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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
# 401 xApAthyx13 @ 02/28/17 02:00 PM
Quote:
Originally Posted by Steve_OS
[*]Fixed a variety of ‘players freezing’ issues when coming out of blocking interactions.
Still having this problem more so than ever. on MUT especially
 
# 402 DeuceDouglas @ 02/28/17 02:39 PM
Quote:
Originally Posted by l8knight1
I agree wholeheartedly. Does anyone else agree that this was not an issue in '16? QB's with the right style and ratings took off plenty on me in M16.
It was definitely better but still far from ideal. I remember there was still issues prevalent similar to when they had the Hot/Cold streaks where QB's would take the snap and then just immediately scramble. I also remember for a while there being issues where when QB's would scramble, a lot of the time they'd just run straight into rushers for sacks.

Hopefully with how 17 worked out it's one of those under the radar fixes for 18, I'd love to have mobile QB's actually feel dynamic inside and outside of the pocket to the point where you actually have to consciously defend and be aware of that aspect of a teams game.
 
# 403 charter04 @ 02/28/17 02:50 PM
Quote:
Originally Posted by JoshC1977
I'm running at 65 fatigue in CFM (50 main menu), default gameplay sliders, and default false start. I've gotten close to a dozen games in and have not had this issue once.


It seems like if you go above default fatigue you have to stay at 50 false start and if you go above default FS you have to stay at 50 fatigue


Sent from my iPhone using Tapatalk
 
# 404 JoshC1977 @ 02/28/17 03:23 PM
Quote:
Originally Posted by charter04
It seems like if you go above default fatigue you have to stay at 50 false start and if you go above default FS you have to stay at 50 fatigue


Sent from my iPhone using Tapatalk
That seems possible (FWIW, I see plenty at default with higher fatigue).
 
# 405 JoshC1977 @ 02/28/17 03:26 PM
Quote:
Originally Posted by JoshC1977
That seems possible (FWIW, I see plenty at default with higher fatigue).
It is also possible that editing one or more of the gameplay sliders is problematic.
 
# 406 charter04 @ 02/28/17 03:45 PM
Quote:
Originally Posted by JoshC1977
It is also possible that editing one or more of the gameplay sliders is problematic.


Yea. I've been playing all default across the board on All Pro and I'm not having a FS problem


Sent from my iPhone using Tapatalk
 
# 407 KingV2k3 @ 02/28/17 03:56 PM
Quote:
Originally Posted by Trojan Man
This. It happens most often on long drives, and if you have higher than default fatigue so you can actually get rotations during games, you get penalties at the end of long drives.

The fix: make fatigue work correctly at default in CFM, which it currently does not.
I'm not seeing this (yet?) but here may be why:

I have a tendency to use ALL my timeouts in both halves...

In the first half, if the CPU is on a long drive, my guys are either gassed as well, or there's a lot of my backups on the field...

So, I call time out and everything levels out...

If the CPU has to run a two minute / no huddle at the end of the game, I tend to call one if / when they get in scoring distance...to get my starters back on the field for the critical part of the drive...

It's not perfect, but it works...

Otherwise, you miss too many benefits of what higher fatigue can engender:

More varied / organic performances / more penalties and missed assignments / rotation and injuries that makes backups matter, etc...


EDIT: I use custom books for the CPU, so I have that second controller that just sits idle, throughout the game...

Turns out, you can call timeouts for the CPU on those long drives if they seem gassed or start to get multiple FS penalties, etc...
 
# 408 cable guy @ 02/28/17 05:16 PM
Quote:
Originally Posted by D81SKINS
I was getting toasted by Edelman on slants but I attributed that to the ratings.
What's your players ratings vs cpu's ratings?
Honestly, it's probably the ratings then. And I'm definitely good with that. My guys are 83 and 80. The patch has made the cpu QB more aggressive. From what I'm seeing anyway. I'm good with that too...

