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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
# 141 roadman @ 02/15/17 10:02 AM
Quote:
Originally Posted by T4VERTS
Are you playing against other humans in these CFM games?
No, just against the CPU.

After the patch, I purposely tried 3 or 4 different deep balls with PA and wasn't successful with Rodgers at all. Before the patch, I could hit 3 a game with Jordy Nelson.
 
# 142 howboutdat @ 02/15/17 10:03 AM
Quote:
Originally Posted by benton32
is this because most users love fantasy stats and putting up 60 pts per game and 500 passing yards, lol seems like online users always are upset the most when they try to patch things to keep it fun challenging and game play stuff, im not saying u are one of those people but i havent played online since the patch, so i cant talk much

Most online sim league guys are not a fan of things like that.As a commish of an online league, i love the changes.Also , you if your playing in a CFM online you can change speed if its too "slow" for him. Outside of that ,yeah MUT and DC peps gonna have to adjust. Which is why i said, all of us who like the changes , need to let Rex know because those online lobby kids gonna be crying a big wide river about the speed. Guess they would rather see alot of dropped open passes instead along with other wonkiness.

Quote:
Originally Posted by Geodude
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
Im not sure what you all are seeing there. I ran a test game in a cfm with another usr. I never once noticed during our game frame rates drop, or issues that made me dislike playing. Game played fine to me without hitches, actually best i think its played since launch.

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.
Just a thought, you know you guys can turn speed up 1 notch right? We normally played on slow speed before this , because we hate the arcadey feeling of normal speed. After hearing Rex on stream yesterday , i went in and turned speed up to normal. No one has noticed a difference in speed . So before if you played on normal, just put it on fast now. There is a way around it for CFM if you dont like the speed at normal. Personally it feels how game should run.

Which leads me to a thought. Rex mentioned if enough people didnt like it they could change it back. But in doing so , it would cause the RAC drops and other issues to come back ( which i REALLY do not want to see return). Im just curious here , maybe someone here with more knowledge than i, or maybe Tverts can talk to Rex about this since he has a more open line.

Why cant they keep the speed like it is now for CFM, and for all other modes online , just do like you can do in CFM, turn the game speed up a notch. So if MUT and DC and lobby H2H games are on normal now, just turn the default speed for them up to fast? But leave the "speed/additive" settings they had to change how they are to get rid of RAC drops for everyone still, but just set the default speed for other online modes to fast to appease those who dont like the speed on normal now, but also to not bring back the RAC drops?
 
# 143 Armor and Sword @ 02/15/17 10:10 AM
I can confirm the lag/framerate issue in weekly training. They hopefully will come out with a hot fix for this quick.

It is brutal.

But it happens during the tutorial portion. Once you get into the bronze silver gold...it is normal.
 
# 144 roadman @ 02/15/17 10:10 AM
Quote:
Originally Posted by howboutdat
Most online sim league guys are not a fan of things like that.As a commish of an online league, i love the changes.Also , you if your playing in a CFM online you can change speed if its too "slow" for him. Outside of that ,yeah MUT and DC peps gonna have to adjust. Which is why i said, all of us who like the changes , need to let Rex know because those online lobby kids gonna be crying a big wide river about the speed. Guess they would rather see alot of dropped open passes instead along with other wonkiness.



Im not sure what you all are seeing there. I ran a test game in a cfm with another usr. I never once noticed during our game frame rates drop, or issues that made me dislike playing. Game played fine to me without hitches, actually best i think its played since launch.



Just a thought, you know you guys can turn speed up 1 notch right? We normally played on slow speed before this , because we hate the arcadey feeling of normal speed. After hearing Rex on stream yesterday , i went in and turned speed up to normal. No one has noticed a difference in speed . So before if you played on normal, just put it on fast now. There is a way around it for CFM if you dont like the speed at normal. Personally it feels how game should run.

Which leads me to a thought. Rex mentioned if enough people didnt like it they could change it back. But in doing so , it would cause the RAC drops and other issues to come back ( which i REALLY do not want to see return). Im just curious here , maybe someone here with more knowledge than i, or maybe Tverts can talk to Rex about this since he has a more open line.

Why cant they keep the speed like it is now for CFM, and for all other modes online , just do like you can do in CFM, turn the game speed up a notch. So if MUT and DC and lobby H2H games are on normal now, just turn the default speed for them up to fast? But leave the "speed/additive" settings they had to change how they are to get rid of RAC drops for everyone still, but just set the default speed for other online modes to fast to appease those who dont like the speed on normal now, but also to not bring back the RAC drops?
Yeah, I would think turning the game up a notch is a great suggestion.

I wouldn't want to see another outcome of something like making FG's easier as a result of this change.
 
