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Madden NFL 17 News Post


Madden NFL 17 title update 11 is available now, check out the patch notes below and let us know what you are seeing.

Gameplay
  • Fixed a bug where the offensive tackle would play a blocking animation without engaging with a defensive player
  • Addressed a bug that caused the gameplay speed inside of Gauntlet, Skills Trainer, and Franchise Game Planning Drills to be extremely slow
Madden Ultimate Team
  • Addressed a bug where a user’s profile settings weren’t being honored in Play-a-Friend games
  • For online MUT and Draft Champions games, the 3-letter team name shown in the score hud will now represent the first 3 letters of your team name just as it does in Solo Challenges
To update this, you can enter Madden Ultimate Team, go to the “Team” tab and choose the Rename Team tile

Stability
  • Addressed the issue where declining a Live Commentary Update (LCU) and powering on from rest mode could cause significant lag in the menus and in-game
  • Other minor stability improvements

Game: Madden NFL 17Reader Score: 8/10 - Vote Now
Platform: PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 17 - View All
Member Comments
# 41 tyberious4now @ 03/16/17 08:40 PM
Quote:
Originally Posted by cable guy
Thanks. I thought so.



It's the NFL. Its football. It happens. Teams look like different teams at the end of games, then they did earlier in games. I see it all the time! I sit there and I'm saying, "where was this all game." Sometimes everything clicks for one team. And the other team the opposite.

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Yeah just ask the Atlanta Falcons what happened. ....
 
# 42 OhMrHanky @ 03/16/17 10:17 PM
Lol. I'll be one of the people to go out on a limb, here, and say, 'this patch feels a lot different.' Lol. And, I'm serious. I've played 2 franchise games. I've been playing default all-pro sliders for awhile, so I'm not slidering around at all. Just playing the game straight up and enjoying it, actually. The 3 main things I've noticed. And, yes, I know they don't mention much gameplay in the patch notes, but seriously, I'm seeing differences, and so far, I like them. 1. I'm actually seeing more realistic dropped balls (from inaccurate passes, good D - proximity drops and D swats/hits). 2. Better?/different blocking. Lol. I put a ? on the better because I like what I see so far, but want more time to see. I'm seeing more varied lineplay on pass blocking. But, I'm also seeing VERY different run blocking. I'm really seeing the D line surge, and the LBs filling gaps more realistically now. And, I'm better able to jiggle in and out of blockers. The FB seems a little smarter - he seems to stay in front of me, but can sometimes stay on my hip too long when running a stretch play instead of getting up field. 3. Holy crap! The zone D is totally DIFFERENT!! Lol. And, right now, by different, I also mean harder. Perhaps, I'll adjust to what I'm seeing. But, seriously, on some flood plays that I've 'mastered' finding the open man regardless of post snap DB animations, I'm seeing some very active LBs playing zones better - moving with a player for less time to better play a different player coming across the zone. Overall, I'm just seeing some serious pass D. But, it's not enough to crush me, for sure. And, I'm still winning games convincingly (I'm talking all-pro franchise vs CPU, here, btw) and I play with an updated Falcons roster, so passing should be solid. But, I'm also seeing better/smoother animations. Game just looks/feels better. It's only 2 games, and I know the patch notes don't say much. And, yes, I've seen placebo effects before, and normally I don't get that, lol, but these last 2 games with this patch feel like they tweaked blocking AI and pass D AI. Feels good to me, so I'm all for it. Even this late in the season. Lol. I've rolled with all the patches on all-pro and been able to enjoy this game all season, but this last patch really feels like an interesting finish to the product. Maybe, it's just placebo, though. Lol. [emoji6][emoji848][emoji41]