Sent from my SM-G900V using Tapatalk
 
# 409 cable guy @ 02/28/17 05:28 PM
Quote:
Originally Posted by Charvalos
I saw this glitch where the WR is on a Curl route, when he comes back, your CB slides when he turns around. I don't know if it happens only an All-Madden or on all difficulty but it's really annoying because, every times, the CPU WR is wide open.

And I'm feeling that the defense is weaker thant she was ootb, especially on Curl route and Slant route.
I'm on all-pro and I don't see that cb slide thing honestly. I'm just getting beat on posts and slants mostly. Ootb I was able to play primarily a cover 1. And I do remember seeing guys open, and the QB not throwing it. Which is great then if it comes down to my Cb's not being top notch. And also a matter of the cpu QB playing more aggressive. Exploiting my secondary.

Sent from my SM-G900V using Tapatalk
 
# 410 CHIEFxxROCKEM @ 02/28/17 06:23 PM
Quote:
Originally Posted by cable guy
I'm on all-pro and I don't see that cb slide thing honestly. I'm just getting beat on posts and slants mostly. Ootb I was able to play primarily a cover 1. And I do remember seeing guys open, and the QB not throwing it. Which is great then if it comes down to my Cb's not being top notch. And also a matter of the cpu QB playing more aggressive. Exploiting my secondary.

Sent from my SM-G900V using Tapatalk
Trust me it happens on curls & comebacks often
 
# 411 gman2774 @ 02/28/17 06:45 PM
Quote:
Originally Posted by CHIEFxxROCKEM
Trust me it happens on curls & comebacks often


Agreed. All pro everything default for me and I see it on a regular basis.


Sent from my iPad using Operation Sports
 
# 412 JoshC1977 @ 02/28/17 07:10 PM
Quote:
Originally Posted by gcoons22
Agreed. All pro everything default for me and I see it on a regular basis.


Sent from my iPad using Operation Sports
What CFM autosubs though? You using 49/50 or 60/80? Only asking because I'm not seeing it on my personal slider set.
 
# 413 gman2774 @ 02/28/17 08:09 PM
Quote:
Originally Posted by JoshC1977
What CFM autosubs though? You using 49/50 or 60/80? Only asking because I'm not seeing it on my personal slider set.


I've seen it using both. Happens less with 60/80 but it's there. Not enough imo to consider it unplayable but annoying when it happens.


Sent from my iPad using Operation Sports
 
# 414 D81SKINS @ 03/02/17 12:22 AM
Quote:
Originally Posted by fistofrage
Its not just the red zone it's also in the 2 minute drill. It's almost like the AI is programmed to not score in this game. False start after false start. It's a game killer once you start seeing it. As soon as they false start once, they will do it 5 or 6 times in a row taking them right out of fg range.
I'm set @ 50 fatigue, 60/80,
Issue started for me, when I started adjusting the blocking sliders.
However, I'm afraid it could be the fatigue and/or Qb Awarness, even @ 50, on long drives, they really start to do it.
I even called timeout.
I played a 59 awarness rated Qb (J. Manziel) and they had about 6 or 7 false starts in a row. I even called timeout and they got 2 more AFTER the timeout!
Next game is vs 79 rated awarness qb, and they got 2-3 in a row at one point and I didn't call timeout and it stopped.

Are you guys seeing more called when playing a lower rated Awarness qb?
 
# 415 coach422001 @ 03/02/17 08:14 AM
Quote:
Originally Posted by D81SKINS
I'm set @ 50 fatigue, 60/80,
Issue started for me, when I started adjusting the blocking sliders.
However, I'm afraid it could be the fatigue and/or Qb Awarness, even @ 50, on long drives, they really start to do it.
I even called timeout.
I played a 59 awarness rated Qb (J. Manziel) and they had about 6 or 7 false starts in a row. I even called timeout and they got 2 more AFTER the timeout!
Next game is vs 79 rated awarness qb, and they got 2-3 in a row at one point and I didn't call timeout and it stopped.

