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Madden NFL 17 News Post


Madden NFL 17 title update #10 is available now for Xbox One and PlayStation 4. Check out the patch notes below.

UPDATE: Clint and Rex gave more details about the patch in their Twitch stream, watch the archive here.

Gameplay
  • Removed the ability to flick the R-Stick to pump fake when the player is outside of the pocket. Right Stick will now always throw ball away in these situations.
  • Fixed a legacy issue where defensive linemen would be called for encroachment when offense was using no huddle.
  • Addressed an issue where receivers would have the ball bounce off their arms when attempting RAC catches leading to drops or tip picks.
  • Fixed issue where QB’s could not match tackles after throwing an interception.
  • Fixed an issue where the user drop down banner was precluding player stat drop downs
  • Removed user drop down banners for user catch, finesse and power moves due to high frequency being distracting.
  • Fixed a bug where a safety banner would fire every time a pass was intercepted in the end zone.
  • Fixed a grieving tactic where offense could trigger infinite offsides penalties to extend the game.
  • Made some zone coverage adjustments to improve an issue where C Routes were overpowered when run on the wide side of the field with a TE on the line of scrimmage.
  • Increased frequency of broken tackles that can trigger from hit sticks. This will add more risk to going for hit stick tackles.
  • Fixed CPU punters kicking high into the wind, causing short punts.
  • Fixed a short delay that could rarely occur when attempting to snap the ball.
  • Fixed a variety of ‘players freezing’ issues when coming out of blocking interactions.
  • Tuned up fumble chances on ‘precision dive over top’ and increased the Tier requirements to perform the elite version of this mechanic.
  • Fixed an issue where free offensive linemen would not react to a nearby defender who just beat a block.
  • A variety of pass block targeting issues resolved.
  • Fixed several encroachment bugs that would result from aligning and sliding the defense in pre-play.
  • Addressed a rare issue where defenders could get into a state where they could not be blocked.
  • Fixed an issue where turning the pass accuracy slider to 0 would have very little impact in game.
  • Fixed a turbo blitz off the edge that was specific to players in a 4 point stance.
  • Addressed an issue where a DB in press coverage would not be able to defend a player locked user WR hot routed to a smoke screen
Stability
  • Tuned a variety of issues related to community feedback that lower rated offensive line was too effective against an elite defensive line. This change will also make elite OL more effective against lower rated D-line.
  • Addressed feedback that various online modes played at different game speeds. All online game speeds now consolidated to run at normal game speed.
  • Addressed an issue where a user in an online game could disconnect/concede and result in a crash for the opponent.
  • Addressed an issue where a timeout call on the pause menu could lead to camera settings being switched. This was also used as a grieving tactic to reset opponents camera.
  • Fixed an issue where user settings would be reset to defaults in a play a friend game. This includes the auto flip setting defaulting to on.
Franchise
  • Fixed CFM issue where user would receive an Invite Error Popup when trying to invite another user to a Franchise game.

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 361 Nickda55 @ 02/25/17 04:42 PM
Does anyone feel when they increased the probability of broken tackles vs the hit stick instead increased it across the board?

I feEl even when using the A/X button to conservative tackle, it doesn't make a difference, theyou with still break it or spin away causing your defender slip up and miss.

Am I the only need experiencing this?
 
# 362 D81SKINS @ 02/25/17 08:13 PM
Am I the only one that is finding Pro to play better than AP or AM since the patch? This is in CFM vs the CPU.
 
# 363 audbal @ 02/25/17 08:52 PM
Quote:
Originally Posted by D81SKINS
Am I the only one that is finding Pro to play better than AP or AM since the patch? This is in CFM vs the CPU.
Are you playing with everything at default?
 
# 364 timhere1970 @ 02/25/17 09:56 PM
Quote:
Originally Posted by D81SKINS
Am I the only one that is finding Pro to play better than AP or AM since the patch? This is in CFM vs the CPU.
I find pro plays the fairest game but with that comes the passing vision of human players making it too easy. What I mean is the ability to see all 22 players on the field at the same time.
 
# 365 D81SKINS @ 02/25/17 10:00 PM
Quote:
Originally Posted by audbal
Are you playing with everything at default?
Not w/ the Pro setup, here's what I'm using on Pro now
http://www.operationsports.com/forum...ins81-144.html
 
# 366 RogueHominid @ 02/25/17 11:50 PM
Post-patch game play has been amazing for me. If the game played this well all year long, without the MUT garbage wrecking Oct-Dec, I'd be 10 seasons deep into a keeper franchise.