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# 43 gman2774 @ 03/16/17 10:42 PM
Quote:
Originally Posted by OhMrHanky
Lol. I'll be one of the people to go out on a limb, here, and say, 'this patch feels a lot different.' Lol. And, I'm serious. I've played 2 franchise games. I've been playing default all-pro sliders for awhile, so I'm not slidering around at all. Just playing the game straight up and enjoying it, actually. The 3 main things I've noticed. And, yes, I know they don't mention much gameplay in the patch notes, but seriously, I'm seeing differences, and so far, I like them. 1. I'm actually seeing more realistic dropped balls (from inaccurate passes, good D - proximity drops and D swats/hits). 2. Better?/different blocking. Lol. I put a ? on the better because I like what I see so far, but want more time to see. I'm seeing more varied lineplay on pass blocking. But, I'm also seeing VERY different run blocking. I'm really seeing the D line surge, and the LBs filling gaps more realistically now. And, I'm better able to jiggle in and out of blockers. The FB seems a little smarter - he seems to stay in front of me, but can sometimes stay on my hip too long when running a stretch play instead of getting up field. 3. Holy crap! The zone D is totally DIFFERENT!! Lol. And, right now, by different, I also mean harder. Perhaps, I'll adjust to what I'm seeing. But, seriously, on some flood plays that I've 'mastered' finding the open man regardless of post snap DB animations, I'm seeing some very active LBs playing zones better - moving with a player for less time to better play a different player coming across the zone. Overall, I'm just seeing some serious pass D. But, it's not enough to crush me, for sure. And, I'm still winning games convincingly (I'm talking all-pro franchise vs CPU, here, btw) and I play with an updated Falcons roster, so passing should be solid. But, I'm also seeing better/smoother animations. Game just looks/feels better. It's only 2 games, and I know the patch notes don't say much. And, yes, I've seen placebo effects before, and normally I don't get that, lol, but these last 2 games with this patch feel like they tweaked blocking AI and pass D AI. Feels good to me, so I'm all for it. Even this late in the season. Lol. I've rolled with all the patches on all-pro and been able to enjoy this game all season, but this last patch really feels like an interesting finish to the product. Maybe, it's just placebo, though. Lol. [emoji6][emoji848][emoji41]


Sent from my iPhone using Tapatalk


By all pro default are you matching mm sliders and CFM sliders exactly? Meaning do you have CFM injury slider at 10 like it is in the mm? Are you also playing with default CFM auto subs of 50/49? I ask bc pass def coverage has been my biggest issue so I'm interested in your default settings. Thanks.


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# 44 jfsolo @ 03/17/17 02:15 AM
The way the defense is now is a nice challenge for the User, with the exception of the CPU still calling a few too many cover zero blitzes even with personnel that isn't good enough to play that style.

For the CPU on offense however, the User defense is actually too good for its erratic play calling and QB A.I. It's been like this since update 10 and seems to be worse now. They have to work on this for 18.
 
# 45 Nza @ 03/17/17 04:53 AM
It's a shame they didn't fix the false start loop bug - it seems to be having every game for me now in my CPU v CPU CFM.
 
# 46 roadman @ 03/17/17 08:25 AM
Quote:
Originally Posted by Nza
It's a shame they didn't fix the false start loop bug - it seems to be having every game for me now in my CPU v CPU CFM.
Based on earlier suggestions, this doesn't happen when FS is at 50.
 
# 47 howboutdat @ 03/17/17 11:06 AM
ok while everyone is having great responses to this patch, i have to bring up some things that i personally have noticed since patch happen in my games, as well as something happened to another guy in our league thats been reported so far. I have played 2 weeks games since patch, some guys only 1 so far.


1- I have noticed at times, my defenders feeling like they have the same positive charge as the guy they trying to tackle and sort of being forced away from player, no matter how i move joystick towards guy with the ball, they are being forced away. Ill record next game on ps4 and post videos showing this.Ive seen this happen on more than 1 occasion.

2- This has never ever happened before this patch- https://www.twitch.tv/poohty/clips

3- On a screen pass, a guy in our league had his player disappear, reappear out of bounds, come back in to field of play, catch ball, get called for illegal touching.

4- I have had wr just almost stop their route for a split second( not because someone in front of them, they were wide open) while qb is releasing ball, thus throwing them off their timing, ball goes right to defender like a perfect pass to him because no wr in lane to catch ball as he would have if not for the hesitation/hitch in mid route.



Now none of those things above ive seen before this patch.Which thus leads me to believe they came about due to it. I am no posting this to trash EA, but to make these issues aware and for others to look and see if its happening with them too. We play on all madden , using Aestis sliders for human vs human.Game was playing ok before patch, outside of LT playing with ghosts
 
# 48 Charvalos @ 03/17/17 01:16 PM
One thing bothers me the most is that there isn't a difference between elite WR and "bad" WR.