Are you guys seeing more called when playing a lower rated Awarness qb?
I'm not sure it is the QB awareness as I had the serial false starts with Rodgers. Bhaktiari kept jumping 3-4 plays in a row, take one play that ran then do it again. Same happened with the Falcons and Ryan at QB. Happens on long drives. With the Falcons I noticed they only had 8 Olinemen and several starters were the number 2s at positions. I started going though the Olines and making sure none of the starters are the second string at another position, and none of the 'sixth men' are second string at more than 2 positions. Not definitive yet but in 5 games since I haven't had the serial false start issues (at least nothing noticeable like 5 in a row as in the past). I think the worst I've seen is two in a row. Fatigue is at 50, 60/80 sub pattern.
 
# 416 timhere1970 @ 03/02/17 08:46 AM
Quote:
Originally Posted by coach422001
I'm not sure it is the QB awareness as I had the serial false starts with Rodgers. Bhaktiari kept jumping 3-4 plays in a row, take one play that ran then do it again. Same happened with the Falcons and Ryan at QB. Happens on long drives. With the Falcons I noticed they only had 8 Olinemen and several starters were the number 2s at positions. I started going though the Olines and making sure none of the starters are the second string at another position, and none of the 'sixth men' are second string at more than 2 positions. Not definitive yet but in 5 games since I haven't had the serial false start issues (at least nothing noticeable like 5 in a row as in the past). I think the worst I've seen is two in a row. Fatigue is at 50, 60/80 sub pattern.
I have not had this issue in a singe game this year. It is weird how some people have this issue and I have never seen it and have played a couple hundred games. I Have Used A Lot Of DIFFERENT Sliders BUT Tend To Leave Penalty Sliders alone.
 
# 417 cch99 @ 03/05/17 11:30 AM
Has anyone noticed the CPU run game being non-existent on all-pro since the patch ?

Before the patch a good running team would be really hard for me to stop. Dallas had over 200 yards rushing against me. This is as the Eagles and everything at 50 except penalties and fatigue at 65. Before the patch I had everything at 50 except speed threshold was at 70. An ok offense wouldn't go crazy but they'd be just ok and I had a few games where I shut them down. Now no one can run on me. The CPU generally has between 40-70 yards rushing.

I have no problem with my run game but they can't run at all and since the patch I went from a middle of the road defense with a decent pass defense back to the old first against the run worst against the pass.

I am thinking of just 50'ing all penalties again because everytime the CPU gets like a 10 yards run there is a holding call.

Curious what others are seeing.
 
# 418 mtmetcalfe @ 03/05/17 11:52 AM
Quote:
Originally Posted by cch99
Has anyone noticed the CPU run game being non-existent on all-pro since the patch ?

Before the patch a good running team would be really hard for me to stop. Dallas had over 200 yards rushing against me. This is as the Eagles and everything at 50 except penalties and fatigue at 65. Before the patch I had everything at 50 except speed threshold was at 70. An ok offense wouldn't go crazy but they'd be just ok and I had a few games where I shut them down. Now no one can run on me. The CPU generally has between 40-70 yards rushing.

I have no problem with my run game but they can't run at all and since the patch I went from a middle of the road defense with a decent pass defense back to the old first against the run worst against the pass.

I am thinking of just 50'ing all penalties again because everytime the CPU gets like a 10 yards run there is a holding call.

Curious what others are seeing.
Definitely underpowered. Adjust the CPU rush block to 65~70 and it should alleviate the problem.
 
# 419 KingV2k3 @ 03/05/17 11:55 AM
Quote:
Originally Posted by cch99
Has anyone noticed the CPU run game being non-existent on all-pro since the patch ?
The patch "giveth" MANY good things, but also seems to have "taketh away" any bite from the CPU offence as a whole...

I'm actually going to give AM another shot, as a result...
 
# 420 BleedGreen710 @ 03/05/17 12:38 PM
this is my favorite patch so far - it has brought the game back to life for me. thanks EA
 


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