# 145 coach422001 @ 02/15/17 10:17 AM
"Which leads me to a thought. Rex mentioned if enough people didnt like it they could change it back. But in doing so , it would cause the RAC drops and other issues to come back ( which i REALLY do not want to see return). Im just curious here , maybe someone here with more knowledge than i, or maybe Tverts can talk to Rex about this since he has a more open line."

...which is why as an offline player I'm disconnecting from the net tonight so that should they go back and make a change and it is universal it shouldn't impact me being completely off line.
 
# 146 Hornets and Saints @ 02/15/17 10:19 AM
Quote:
Originally Posted by coach422001
in addition to QB either scrambling or running, I also recall people saying they were not seeing weather games after one of the last patches. In the course of testing if you come across weather games (snow, rain, obviously cold conditions) chime in.

Thanks


I came across a snow game on the last game of the season in my CFM. First time ever.


Sent from my iPhone using Tapatalk
 
# 147 T4VERTS @ 02/15/17 10:20 AM
Quote:
Originally Posted by roadman
No, just against the CPU.

After the patch, I purposely tried 3 or 4 different deep balls with PA and wasn't successful with Rodgers at all. Before the patch, I could hit 3 a game with Jordy Nelson.
Yea, so that was my point. The difference of in game speed is only felt when playing against another user in the CFM. The practice mode is against a CPUso it isn't "slow". That is an issue, so in turn the practice mode needs "slowed" down to match the online games, or the games need to be turned up.
 
# 148 howboutdat @ 02/15/17 10:24 AM
Quote:
Originally Posted by Armor and Sword
I can confirm the lag/framerate issue in weekly training. They hopefully will come out with a hot fix for this quick.

It is brutal.

But it happens during the tutorial portion. Once you get into the bronze silver gold...it is normal.

So are these framerate drops/lag just in training that you all are talking about? If so no wonder ive not noticed it. i dont even do that stuff. I did a few at launch, got gold and just sim them to save myself time now. And the free practice, i cant stand to do for a couple reasons:

1- You have to pause and select an option every time you want to run a dif play(I still dont understand why it cant just give us playcalling screen after each play we run, why is that so hard to understand needs to happen here?) unless:

2- You pick random plays, in which case after you run about 15 -20 plays , some weird thing happens where offense comes out invisible, ball is hiked and no one can pick up ball , end play and gotta back out.

Quote:
Originally Posted by coach422001
...which is why as an offline player I'm disconnecting from the net tonight so that should they go back and make a change and it is universal it shouldn't impact me being completely off line.
Yeah i dont blame you there.My issue is, me and alot of other people only play in online leagues. Most in those leagues dont want them to change something back( once again for MUT,DC,LOBBY,tourney crowd) and bring back the RAC catches and other issues in gameplay due to that just to satisfy them. Which is why im asking, cant they just change the default setting for those modes to play at fast speed instead of normal? but leave the actual changes that got rid of the issues stay? In a league you can change the speed yourself to your leagues liking.This way everyone can have what they want.Who the heck wants to bring back those drops?
 
# 149 roadman @ 02/15/17 10:26 AM
Quote:
Originally Posted by T4VERTS
Yea, so that was my point. The difference of in game speed is only felt when playing against another user in the CFM. The practice mode is against a CPUso it isn't "slow". That is an issue, so in turn the practice mode needs "slowed" down to match the online games, or the games need to be turned up.
I'm assuming it happens in online cloud games vs CPU too?

I think you should try turning the game speed up a notch before making any final conclusions. If it's an issue after that, I'm all for a fix, but you are taking away the fix for the RAC catches, and then it becomes a catch-22.

Plus, I don't want this to be a universal fix that the offline gamers need to partake in because my CFM is offline.
 
# 150 howboutdat @ 02/15/17 10:32 AM
Quote:
Originally Posted by roadman
I think you should try turning the game speed up a notch before making any final conclusions. If it's an issue after that, I'm all for a fix, but you are taking away the fix for the RAC catches, and then it becomes a catch-22.

P
AGREED.leagues can change their own speeds.Not gonan break it if you turn it up a notch, we did , seems fine to us.Had numerous games played last night, not 1 person said, man this plays different or weird due to speed.
 
# 151 Mattanite @ 02/15/17 10:40 AM
Quote:
Originally Posted by Armor and Sword
I can confirm the lag/framerate issue in weekly training. They hopefully will come out with a hot fix for this quick.

It is brutal.

But it happens during the tutorial portion. Once you get into the bronze silver gold...it is normal.
Yeah I gave up and quit. I had it on the bronze - gold section too. Felt a bit sick looking at the stutter too much haha

Sent from my F3111 using Operation Sports mobile app
 
# 152 T4VERTS @ 02/15/17 10:56 AM
Quote:
Originally Posted by roadman
I'm assuming it happens in online cloud games vs CPU too?

I think you should try turning the game speed up a notch before making any final conclusions will . If it's an issue after that, I'm all for a fix, but you are taking away the fix for the RAC catches, and then it becomes a catch-22.