I'm talking about the All-Madden difficulty, so, I don't know if it's the case on AP but I've the slider for the CPU at 40 and at 45 for the user and the WRs just don't drop the ball. It's like they have magnetics hands and even after a big hit right after the reception, a very bad WR can hold the ball and make the catch or he can make a catch while there is a defender close to him.

I don't feel like the ratings matter for the WR like it matters for the O-Line, D-Line or the QB.

I'm the only one to feel that ?
 
# 49 OhMrHanky @ 03/17/17 01:21 PM
Quote:
Originally Posted by gcoons22
By all pro default are you matching mm sliders and CFM sliders exactly? Meaning do you have CFM injury slider at 10 like it is in the mm? Are you also playing with default CFM auto subs of 50/49? I ask bc pass def coverage has been my biggest issue so I'm interested in your default settings. Thanks.


Sent from my iPad using Operation Sports


Hmm. mm sliders? No. I'm talking about default out of the box EA madden game default setting on all-pro. I didnt touch the sliders at all. I see the 49/50 in auto subs. The injury default in my career is 50. I'm pretty sure I didn't touch that. And, any other game sliders, also, I did not touch. I decided to completely go back and try to play the game on all default 'stuff' with an updated Falcons roster right at the beginning of the playoffs, I believe is the roster I took. So, yeah, been playing all-pro for roughly a season as I'm not quite playing as much right now. But, after this particular patch, the pass D just feels more reactive/responsive. Now, this feels like both CPU and my defense. So, my D feels a little better. And, while the D feels better, it's still beatable, for sure. Not to disappoint u, but I just killed the Packers 63-19. Lol. I play 15 min qtr with 16 acc clock, so I get a pretty full game of football. I threw extremely well. 419 yards with 4/0. I ran the ball real well, also. So, it's hard to say, definitively, if it feels 'harder' or just 'better'. I've been playing so long and used to the movements in the game, that honestly, I just feel my pocket presence and timing is too much for CPU. Lol. But, again, what I'm seeing is still surprising me, but I'm still passing at just the right time and whatnot. But, the way players are playing the zones, and pass D in general, just feels tighter and more responsive. In general, every player seems just a little more aware and responsive on runs and passes, on everything. So, to me, it just feels a little more realistic. Which, I'm happy with. I'm also seeing the safeties playing passes MUCH BETTER. I'm actually seeing my FS flying to the ball in the air, by himself, to help swat a ball from a WR who is already covered by a CB. And, the interactions playing out are between all 3 players. In the past, it always felt like the safeties had 'interaction' issues with a CB/WR tandem, and the safety would just go, 'huh?' Lol. Now, I'm seeing the safety come flying in, and swat the ball while both the WR and CB are also both trying for the ball. All of this is giving the game a more organic feel for me right now. And, one more small thing - the RBs are now falling forward more appropriately, imo. Again, this just feels more appropriate from a physics perspective. All animations feel a little cleaner.


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# 50 D81SKINS @ 03/17/17 07:06 PM
Quote:
Originally Posted by Charvalos
One thing bothers me the most is that there isn't a difference between elite WR and "bad" WR.

I'm talking about the All-Madden difficulty, so, I don't know if it's the case on AP but I've the slider for the CPU at 40 and at 45 for the user and the WRs just don't drop the ball. It's like they have magnetics hands and even after a big hit right after the reception, a very bad WR can hold the ball and make the catch or he can make a catch while there is a defender close to him.

I don't feel like the ratings matter for the WR like it matters for the O-Line, D-Line or the QB.

I'm the only one to feel that ?
I haven't noticed this on AP.
 
# 51 jfsolo @ 03/17/17 09:10 PM
Quote:
Originally Posted by D81SKINS
I haven't noticed this on AP.
This just one of the reasons why I can't go back to All-Madden. Too often ratings get overridden, even with adjusted sliders, by whatever kind of loaded dice rolls they have built into AM. On AP elite players dominate lesser players, and mediocre players struggle with consistency as they should.
 
# 52 jfsolo @ 03/17/17 09:13 PM
I basically agree with everything Hanky has said, but as I said earlier, the problem is that the CPU just doesn't have the ability to step up their game in terms of decision making.
 
