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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
# 121 benton32 @ 02/15/17 02:50 AM
Quote:
Originally Posted by rovert22044
This. Is. HUGE.

And yes, that's what she said. Haha


in real life brady would hit that guy all day that RB if thats who he was going to... but its nice to see things like this... i had a pick 6 also in one game against me and for me already, biggest question for all pro is the passing acc, sometimes i wonder if i should have them the same for cpu and me since its on app pro it should be alil tougher, but im not the one passing either, im doing coach mode
 
# 122 bcruise @ 02/15/17 03:16 AM
Brady's line from that game was 26-33 (78%), 245 yards, 3 TD, 1 INT. Two bad throws, the one I posted above and a sideline pass that was thrown OB (I confirmed it wasn't a throwaway in the Highlights screen)

He's still dominant. But like I mentioned before, just knowing that something like the above play can happen is enough for me. I'm not looking to get these bad throw numbers perfectly aligned with real life - I just want the possibility to exist. It just makes the game seem more "human".

Pats stomped me 31-7 btw. There's also a clear difference in playing against higher-rated teams - unlike my first two games against the Rams and Chargers, this one was a struggle throughout. A believeable struggle, though.
 
# 123 kzdwfy @ 02/15/17 04:36 AM
Quote:
Originally Posted by bcruise
It's in the patch notes....

And as for not seeing it....who's your QB? The ratings really do matter. At QB Acc 50 Philip Rivers still barely ever missed, but at the same setting Goff was all over the place (he ended up with 7 balls thrown out of his recievers' reach in that game).

Now that I'm back from work I plan on trying some lower accuracy settings than default and see what happens. I'd like to be able to get even the elites to make a poor throw once in a while.
It's all up in the air for me. I just played as CLE vs. MIA (CPU) and McCown was 17-18 in the first half and I was up 17-0 in the first half. This is at All-Pro default. I never had an issue with CPU QB because they had errant throws previous but the Human QB has always been accurate and still is right now.

I also don;t like the fact that I'm dominating All-Pro level and this is the level that is supposed to represent the player ratings accurately.

I still feel like Coaching Schemes afect AI playcalling but I need to further investigate
 
# 124 bcruise @ 02/15/17 04:38 AM
And for those of you sweating about Brady's 78%....it's one game. Here's another, same settings:



He had a few bad throws in this one, too.
 
# 125 bcruise @ 02/15/17 04:43 AM
Quote:
Originally Posted by kzdwfy
It's all up in the air for me. I just played as CLE vs. MIA (CPU) and McCown was 17-18 in the first half and I was up 17-0 in the first half. This is at All-Pro default. I never had an issue with CPU QB because they had errant throws previous but the Human QB has always been accurate and still is right now.

I also don;t like the fact that I'm dominating All-Pro level and this is the level that is supposed to represent the player ratings accurately.

I still feel like Coaching Schemes afect AI playcalling but I need to further investigate
On the bolded point, i will agree. It's very, very early but I'm not getting as many bad throws as the CPU is.

I'm thinking unbalancing the sliders might help if it continues, but I want to be really careful with this one - my percentages still end up pretty good even if I'm not overthrowing receivers due to QB ratings because at times I make poor throwing decisions.
 
# 126 Nza @ 02/15/17 05:43 AM
Hrm, is anyone else getting reaaaaally bad framerates after this patch?

I'm on PS4 and loaded a pre 1.10 player franchise, and went into training, and after the ball is snapped the frame rates dives to like 5fps and then goes smooth again once the play is over. Tried restarting :\

EDIT: an actual game is normal, oh well no biggie.
 
# 127 Mattanite @ 02/15/17 06:17 AM
Quote:
Originally Posted by Nza
Hrm, is anyone else getting reaaaaally bad framerates after this patch?

I'm on PS4 and loaded a pre 1.10 player franchise, and went into training, and after the ball is snapped the frame rates dives to like 5fps and then goes smooth again once the play is over. Tried restarting :\

EDIT: an actual game is normal, oh well no biggie.
Yes I've posted on here about that already. Contacted rex on twitter and it seems online cfm is getting it too. 32 man online leagues going down...


Sent from my F3111 using Operation Sports mobile app
 
# 128 kzdwfy @ 02/15/17 07:01 AM
Quote:
Originally Posted by bcruise
On the bolded point, i will agree. It's very, very early but I'm not getting as many bad throws as the CPU is.

