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Madden NFL 17 News Post


Another Madden NFL 17 title update is available now for Playstation 4 and Xbox One. The update includes gameplay, Madden Ultimate Team and commentary updates based on feedback from the community.

Gameplay
  • Adressed some RAC catch animations that were incorrectly triggering drops in certain situations.
  • Addressed certain situations where Ice the Kicker was not triggering even though conditions were met.
  • Fixed issue where catching a missed field goal in the end zone caused the position of the
  • ball and the direction of play from the field goal play to be used in the play following the turnover.
  • Addressed certain instances of defenders travelling across the field when the defensive play is flipped, instead of switching assignments.
  • Fixed issue where receivers were getting a speed boost by timing the snap with motioning.
  • Fixed several fatigue issues related to weather/temperature penalties for the Away team.
  • Fixed an issue where using the give up mechanic after recovering a fumble would cause the player to fumble again.
  • Fixed an issue where users could consistently place the ball in the coffin corner on a kickoff with an inaccurate kick.
  • Fixed an issue in 3-4 Under where safety was taking himself out of the play vs. outside runs.
  • Fixed a rare issue where the QB would pass the ball backwards when attempting to throw while crossing the LOS.
  • Fixed an issue where user could ice their own kicker when calling a time out during a field goal attempt.
  • Fixed an issue where a successful fake FG run would result in the player being called out of bounds.
  • Fixed an issue where player icons were displaying ‘grey’ color for fatigue on the play call screen.
  • Fixed an issue where the ball would rarely hit the FB when running HB Lead toss out of I Form Tight.
  • Fixed an issue where the wind direction arrow was backwards in CFM.
  • Fixed an issue where increasing the fumble slider was not causing more fumbles.
  • Fixed an issue where Defenders were not always being credited with a Sack and Forced fumble in the Stats screen when causing a sack-fumble.
Madden Ultimate Team
  • Added MUT Head-to-Head Seasons.
  • Added Super Bowl presentation to appropriate MUT Head-to-Head games.
  • Added the ability to give rewards after each MUT Head-to-Head game rather than waiting
  • until the Event is over.
  • Added additional logic to tell how many items you have available to add to a particular set.
Commentary
  • New lines and logic added for post PAT scenarios. This is previously a spot in the game
  • where we had no commentary.
  • New/additional names added for RB’s, QB’s,Kickers/Punters, and WR’s.
  • New postplay analysis from the team for various different situations.
  • Refreshed common touchdown analysis lines, and added additional logic and lines to fire
  • new situational commentary.
  • Hundreds of new lines added to Play the Moment to provide more variety during return to
  • game scenarios.
  • Legends names added.
  • Numerous tuning changes based on common line telemetry.
Stability
  • Various stability fixes in all modes including Franchise and Madden Ultimate Team.

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 241 underdog13 @ 12/02/16 01:56 PM
My first game with the patch, for anyone interested.

https://youtu.be/R1MNqnIPxFQ


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# 242 roadman @ 12/02/16 02:08 PM
Punting issue fixed at Tiburon, punting issue fix wasn't applied to the this title update.
 
# 243 CleveCluby @ 12/02/16 02:21 PM
Charvalos

I think you misunderstood, According to tweets from Clint, from what I have been told, the punting issue has been fixed but for some reason, It was not included I the patch. It may be in the next patch or maybe even in a tune file.

We have no choice but to wait and see.

Rhudey,

Here is what I did, I went through each team, I edited each starting QB. I dropped each OB's Short, Med throw acc by 10 points. On the Deep throw ACC, I made sure there was at least a 10 point or more difference. One of the issues I found was the difference between many QB's was only a few points. Example. ShortTA 92 MedTA 90 Deep TA 89. I even found one or two that there med and deep acc were better than there short.

I tried to make sure there was at least a 5 point separation between Short and Med Acc. With the exception of great QB's. I start with a 10 point decrease in Short throw acc and adjusted from there.