# 53 adembroski @ 03/17/17 11:45 PM
Now don't touch it anymore

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# 54 Armor and Sword @ 03/18/17 09:21 AM
Quote:
Originally Posted by jfsolo
I basically agree with everything Hanky has said, but as I said earlier, the problem is that the CPU just doesn't have the ability to step up their game in terms of decision making.
And this needs to be a huge focus area for us offline CFM junkies. Please please really work on the CPU AI for us sim heads who love playing solitaire offline franchise.

The game is really good, and really close to being a top sports title. But until that AI is brought up to the level of a MLB The Show.....it will still be it’s step brother in my sports collection.

CPU QB AI really needs a deep look and needs to be a major focus for 18. It took 2 steps back on 17.

I hope they step it up for 18 and deliver a robust CPU AI for us old farts.
 
# 55 edgevoice @ 03/18/17 09:51 AM
Quote:
Originally Posted by Armor and Sword
And this needs to be a huge focus area for us offline CFM junkies. Please please really work on the CPU AI for us sim heads who love playing solitaire offline franchise.

The game is really good, and really close to being a top sports title. But until that AI is brought up to the level of a MLB The Show.....it will still be it’s step brother in my sports collection.

CPU QB AI really needs a deep look and needs to be a major focus for 18. It took 2 steps back on 17.

I hope they step it up for 18 and deliver a robust CPU AI for us old farts.
From one old fart to another, truer words were never spoken.... CPU AI on all levels needs to be the primary focus in the coming year, including playcalling, situational game management and awareness of opponent's strengths and weaknesses.

Incorporating a new game engine may give them the ability to do this. However, with all that that in itself involves, will EA have the time?
 
# 56 jfsolo @ 03/18/17 09:59 AM
We know that there is are simply too many issues left to address for all of them to be fixed for M18, so IMO, we have to bang the drum on two or three of the most important ones, staying vocal and not letting those issues slide down the priority list.
 
# 57 OhMrHanky @ 03/18/17 10:38 AM
Quote:
Originally Posted by Charvalos
One thing bothers me the most is that there isn't a difference between elite WR and "bad" WR.

I'm talking about the All-Madden difficulty, so, I don't know if it's the case on AP but I've the slider for the CPU at 40 and at 45 for the user and the WRs just don't drop the ball. It's like they have magnetics hands and even after a big hit right after the reception, a very bad WR can hold the ball and make the catch or he can make a catch while there is a defender close to him.

I don't feel like the ratings matter for the WR like it matters for the O-Line, D-Line or the QB.

I'm the only one to feel that ?


I've noticed. I play with atl, exclusively, and when Julio is injured, I struggle a little with whatever WR I put in his place. I'm personally feel some realism towards what real life Matt Ryan probably feels like, and that is, 'I'm in the pocket, hard rush, not sure who to throw to, f--- it, throw it to Julio!!' Lol. And, these are often caught because of his ratings. I haven't played with any other player like that. And, Julio doesn't catch every single ball thrown to. If I happen to throw in a double team, there can be swats, drops, and interceptions. But, for me, I can absolutely feel the difference. I have almost zero hesitation to throwing to Julio in any situation. But, if I were to try that with Sanu, I'd throw more picks.


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# 58 RogueHominid @ 03/18/17 11:32 AM
Quote:
Originally Posted by Armor and Sword
And this needs to be a huge focus area for us offline CFM junkies. Please please really work on the CPU AI for us sim heads who love playing solitaire offline franchise.
I'd agree and add an extra level of detail.

It's not just procedural awareness that needs to improve, though that's important.

Equally important is the CPU AI coach's ability to use his whole offensive and defensive playbook, to target the best players on offense, and to run a base defensive scheme that matches the roster talent.

Moreover, the CPU needs to be able to recalibrate its offensive and defensive approach depending on injuries, signees, draftees, retirements, etc.

Not every team needs to be able to create totally unique game plans each week, but there has to be better game planning in order to get the CPU AI to play to its fullest capacity.
 