The only area of the game that feels off, and it's not by a ton, is HUM QBA. If they could add inaccurate passes that don't necessarily turn into picks about 5-7% more of the time, it'd be perfect.

But that aside, I'm loving the game right now. I signed out of the internet on my PS4, so I'm planning to ride this patch out until late summer.
 
# 367 Americas Team @ 02/26/17 12:30 AM
The cover 2 zone is finally a legitimate defense that can be ran on a regular basis, the pattern matching in the secondary is a thing a beauty and slants are no longer guaranteed even in man to man cb's will play the slant to perfection and pick it off.
And you can really tell the difference between a good DL and a average one, the Raiders pass rush is insane where is the Dallas Cowboys DL is pretty weak.
 
# 368 roadman @ 02/26/17 01:21 AM
My only issue post patch are QB scrambling issues and similar to Trojan Man, interception by the Human QB. There has been plenty of int's when a defender will bat a ball and about 2 or 3 other defenders come over and play hot potato and it always results in a int.

Another thing that has to go, once a game a CB will defend a ball and the ball bounces 30 feet in the air. The ball physics must be tuned in that area.

Good job, EA, I now need to stay on my toes when playing QB.

Edit- AI playcalling needs an improvement for 18.
 
# 369 jfsolo @ 02/26/17 12:27 PM
Quote:
Originally Posted by Trojan Man
Post-patch game play has been amazing for me. If the game played this well all year long, without the MUT garbage wrecking Oct-Dec, I'd be 10 seasons deep into a keeper franchise.

The only area of the game that feels off, and it's not by a ton, is HUM QBA. If they could add inaccurate passes that don't necessarily turn into picks about 5-7% more of the time, it'd be perfect.

But that aside, I'm loving the game right now. I signed out of the internet on my PS4, so I'm planning to ride this patch out until late summer.
Quote:
Originally Posted by roadman
My only issue post patch are QB scrambling issues and similar to Trojan Man, interception by the Human QB. There has been plenty of int's when a defender will bat a ball and about 2 or 3 other defenders come over and play hot potato and it always results in a int.

Another thing that has to go, once a game a CB will defend a ball and the ball bounces 30 feet in the air. The ball physics must be tuned in that area.

Good job, EA, I know need to stay on my toes when playing QB.

Edit- AI playcalling needs an improvement for 18.
It surprised me that you guys are seeing more human QB picks due to where the inaccurate balls are going. Playing on 10 ACC, I very rarely have an off target throw that is even touched by a defender. The CPU QB's have way more trouble than I do in tossing overthrown picks. I do throw a lot of picks, but they are all on garbage reads by me.

I 100% agree on the AI playcalling, and 30 feet in the air deflections.
 
# 370 Americas Team @ 02/26/17 01:09 PM
Quote:
Originally Posted by Trojan Man
Post-patch game play has been amazing for me. If the game played this well all year long, without the MUT garbage wrecking Oct-Dec, I'd be 10 seasons deep into a keeper franchise.

The only area of the game that feels off, and it's not by a ton, is HUM QBA. If they could add inaccurate passes that don't necessarily turn into picks about 5-7% more of the time, it'd be perfect.

But that aside, I'm loving the game right now. I signed out of the internet on my PS4, so I'm planning to ride this patch out until late summer.
I think MUT might have inspired this patch, I heard that people were not investing in offensive linemen at all, basically picking all bronze offensive linemen because they could handle gold defensive lines, so they had to address the lack of pass rush issue I think mainly because of MUT.
 
# 371 jfsolo @ 02/26/17 01:32 PM
Quote:
Originally Posted by Americas Team
I think MUT might have inspired this patch, I heard that people were not investing in offensive linemen at all, basically picking all bronze offensive linemen because they could handle gold defensive lines, so they had to address the lack of pass rush issue I think mainly because of MUT.
Competitive/MUT play is such a double-edged sword. Their disdain for realistic uncontrollable errors holds the game back in terms of portraying the true chaotic nature of football, and influences tuning to that affect, but their relentless search for shortcuts and exploits does force the gameplay team to stay perpetually engaged in refining the gameplay mechanisms year round as well as providing a plan of attack for the next version.
 
# 372 howboutdat @ 02/26/17 02:35 PM
Quote:
Originally Posted by jfsolo
It surprised me that you guys are seeing more human QB picks due to where the inaccurate balls are going. Playing on 10 ACC, I very rarely have an off target throw that is even touched by a defender. The CPU QB's have way more trouble than I do in tossing overthrown picks. I do throw a lot of picks, but they are all on garbage reads by me.