I'm thinking unbalancing the sliders might help if it continues, but I want to be really careful with this one - my percentages still end up pretty good even if I'm not overthrowing receivers due to QB ratings because at times I make poor throwing decisions.
I can understand that but that CLE QB accuracy really bothered me so I dropped it down to 25 for Hum QB Acc. We'll see what happens. There's still the issue of CPU playcalling though so Im working through that with D81Skins Custom playbook model.

Only question Im having right now is why I have all pass plays on 2nd and long for the CPU Giants custom playbook gameplan and during the game on 2nd and 9 and 2nd and 10 the CPU ran the ball even though I have no runs in the gameplan...Any help on that?
 
# 129 avwhitechic @ 02/15/17 07:42 AM
player lock on offense no longer works....any one eles having this problem

Sent from my SAMSUNG-SM-G890A using Tapatalk
 
# 130 benton32 @ 02/15/17 07:50 AM
I made need to do a new franchise now that we had a better update, but im soooo far into my CFM, like 11 seasons, but i did one on the cloud so i cant do anything with other teams

and i wanna see how these new updates and stuff work with the real nfl players,

but my question is, well more like opinion, the cpu needs to open up the playbook more and the gameplan, sometimes ill see the CPU Qb stand back there for awhile in pocket, get sacked and i see the last play they picked and its some 2 to 3 wr deep route where all 3 are going deep, and its like all verts sometimes on even 2nd and long, mix it up alil more,

I know on offline mode i can make a user for all teams, and someone made a list of the preferred PBs to load on each team, i think most of them were like west coast, run and gun, are those better overall for mixture ?

I guess it would be nice to load up on the coach screen what playbooks u want them to use, would be nice to be allowed to use custom PBs,
 
# 131 benton32 @ 02/15/17 07:53 AM
Quote:
Originally Posted by avwhitechic
player lock on offense no longer works....any one eles having this problem

Sent from my SAMSUNG-SM-G890A using Tapatalk

it works for me, i usually use that when running a read option or midline option or any option like that since i sometimes suck at them haha and i wanna see the QB run them so i will auto lock onto RB, sometimes i miss the run by the QB cause i cant see, only other way is when i happen to broadcast sim a play and hope they do a option play hah,
 
# 132 avwhitechic @ 02/15/17 08:18 AM
Quote:
Originally Posted by benton32
it works for me, i usually use that when running a read option or midline option or any option like that since i sometimes suck at them haha and i wanna see the QB run them so i will auto lock onto RB, sometimes i miss the run by the QB cause i cant see, only other way is when i happen to broadcast sim a play and hope they do a option play hah,
xbox1 or ps4..I'm trying online user vs user.. I like to lock in on my hb and it's not working...all-22 cam

Sent from my SAMSUNG-SM-G890A using Tapatalk
 
# 133 Charvalos @ 02/15/17 09:01 AM
Thes new interactions between D-Line & O-Line are so great now. With the Titans, second game at Detroit, my defense sacked Stafford 6 times and only 1 was a blitz. The others was with 4 pass rushers and even one was with only 3 pass rushers. All-Pro, default sliders (only QB Acc. at 40)
 
# 134 timhere1970 @ 02/15/17 09:11 AM
Quote:
Originally Posted by Charvalos
Thes new interactions between D-Line & O-Line are so great now. With the Titans, second game at Detroit, my defense sacked Stafford 6 times and only 1 was a blitz. The others was with 4 pass rushers and even one was with only 3 pass rushers. All-Pro, default sliders (only QB Acc. at 40)
Haven't had a chance to play yet but this sounds great. I have been getting sacks by bringing three in passing situations and blitzing to stop the run. The quarters normal cover two man spy play has been my best sack play so far in madden 17. It will be so nice to actually play football. I am worried that with elite pass rushers getting through the line better it might lead to 30 throw aways a game instead of the 20 I had before the patch when bringing four or more.
 
# 135 roadman @ 02/15/17 09:16 AM
Quote:
Originally Posted by capa
Anyone seeing inflated sack totals after patch?
If you have a weak OL, yeah, I do see that.

Last night played the Jags vs Packers, Packers had 6 sacks, Jags had 2.

