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Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Old 09-23-2016, 01:41 PM   #49
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Originally Posted by BadAssHskr
I'm at work, is anyone able to actually play a couple games and report back?
Actually play games and see how the changes are implemented? Now why would we do that?
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Old 09-23-2016, 01:43 PM   #50
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Originally Posted by underdog13
Am I the only one who thinks these changes are bad?
Making kicking easier is definitely bad. Only thing I can think of is that they're going solely off PvP data where I'm sure lag plays a huge role in FG's and XP's being missed.

The block shedding one is interesting and I'm not sure how it will work out because from my experience there are tons of times where the CPU just throws my OL to the ground from the second the ball is snapped and contact is made so reducing it seems good there. The issue then becomes the user side where like others have mentioned pass rush is pretty non-existant. I get plenty of sacks but they're almost all due to horrible QB AI rather than legititmate pressure. I think Madden desperately needs to bring back the Block Shedding slider that disappeared some years ago.

I'm actually a fan of reducing the throw out of sack fumbles. It's a mechanic I can't stand for the CPU or the User and it happens way too often IMO. Same goes for the RB's cutblocking. Not a huge issue but something that seemed to be definitely a bit too common.
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Old 09-23-2016, 01:43 PM   #51
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Originally Posted by jmik58
Next the NFL will be announcing that they're going to create a "pause" rule for pass rushers because QB's "don't like it" that they have to get rid of the ball so quickly. Hopefully it's obvious that I'm being facetious, but it would probably shock the majority of people playing Madden to realize that an average Snap-to-Throw time is 2.5 seconds for pro QB's. I'm guessing that most M17 players don't make their reads very quickly and want to sit in the pocket or scramble around.
But as someone who isn't an NFL QB 2.5 seconds is way too short for me. Especially since Madden doesn't have timing throws before breaks done well, WRs constantly running out of bounds on catches near the sideline and cpu defenders cutting on dimes and switching receivers to make plays as soon as you hit the pass button.

I'd just like to see the pocket pushed more. I can live with the cpu QB getting a lot of time to throw sometimes but it sucks when nobody is within 5-6' of him after five seconds.
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Old 09-23-2016, 01:47 PM   #52
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

Just had a guy get a pectoral injury and he has a chance to return this game. I don't remember getting small injuries before. Idk if its related to the tuner tho. Probably not.

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Old 09-23-2016, 01:49 PM   #53
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

"Reduced chances of broken tackles for ball carriers"

I didn't see an issue with this....

See, when they make moves like this, I have to ask... Why include the option to choose between a soft tackle and hit stick.

Last edited by SECElit3; 09-23-2016 at 01:52 PM.
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Old 09-23-2016, 01:50 PM   #54
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

Should go without saying, but please play the game before commenting.
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Old 09-23-2016, 01:50 PM   #55
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Originally Posted by underdog13
Just had a guy get a pectoral injury and he has a chance to return this game. I don't remember getting small injuries before. Idk if its related to the tuner tho. Probably not.

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I've never seen that before but I did lose my qb for the remainder of the game once.
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Old 09-23-2016, 01:51 PM   #56
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Re: Madden NFL 17 Tuning Update Available Now, Here Are The Details (9-23)

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Originally Posted by SECElit3
I am willing to bet every single one of these changes were made based on multiplayer feedback. It's a yearly cycle with Madden. I don't know why I am even the least bit surprised.

- Market as made for the simulation fans
- Release with simulation game play, so that the sim fans are happy and onboard with a purchase. EA has the sim market
- Cater the rest of the updates to the multiplayer crowd, who are the majority.
- By the end of the cycle, the game is tuned to the online fanbase, who are usually the ones that will play the game and spend the money on MUT until the next release.

Rinse and Repeat

It's a bait and switch.
Then just take franchise mode out of the game.

MUT only
Online only
1 playable season only

If EA wants to lick the boots of the online users, thats fine. I understand business, it's driven by profit. But stop offering half-baked options that aren't ever going to get the attention they deserve.

.. and shame on me for contributing another $65 to this monopoly. You'd think I would have learned by now.
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