
Rex just tweeted that post patch carries are within .5yrds of actual NFL averages.

Getting crushed on all pro as well. Love it.
 
# 427 cable guy @ 10/06/16 12:21 PM
Quote:
Originally Posted by ChicagoChris
Rex just tweeted that post patch carries are within .5yrds of actual NFL averages.

Getting crushed on all pro as well. Love it.
It seems like more all-pro players are very happy with patch so far. More so than all madden players?

Sent from my SM-G900V using Tapatalk
 
# 428 BadAssHskr @ 10/06/16 12:23 PM
I'm generally pretty easy to please, but i really liked the way the game played last night.

I restarted my solo online cfm over on Tuesday after installing, played my Chiefs vs. San Diego last night. I really thought the game felt to have more of an NFL feel to it.

I loved the way the D was playing on both sides of the ball. Thought the game looked, felt and played great all the way around.

Hopefully some of you aren't to busy bickering over something to realize the potential of the game.

Did they do something with in game presentation as far as stats are concerned? Seems like the ticker was behaving a bit differently that i remember, however maybe i don't usually pay that much attention.

In game online cfm saves work!

New tackle animations? maybe due to playing more aggressive?

I think my last game played was Monday night, I would have said at that time that the game was playing stiff, and the kick meter was slow, my game last night erased any issue i had with that.

Lost my game 13-6. with 1:22 left in the game, i forced the Chargers to punt, drove the length of the field, with 12 secs, threw my only pic of the game in the end zone.

11 min quarters game, i sacked rivers 6 times, was sacked 4 times. rivers fumbled once. had mucho pressure on him on multiple occasions where he threw the ball away. To many sacks?

½ sacks, was this a missing element? it's in there, and they're being displayed, maybe i never noticed before.

This game, especially held my attention span, more so than other games i've played, maybe just a frame of mind.

I got a Service Storm alert prompt at startup, indicating that they will do their best to keep services up and running during hurricane matthew.

I couldn't get my running game going which was nothing new, the cpu couldn't run either. Will be making a slider adjustment for the next game.

I keep longing for longer games, I'll be bumping up to 13 min quarters, and maybe 15 min quarters going forward. The game save feature is a huge enhancement!

I was beaten handily in TOP, which i love to see.

Last night anyhow, after 1 game, i thought the game was enhanced, dare i say big time. Hopefully by sunday i'll be 4 or so games deep, hopefully my experience carries on.
 
# 429 fistofrage @ 10/06/16 12:29 PM
Quote:
Originally Posted by l8knight1
All pro. People saying previously that they thought All Madden was too easy...more power to them because I wasn't seeing it, and was getting mauled on All Pro.
I honestly think the AI offense plays better on All-Pro after the patch. They were having trouble moving the ball on me on All-Madden. I upped the AI run block slider on All-Pro and honestly the offense plays like it should on All-Madden.

Just need to crank down the human offense sliders and ramp up the AI defense sliders to make it more difficult for the Human to score.

I'll test out some all-madden again tonight but the Broncos put up 38 points on me last night on All Pro against the Bears. Before the Patch the AI offense on All-Pro wouldn't keep the foot on the gas so I always played All-Madden.

Need a larger sample size, but in 5 games, the AI offense if you crank up the run block slider on All-Pro seemed more effective than All-Madden at default.
 
# 430 l8knight1 @ 10/06/16 12:35 PM
Quote:
Originally Posted by cable guy
It seems like more all-pro players are very happy with patch so far. More so than all madden players?

Sent from my SM-G900V using Tapatalk
I only played one game after patch, so need more time in lab. My first impression was good though, and the overall feel was clearly different post patch.
 
# 431 RogerDodger @ 10/06/16 12:39 PM
Reading through the comments, tempted to say that most people want the game to be different to the next person - whether that's down to preference, ability or whatever else. Not sure EA will be able to keep everyone happy.
 
# 432 dpower15 @ 10/06/16 12:40 PM
Can someone please let me know if the Dolphins stadium was renamed to Hard Rock Stadium? I'm in FL gearing up for this hurricane so haven't gotten to play since the patch dropped.

Thanks in advance!


Sent from my iPhone using Tapatalk
 
# 433 cable guy @ 10/06/16 12:41 PM
Quote:
Originally Posted by fistofrage
I honestly think the AI offense plays better on All-Pro after the patch. They were having trouble moving the ball on me on All-Madden. I upped the AI run block slider on All-Pro and honestly the offense plays like it should on All-Madden.

Just need to crank down the human offense sliders and ramp up the AI defense sliders to make it more difficult for the Human to score.

I'll test out some all-madden again tonight but the Broncos put up 38 points on me last night on All Pro against the Bears. Before the Patch the AI offense on All-Pro wouldn't keep the foot on the gas so I always played All-Madden.