I don't have an issue if a weak OL is toasted, ie the Vikes.
 
# 136 T4VERTS @ 02/15/17 09:18 AM
I played a CFM game last night. We already played on normal speed before update, but after the update the game just felt so slow. To me, when running the ball it feels like the defenders can warp around blockers to catch you (could be a suction thing). I'll have to play more games, but my immediate reaction is the speed drop is an issue.

My other concern are some of the defensive plays in the secondary I saw. Multiple times from both teams the defenders misplayed deep balls badly. I'm not talking your normal switch on and dumb things happen, but rather let the CPU try to play and they run past the catch point and let the WR catch it and run.

I tweeted to Rex to get some clarification on one thing. Based on what was said in the MUT Cast the speed change occurs when playing online because of the interaction with their online system. I believe based on what I saw last night, CFM practice plays at a different speed than the games in CFM. That is an issue as you can't even practice the new speed in the built in practice mode.
 
# 137 roadman @ 02/15/17 09:38 AM
Quote:
Originally Posted by T4VERTS
I played a CFM game last night. We already played on normal speed before update, but after the update the game just felt so slow. To me, when running the ball it feels like the defenders can warp around blockers to catch you (could be a suction thing). I'll have to play more games, but my immediate reaction is the speed drop is an issue.

My other concern are some of the defensive plays in the secondary I saw. Multiple times from both teams the defenders misplayed deep balls badly. I'm not talking your normal switch on and dumb things happen, but rather let the CPU try to play and they run past the catch point and let the WR catch it and run.

I tweeted to Rex to get some clarification on one thing. Based on what was said in the MUT Cast the speed change occurs when playing online because of the interaction with their online system. I believe based on what I saw last night, CFM practice plays at a different speed than the games in CFM. That is an issue as you can't even practice the new speed in the built in practice mode.
There are reports of stuttering frame rates in the training area of the game. I just went right back into my CFM and didn't notice anything that made the game slower in CFM.
 
# 138 timhere1970 @ 02/15/17 09:49 AM
Quote:
Originally Posted by roadman
If you have a weak OL, yeah, I do see that.

Last night played the Jags vs Packers, Packers had 6 sacks, Jags had 2.

I don't have an issue if a weak OL is toasted, ie the Vikes.
As it should be. Pre patch I tested 5 99 in everything d line and lb's going against 50 overall o linemen and they got four sacks in the game. Players need to play to their attributes. My cfm has so much diversity because of how I do regression that every team has strengths and weaknesses. It plays out well in simmed games but not played games. Can't wait to play a game this afternoon.
 
# 139 coach422001 @ 02/15/17 09:50 AM
Quote:
Originally Posted by D81SKINS
Now that would be sweet, I'm curious to know but don't expect to see anything new here till M18
I did download the patch, played Rodgers vs Stafford CPU v CPU, jacked up both QBs running attributes and gave Stafford the generic R&G playbook and Rodgers my custom R&G book. Stafford tried to run several times but still gets stopped at/near the line; he escaped out of the pocket twice, once though took the sack the other threw it away. Rodgers took his first snap and ran a read option for 59 yards. He ran several more times (designed runs) with less success. He wasn't as mobile as I hoped, but did scramble right once and ran for about 7 yards before sliding.

So I think I agree with you and as we've said in your other thread this may be the best to hope for. I do think there is some help in increasing the QBs running attributes to escape the pocket once in a while and i may also still switch everyone to a scrambling QB since they don't REALLY scramble the way you'd expect so what is the difference.

Both Stafford and Rodgers were 71-73% passing, Stafford had more errant throws but lit up the board where it counted. Pass Accuracy slider was at 50.

One thing I did notice on the kicking side was that Prater for the Lions indoors was short on a 46 yarder and wide on a 55 yarder. In an attempt to try to get some missed CPU FG inside of 50, I had dropped the kicker's accuracy by 15 units and their power by 5 and set the FG accuracy to 0. This may be something i will need to reconsider (or perhaps Prater just had a bad day).
 
# 140 T4VERTS @ 02/15/17 09:55 AM
Quote:
Originally Posted by roadman
There are reports of stuttering frame rates in the training area of the game. I just went right back into my CFM and didn't notice anything that made the game slower in CFM.
Are you playing against other humans in these CFM games?
 


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