I play all pro with OB acc slider set at 42, CPU vs. CPU or play of the moment. I NEVER control my QB, with the exception of some screen passes. I just call the plays. But I have seen great differences in the QB's. In most games the completion percentage aves. 55 to 70%. I see a lot of throws off target especially by weaker QB's and under or over throws on deep passes. For those that play controlling there QB, I don't know if this would help or not but it works great for my style of play.
 
# 244 Rhudey @ 12/02/16 03:46 PM
Quote:
Originally Posted by CleveCluby
Charvalos

I think you misunderstood, According to tweets from Clint, from what I have been told, the punting issue has been fixed but for some reason, It was not included I the patch. It may be in the next patch or maybe even in a tune file.

We have no choice but to wait and see.

Rhudey,

Here is what I did, I went through each team, I edited each starting QB. I dropped each OB's Short, Med throw acc by 10 points. On the Deep throw ACC, I made sure there was at least a 10 point or more difference. One of the issues I found was the difference between many QB's was only a few points. Example. ShortTA 92 MedTA 90 Deep TA 89. I even found one or two that there med and deep acc were better than there short.

I tried to make sure there was at least a 5 point separation between Short and Med Acc. With the exception of great QB's. I start with a 10 point decrease in Short throw acc and adjusted from there.

I play all pro with OB acc slider set at 42, CPU vs. CPU or play of the moment. I NEVER control my QB, with the exception of some screen passes. I just call the plays. But I have seen great differences in the QB's. In most games the completion percentage aves. 55 to 70%. I see a lot of throws off target especially by weaker QB's and under or over throws on deep passes. For those that play controlling there QB, I don't know if this would help or not but it works great for my style of play.
Hey CleveCluby

So just the 10 point drop gave you a noticeable difference? I'll try that next. When I dropped accuracy to 20 there were bad throws everywhere so it definitely works better than using the sliders.

Have you been able to see how that affects the sim stats? Just curious.

Thanks for the feedback!
 
# 245 booker21 @ 12/02/16 03:56 PM
To me backup QB plays as how starter should. Starter rarely miss while backup miss here and there. For user QB. So yeah I'm sure editing ratings should have an effect.


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# 246 SansRuLes @ 12/02/16 04:11 PM
I can no longer save games in my CFM after this update on the XBox1!

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# 247 icicle22 @ 12/02/16 04:24 PM
Quote:
Originally Posted by SansRuLes
I can no longer save games in my CFM after this update on the XBox1!

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Do you mean save at all or mid game?

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# 248 SansRuLes @ 12/02/16 04:26 PM
Mid game. Worked like a charm before. Now nothing.

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# 249 underdog13 @ 12/02/16 04:37 PM
Quote:
Originally Posted by SansRuLes
Mid game. Worked like a charm before. Now nothing.

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Are you using custom playbooks?

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# 250 SansRuLes @ 12/02/16 04:47 PM
For my league of 1, I am using the Multiple-D and Run and Gun for the Packers

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# 251 DeuceDouglas @ 12/02/16 04:50 PM
I'd say I use the LS as well as the trigger mechanics on virtually every throw and I have issues on both sides, user & CPU when it comes to accuracy. It's hard to quantify which is part of the problem with getting it fixed.

For the CPU it's simple for me, they nearly never miss. I'd say the vast majority of the games I'd play the CPU would only have one or two inaccurate passes and the rest would be throwaways or balls thrown straight into the ground when I hit him as he throws. Throw in an occassional INT or dropped INT here and there.

User side, I definitely saw a lot more inaccuracies and it was definitely a lot easier to control but not in the fashion I'd prefer to see. Now I was always using Alex Smith and it still felt like it was way too easy to stick downfield throws and the majority of throws I'd miss would be the shorter ones. It almost seems backwards where with the QB Acc slider that low it just makes shorter throws more likely to be inaccurate and longer throws aren't really affected at all when it should more so be the other way around.
 
# 252 booker21 @ 12/02/16 05:14 PM
Quote:
Originally Posted by DeuceDouglas
I'd say I use the LS as well as the trigger mechanics on virtually every throw and I have issues on both sides, user & CPU when it comes to accuracy. It's hard to quantify which is part of the problem with getting it fixed.