Need a larger sample size, but in 5 games, the AI offense if you crank up the run block slider on All-Pro seemed more effective than All-Madden at default.
Exactly, that's why I switched to All Madden this year. Because on all-pro they cpu, seemed to not even try on offense. My last play literally was Cincy, running a draw on like 3rd and 9, while being down 17-3, in the 3rd. They got 5 yds. In my cfm. I actually turned it off. Went to charter's sliders on all madden. Played just about the game of football ever.

Sent from my SM-G900V using Tapatalk
 
# 434 l8knight1 @ 10/06/16 12:50 PM
Quote:
Originally Posted by RogerDodger
Reading through the comments, tempted to say that most people want the game to be different to the next person - whether that's down to preference, ability or whatever else. Not sure EA will be able to keep everyone happy.
No doubt. I'm not a pure sim guy by any means. I want some big plays once in a while, runs after catches with some nifty moves and SOME open field fun in the game. Touch passes in 17, imo for example, were not working well, and LB's had been rediculous. I was always seeing lb's in deep coverage. New D-schemes for 17 and other details, fantastic, but for me this patch seems to give the player a chance to find the holes, and receivers actually hold onto the ball after you've worked so hard to get that ball in there.
 
# 435 gman2774 @ 10/06/16 01:01 PM
Quote:
Originally Posted by fistofrage
I honestly think the AI offense plays better on All-Pro after the patch. They were having trouble moving the ball on me on All-Madden. I upped the AI run block slider on All-Pro and honestly the offense plays like it should on All-Madden.

Just need to crank down the human offense sliders and ramp up the AI defense sliders to make it more difficult for the Human to score.

I'll test out some all-madden again tonight but the Broncos put up 38 points on me last night on All Pro against the Bears. Before the Patch the AI offense on All-Pro wouldn't keep the foot on the gas so I always played All-Madden.

Need a larger sample size, but in 5 games, the AI offense if you crank up the run block slider on All-Pro seemed more effective than All-Madden at default.
Fist--what r u doing with auto subs on all pro? Leaving them as is meaning 60/80 in main menu and 50/49 in CFM?
 
# 436 roadman @ 10/06/16 01:02 PM
Quote:
Originally Posted by cable guy
It seems like more all-pro players are very happy with patch so far. More so than all madden players?

Sent from my SM-G900V using Tapatalk
I'm not sure if it makes a difference, but the game was tested on all pro with 6 to 9 minute quarters.
 
# 437 fistofrage @ 10/06/16 01:52 PM
Quote:
Originally Posted by gcoons22
Fist--what r u doing with auto subs on all pro? Leaving them as is meaning 60/80 in main menu and 50/49 in CFM?
These were just play now games. I am just trying to get a good set so I can pick up and play with any team. Once the final patch drops I'll decide if I want to dedicate the time to a CFM.
 
# 438 Alfie @ 10/06/16 02:22 PM
Haven't had a chance to play the game post-patch so a quick question to the guys who have played with the new patch.... are you guys seeing any difference with play action? Before the patch I didn't really see any real advantage of PA as most of the time I would get sacked and I never saw defense really bite into the PA no matter how often I ran the ball. Has the PA improved post patch and is there a real advantage of using the same if you are running the ball often?
 
# 439 cable guy @ 10/06/16 02:36 PM
Quote:
Originally Posted by RogerDodger
Reading through the comments, tempted to say that most people want the game to be different to the next person - whether that's down to preference, ability or whatever else. Not sure EA will be able to keep everyone happy.
Yes, indeed. Seems like mainly competitive on-line, user vs user, and Cfm off-line. But yeah, either way EA has their hands full trying to make everyone happy. Overall madden is in a good place and making strides. Between D81SKINS default(or close to) all pro and scheme matching of 16 and this year charters all madden sliders, this has been an incredible game the last 2 years. The best actually. I've played since the original Madden on Sega btw
 
# 440 coach422001 @ 10/06/16 03:20 PM
Quote:
Originally Posted by cable guy
Yes, indeed. Seems like mainly competitive on-line, user vs user, and Cfm off-line. But yeah, either way EA has their hands full trying to make everyone happy. Overall madden is in a good place and making strides. Between D81SKINS default(or close to) all pro and scheme matching of 16 and this year charters all madden sliders, this has been an incredible game the last 2 years. The best actually. I've played since the original Madden on Sega btw
My hope is that over the next few years is that they can get to a place where with sliders and other adjustments each type of participant can enjoy the game the way they want. There are alot of moving parts to make it happen, but clearly they should be able to get the computer to perform in a manner consistent with NFL stats, stronger or weaker, to allow user v computer players to get the experience they want; user sliders/adjustments to make each aspect of the game easier or more difficult; ways for online competitive players to keep or disable some of the things that help or hinder their play and enjoyment. One way they could improve is more text around the sliders and what they do, which way to move to get effect and define which sliders are thresholded or provide graded responses. I'm not saying everyone will be satisfied but I think maybe some more transparency it may help people make those adjustments to get the game they want. I don't think it needs to be 3 games in 1, but one game that can work for everyone and not at the expense of certain players. Maybe someday.
 


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