# 59 cable guy @ 03/18/17 01:22 PM
Quote:
Originally Posted by OhMrHanky
Lol. I'll be one of the people to go out on a limb, here, and say, 'this patch feels a lot different.' Lol. And, I'm serious. I've played 2 franchise games. I've been playing default all-pro sliders for awhile, so I'm not slidering around at all. Just playing the game straight up and enjoying it, actually. The 3 main things I've noticed. And, yes, I know they don't mention much gameplay in the patch notes, but seriously, I'm seeing differences, and so far, I like them. 1. I'm actually seeing more realistic dropped balls (from inaccurate passes, good D - proximity drops and D swats/hits). 2. Better?/different blocking. Lol. I put a ? on the better because I like what I see so far, but want more time to see. I'm seeing more varied lineplay on pass blocking. But, I'm also seeing VERY different run blocking. I'm really seeing the D line surge, and the LBs filling gaps more realistically now. And, I'm better able to jiggle in and out of blockers. The FB seems a little smarter - he seems to stay in front of me, but can sometimes stay on my hip too long when running a stretch play instead of getting up field. 3. Holy crap! The zone D is totally DIFFERENT!! Lol. And, right now, by different, I also mean harder. Perhaps, I'll adjust to what I'm seeing. But, seriously, on some flood plays that I've 'mastered' finding the open man regardless of post snap DB animations, I'm seeing some very active LBs playing zones better - moving with a player for less time to better play a different player coming across the zone. Overall, I'm just seeing some serious pass D. But, it's not enough to crush me, for sure. And, I'm still winning games convincingly (I'm talking all-pro franchise vs CPU, here, btw) and I play with an updated Falcons roster, so passing should be solid. But, I'm also seeing better/smoother animations. Game just looks/feels better. It's only 2 games, and I know the patch notes don't say much. And, yes, I've seen placebo effects before, and normally I don't get that, lol, but these last 2 games with this patch feel like they tweaked blocking AI and pass D AI. Feels good to me, so I'm all for it. Even this late in the season. Lol. I've rolled with all the patches on all-pro and been able to enjoy this game all season, but this last patch really feels like an interesting finish to the product. Maybe, it's just placebo, though. Lol. [emoji6][emoji848][emoji41]


Sent from my iPhone using Tapatalk
You've given some great insight to what I'm seeing, but wouldn't be able to describe quite as well. Great job man. In the secondary and line play your points are dead on. Playing as the Cowboys, you'd think coverage, man especially, took a step backwards. Nope! They are not rated well. And it shows. Oline. The opposite. We dominate.
Quote:
Originally Posted by Armor and Sword
And this needs to be a huge focus area for us offline CFM junkies. Please please really work on the CPU AI for us sim heads who love playing solitaire offline franchise.

The game is really good, and really close to being a top sports title. But until that AI is brought up to the level of a MLB The Show.....it will still be it’s step brother in my sports collection.

CPU QB AI really needs a deep look and needs to be a major focus for 18. It took 2 steps back on 17.

I hope they step it up for 18 and deliver a robust CPU AI for us old farts.
Yes. While Madden 17 took a step ahead of 16, as imo as the best football game ever. Agreed CPU QB AI took a step backwards this year. But overall Player ratings and traits really put this game in a whole new category for me. It has seriously closed in on other sports titles. Hoping and believing 18 will take another step. Laying a great foundation of what's to come in the future.
Quote:
Originally Posted by Trojan Man
I'd agree and add an extra level of detail.

It's not just procedural awareness that needs to improve, though that's important.

Equally important is the CPU AI coach's ability to use his whole offensive and defensive playbook, to target the best players on offense, and to run a base defensive scheme that matches the roster talent.

Moreover, the CPU needs to be able to recalibrate its offensive and defensive approach depending on injuries, signees, draftees, retirements, etc.

Not every team needs to be able to create totally unique game plans each week, but there has to be better game planning in order to get the CPU AI to play to its fullest capacity.
Yes. This here.


While I've got this game as close to sim as ever...Yes CPU AI both strategy (all you mentioned) And teams real life tendencies are the next step in total greatness for Madden.

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# 60 LionsFanNJ @ 03/18/17 01:49 PM
The play call problem comes down to how and what plays they weight in the playbooks. The playbooks for all the teams have the same plays starred for each situation. Until whoever the dev is in charge of doing the playbooks each year starts modding gameplans as they add/remove plays, we'll continue seeing the issue and have to do it ourselves via wonky workarounds.


Edit: It applies to the defense playbooks too.
 


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