For the CPU it's simple for me, they nearly never miss. I'd say the vast majority of the games I'd play the CPU would only have one or two inaccurate passes and the rest would be throwaways or balls thrown straight into the ground when I hit him as he throws. Throw in an occassional INT or dropped INT here and there.



User side, I definitely saw a lot more inaccuracies and it was definitely a lot easier to control but not in the fashion I'd prefer to see. Now I was always using Alex Smith and it still felt like it was way too easy to stick downfield throws and the majority of throws I'd miss would be the shorter ones. It almost seems backwards where with the QB Acc slider that low it just makes shorter throws more likely to be inaccurate and longer throws aren't really affected at all when it should more so be the other way around.


Wow we are seeing the opposite. I see CPU missing a lot while user never. All pro default penalties on 55.


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# 253 SansRuLes @ 12/02/16 05:18 PM
Quote:
Originally Posted by underdog13
Are you using custom playbooks?

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Not that I am aware of. Multiple D and Run and Gun. Does that make a difference for saving mid game?

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# 254 underdog13 @ 12/02/16 05:29 PM
Quote:
Originally Posted by SansRuLes
Not that I am aware of. Multiple D and Run and Gun. Does that make a difference for saving mid game?

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I Haven't tried to do a mid game save. And have no idea if they fixed it in 16. But madden 25 and 15 you couldn't reload a mid game save if you had a custom playbook you would get an glitch.

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# 255 SansRuLes @ 12/02/16 05:30 PM
Quote:
Originally Posted by underdog13
I Haven't tried to do a mid game save. And have no idea if they fixed it in 16. But madden 25 and 15 you couldn't reload a mid game save if you had a custom playbook you would get an glitch.

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It has worked smoothly up to the point of the last update. Now I cant save anymore mid game.

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# 256 DeuceDouglas @ 12/02/16 05:33 PM
Quote:
Originally Posted by booker21
Wow we are seeing the opposite. I see CPU missing a lot while user never. All pro default penalties on 55.
Are you playing the out of the box version with no patches? Because I do remember early on playing games where there was a lot of CPU inaccuracies to the point where I actually had to turn the slider up. But that was really early post-release and probably with nothing but the day zero patch.
 
# 257 booker21 @ 12/02/16 05:49 PM
Quote:
Originally Posted by DeuceDouglas
Are you playing the out of the box version with no patches? Because I do remember early on playing games where there was a lot of CPU inaccuracies to the point where I actually had to turn the slider up. But that was really early post-release and probably with nothing but the day zero patch.


Unfortunately I'm playing the latest version. I patched a few weeks ago because it was too easy to run. I'm kinda regretting now. Using slider at 7 was golden for user now that QB slide does not work as it used to be I can play with 0 and arill get no misses as before.


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# 258 CleveCluby @ 12/02/16 07:01 PM
Booker.. Just for kicks, try editing your QB short, med, deep, throw acc. Start with -10 what ever they are from Short throw acc make sure there is at least a minimum of 7 points difference med throw and at least -10 from mid to deep.. so for example if he is 89 84 79. make it 79, 72, 62, Play a game.

I would do this myself, But I am no thumb jockey. I would never complete a pass. Won't hurt to try, I'd be curious of the results. I bet you will see a big difference. Can't say for sure though as a player, but it works really well for the CPU.

If it works for you, you can make adjustments until it feels right. I do this every game for the CPU team. After the game I return them to there original settings.
 
# 259 Sturzinator @ 12/03/16 12:11 AM
I had tried to lower QBA short, medium, deep and throw on the run by 25% via edits prior to this last patch dropping.

I saw no change whatsoever on All Madden.

Reflecting on it, I did not try lowering the PAC for the CPU QB, which I think is an important driver for CPU performance. The human side would need to be dropped more than 25% across the board to see any difference. So maybe that's a good starting point.
 
# 260 BadAssHskr @ 12/03/16 12:58 AM
Quote:
Originally Posted by SansRuLes
It has worked smoothly up to the point of the last update. Now I cant save anymore mid game.

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My first game saved fine, along with cpb. Ill play again later tonight, likely only a partial game. If it doesnt save i'll report.
 


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