I 100% agree on the AI playcalling, and 30 feet in the air deflections.
i will say in our 32 man league, just in my own games since patch ( we have qb acc at 25) i have seen my qb at least 4 times in about 6 games, overthrow a wr and it literally goes right to the defender,like as if he was actually throwing to him the entire time.
 
# 373 RogueHominid @ 02/26/17 02:54 PM
Quote:
Originally Posted by jfsolo
It surprised me that you guys are seeing more human QB picks due to where the inaccurate balls are going. Playing on 10 ACC, I very rarely have an off target throw that is even touched by a defender. The CPU QB's have way more trouble than I do in tossing overthrown picks. I do throw a lot of picks, but they are all on garbage reads by me.

I 100% agree on the AI playcalling, and 30 feet in the air deflections.
I didn't intend to emphasize a connection between errant throws and picks, though that's what came across. I'm more interested in seeing 5-7% more of my passes go off target in some form or another than anything else. My picks are overwhelmingly on balls thrown into coverage or under duress.

I'm a bit skeptical of EA's ability to improve QB play by adding more errant throws without somehow throwing off some other element of game play, mostly due to the game's past performance, but if they could do that, I'd be thrilled.
 
# 374 D81SKINS @ 02/26/17 03:13 PM
Quote:
Originally Posted by Trojan Man
I didn't intend to emphasize a connection between errant throws and picks, though that's what came across. I'm more interested in seeing 5-7% more of my passes go off target in some form or another than anything else. My picks are overwhelmingly on balls thrown into coverage or under duress.

I'm a bit skeptical of EA's ability to improve QB play by adding more errant throws without somehow throwing off some other element of game play, mostly due to the game's past performance, but if they could do that, I'd be thrilled.
Clint mentioned on Twitter that the Ints are tuned this way, as to penalize the user for throwing into coverage.
If you were to drop the int slider down to 35 to 30 range, you'll see more deflections w/o the defenders have such sticky hands.
 
# 375 D81SKINS @ 02/26/17 03:19 PM
Quote:
Originally Posted by howboutdat
i will say in our 32 man league, just in my own games since patch ( we have qb acc at 25) i have seen my qb at least 4 times in about 6 games, overthrow a wr and it literally goes right to the defender,like as if he was actually throwing to him the entire time.
This is why we must lower the INT slider down, as I mentioned in the previous post.
Think of the Int slider as a Global Catching slider for the defense.
I'm doing some serious labbing all weekend. I will have my AP and Pro set finished by tonight.
 
# 376 charter04 @ 02/26/17 04:29 PM
I'm loving default All Pro in CFM. Like 50 everything default. I've lost two in a row against the CPU. 8 min quarters no run off.

It's not because the CPU was boosted. Just out played me.

Can't believe it actually. It's the best slider set to me


Sent from my iPhone using Tapatalk
 
# 377 gman2774 @ 02/26/17 04:57 PM
Quote:
Originally Posted by charter04
I'm loving default All Pro in CFM. Like 50 everything default. I've lost two in a row against the CPU. 8 min quarters no run off.

It's not because the CPU was boosted. Just out played me.

Can't believe it actually. It's the best slider set to me


Sent from my iPhone using Tapatalk


Charter--what do you do with auto subs within CFM?


Sent from my iPhone using Operation Sports
 
# 378 KingV2k3 @ 02/26/17 05:09 PM
Quote:
Originally Posted by D81SKINS
Clint mentioned on Twitter that the Ints are tuned this way, as to penalize the user for throwing into coverage.
THIS.

The INT "penalty" might be a little OP, but 90% of the picks thrown, are shown by replay to be the result of a bad read or a bad read under pressure...

I prefer it this way, because otherwise I'm going to play mistake free and win more games than I should...

It ain't sexy to throw the checkdown, but THAT'S football...

 
# 379 charter04 @ 02/26/17 05:44 PM
Quote:
Originally Posted by gcoons22
Charter--what do you do with auto subs within CFM?


Sent from my iPhone using Operation Sports


Default. I think it's 49/50
 
# 380 jfsolo @ 02/26/17 06:26 PM
Quote:
Originally Posted by KingV2k3
THIS.

The INT "penalty" might be a little OP, but 90% of the picks thrown, are shown by replay to be the result of a bad read or a bad read under pressure...

I prefer it this way, because otherwise I'm going to play mistake free and win more games than I should...

It ain't sexy to throw the checkdown, but THAT'S football...

In the season that I just completed my #1 HB had 74 catches. I don't think that I've ever had a RB catch more than 40 passes in a franchise season before. I wish the CPU could adjust faster and play more hard flat coverage forcing more scrambles and throwaways.
 


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