Plus, I don't want this to be a universal fix that the offline gamers need to partake in because my CFM is offline.
I still had a wide open RAC drop last night from a guy with 90 CIT, not sure it actually fixed it yet. I need more data either way on the RAC, but it is evident normal game speed in CFM versus a user does not match the speed at which the practice mode runs.

I am just trying to get some better clarification on that from developers. What speed is the new normal, etc.
 
# 153 Dj_MyTime @ 02/15/17 11:05 AM
After one user CFM game (Online Franchise vs users) - A few things of note:

*The game felt smoother, cleaner

*Run defense was back on both sides, didn't see warping

*I saw a Cov3 DB (left side of the defense) with no threat in his area jump a TE seam from Ace Jumbo <<< was good to see

*Cov 2 Sink looked improved

*I have 85 - 90 PBK across my line, and the (Vikings) DL featured three rushers with 85-88 PMV, we gave up no sacks, and I never felt the insta shed rush

The jury is still pending as it was just the first game, but it was a good first game. I did not notice any speed issues (we've always played on Normal)
 
# 154 T4VERTS @ 02/15/17 11:09 AM
Quote:
Originally Posted by Dj_MyTime
After one user CFM game (Online Franchise vs users) - A few things of note:

*The game felt smoother, cleaner

*Run defense was back on both sides, didn't see warping

*I saw a Cov3 DB (left side of the defense) with no threat in his area jump a TE seam from Ace Jumbo <<< was good to see

*Cov 2 Sink looked improved

*I have 85 - 90 PBK across my line, and the (Vikings) DL featured three rushers with 85-88 PMV, we gave up no sacks, and I never felt the insta shed rush

The jury is still pending as it was just the first game, but it was a good first game. I did not notice any speed issues (we've always played on Normal)
Any sliders or stock? All Madden?
 
# 155 jfsolo @ 02/15/17 11:22 AM
I don't know how it is in User vs User games, but I play on fast in my solo CFM(been doing so for a few months) and it plays great.
 
# 156 oneamongthefence @ 02/15/17 11:37 AM
On the training stuttering issue, it seems to only affect me on defense. I've only done 2 weeks but offensive drills were fine. Defensive drills there was a major frame drop. PS4.

As far as the patch goes played one game and I was getting roasted by Eli Manning as the pack. I was using A&S sliders and could move the ball pretty decently. After the patch I feel like the defense was tightened up quite a bit for the cpu. I threw 5 picks and had constant pressure in my face. It was pretty good to actually have to really pay attention again and not be in autopilot mode on offense.

Sent from my LGAS992 using Operation Sports mobile app
 
# 157 miknhoj1983 @ 02/15/17 11:54 AM
Sorry if already answered but if I played offline CFM (no patch or tuner) and download this, will it apply to my current CFM?
 
# 158 howboutdat @ 02/15/17 12:03 PM
Quote:
Originally Posted by jfsolo
I don't know how it is in User vs User games, but I play on fast in my solo CFM(been doing so for a few months) and it plays great.
Yeah personally i dont understand how in cfm someone isnt willing to just turn their speed up a notch if they feel now its slowed down.It wont break the gameplay, just put speed back to what they were used to before really.
 
# 159 coach422001 @ 02/15/17 12:10 PM
Quote:
Originally Posted by miknhoj1983
Sorry if already answered but if I played offline CFM (no patch or tuner) and download this, will it apply to my current CFM?
If you download it will apply to your current CFM. No need to start new and if you don't like the changes you can always delete and continue you CFM ootb
 
# 160 howboutdat @ 02/15/17 12:14 PM
Quote:
Originally Posted by T4VERTS
I still had a wide open RAC drop last night from a guy with 90 CIT, not sure it actually fixed it yet. I need more data either way on the RAC, but it is evident normal game speed in CFM versus a user does not match the speed at which the practice mode runs.

I am just trying to get some better clarification on that from developers. What speed is the new normal, etc.
im just curious here, but was that guy who dropped pass being hit when this took place? Because last i recalled CIT was only for catching in traffic. Seems to me Catch attribute( and should be mixed with awr) would be what goes for RAC catching. Maybe im wrong .

Also , if he was being hit about time ball got there or within a second after, RAC catch shouldnt be used from my understanding but possession catch should be used there. Again just curious maybe you miss typed it and meant he had 90 catch.

Also , sometimes even good wrs are gonna drop a pass, especially when being hit.Just ask OBJ about that in playoffs, Dropped a few passes, not being hit should have caught.The issue was any wr would drop alot of balls wide open before, hopefully thats not the case now.In the game i played , i saw a few drops but most where while being contacted about time ball got there or just after.Kinda how you would expect it.Only person i saw with an open drop in my game was a hb, which i can kinda understand too.
 


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