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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
# 61 LBzrule @ 10/04/16 11:32 AM
Thanks for the fatigue fix. Gesh it makes no sense, my defense gets red, my offense takes 4 to 5 mins off the clock to score, then when I get back on defense they are still all red. What they need to tune is man coverage. Why does EA do this every year? If zone is good, man is crap. If man is good, zone is crap. What ever happened to the shading that was promised pre-release?
 
# 62 bcruise @ 10/04/16 11:33 AM
Saw Cam take off on a 3rd and long in the first quarter of my CPU vs CPU and almost pick up the first down. It was a sideline rollout and those weren't unheard of before the patch, but it's still good to see it this quickly. No hesitation or awkward movement - he looked like he knew exactly where he was going.

Also no throwaways so far. I'm not sure if there have been situations where it would have done it pre-patch, but I do know that you could almost count on it happening at least a few times per half before.

 
# 63 roadman @ 10/04/16 11:36 AM
Quote:
Originally Posted by fistofrage
Nerf the kicking game even more. This is stupid, especially considering the field goal accuracy slider is broken.

They didn't address the AI not being able to judge the wind and punt accordingly.

They didn't address the lack of RB and WR fumbles.

They basically only cater to the online whiner crowd that wants to catch every pass and make every field goal.
Did you even see my post on the same page?

The CPU RB fumbled the ball and the offense recovered the ball.
 
# 64 fistofrage @ 10/04/16 11:40 AM
Quote:
Originally Posted by roadman
Did you even see my post on the same page?

The CPU RB fumbled the ball and the offense recovered the ball.
Did you force the fumble with a strip or did the AI teammates force a fumble?
 
# 65 roadman @ 10/04/16 11:41 AM
Quote:
Originally Posted by fistofrage
Did you force the fumble with a strip or did the AI teammates force a fumble?
I don't user any buttons on offense or defense except for breakaway runners that I try to aggressive tackle, so, the answer is no, the run was up the middle.

The RB was Riddick.
 
# 66 Haze88 @ 10/04/16 11:42 AM
At work right now but does anyone know if by stabilize formation subs it means they actually save
 
# 67 charter04 @ 10/04/16 11:43 AM
Quote:
Originally Posted by bcruise
* Strategy suggestions in play call will now track multiple concepts

That's a big one for me since I like to use those suggestions. All too often it would only give me a single concept with a 2 or 3 very similar plays. I figured something was wrong there - it wasn't like that last year.

Also, LOL @ this comment from Clint regarding NDS being removed from user vs CPU:

@Nterprise_NYY @RexDEAFootball if you wanna cheese the CPU, have at it. If that's fun for you, have a blast


I actually think it's helping the CPU play calling too. I'm pretty sure that's what the CPU uses to call plays. I'm noticing more variety in their play calling.

Still early but, it's not hard to notice when you've played the CPU as much as I have testing sliders. Lol


Sent from my iPhone using Tapatalk
 
# 68 charter04 @ 10/04/16 11:45 AM
I've already seen more non QB fumbles. I'm really happy about that.

I even had a nice user strip on a WR.


Sent from my iPhone using Tapatalk
 
# 69 nuzreq @ 10/04/16 11:51 AM
Are these changes available for preexisting franchises, or will we have to start over?
 
# 70 roadman @ 10/04/16 11:52 AM
Quote:
Originally Posted by charter04
I've already seen more non QB fumbles. I'm really happy about that.

I even had a nice user strip on a WR.


Sent from my iPhone using Tapatalk
So, three people have already confirmed in the thread that the QB doesn't fumble post patch and it's not listed in the notes.

Also, a few people have reported that the QB doesn't always throw the ball OUB on a continuous bases with pressure and that wasn't listed in notes, either.

A lot of fixes under the hood.
 
# 71 RedZoneD25 @ 10/04/16 11:52 AM
Quote:
Originally Posted by BleedGreen710
I'm also curious if they've applied the option for the Rams to not relocated to that boring generic stadium. the tuner we got about a month ago doesn't seem to be mentioned anywhere in this, which has me concerned. I was mostly waiting for those changes.
Yes. All of the fixes that were previously applied to Cloud CFMs will apply to Offline CFM now too with this update.

For the Rams stadium issue in particular, it will only apply to new Franchise saves. There was no way to retroactively remove the Rams from their stadium if they were already in the process of moving.
 
# 72 Hooe @ 10/04/16 11:55 AM
Saving progress in a User vs CPU cloud Franchise game is a god send. Adjustments to how DBs defend streaks is also a welcome change. Lots of other useful fixes in here as well.

Looking forward to my league starting its second season tomorrow even more now.
 
# 73 bcruise @ 10/04/16 11:55 AM
Ok, there's the first throwaway, but right after that Taylor gets in on the fun.



That seemed like the right time for a throwaway to happen, unlike many of the pre-patch ones. And there's no way that one gets called for grounding IMO, with the receiver right there on the sideline.
 
# 74 2_headedmonster @ 10/04/16 11:58 AM
well the Wildcat Jet Sweep is still a money play...sigh
 
# 75 BleedGreen710 @ 10/04/16 11:59 AM
Quote:
Originally Posted by RedZoneD25
Yes. All of the fixes that were previously applied to Cloud CFMs will apply to Offline CFM now too with this patch.

For the Rams stadium issue in particular, it will only apply to new Franchise saves. There was no way to retroactively remove the Rams from their stadium if they were already in the process of moving.
awesome!! thank you so much for clarifying that
 
# 76 queenie.paula @ 10/04/16 12:00 PM
did they fix how there might be non RBs in the RBs spot on run plays?
 
# 77 brandon27 @ 10/04/16 12:07 PM
In franchise, did they change Miami's stadium name from "New Dolphins Stadium" to "Hard Rock Stadium"... since... you know, the stadium isn't new, just renovated. I get it, the name came after release, but should be something they can add, right?


Nice looking patch list. I've got to find the time to get back to Madden, but FH3 is consuming all my time.
 
# 78 NFLfan80 @ 10/04/16 12:10 PM
So they fixed formation subs not saving for offline cfm?
 
# 79 Poke @ 10/04/16 12:28 PM
Yes!!!! Finally I can save and resume my offline Cloud CFM. This was much needed!!!
 
# 80 LionsFanNJ @ 10/04/16 12:36 PM
These fixes sound great, and sounds like the CPU has better scramble logic? hope thats true for most. If i can pull myself away from Destiny i'm totally going to fire this up.
 


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