Forum Discussion

Bussen5's avatar
5 years ago

Franchise Chemistry draft

The chemistry system for the draft is not optimal. When the New NHL 21 was realesed I took i dive in to the franschise mode to See if the had fixed some of the bugs from last year. Mainly the draft issue, were player chemistry from real players had Randomized chemistry during the first draft year. Most of the authenic player had preferences like dump the puck and block the puck and so on even if the had the playstyle of a goalscorer or playmaker. This makes it very hard to fit them in with Good chimestry alongside your first or second lime. Allthough this problem from NHL 20 was fixed When the New game realesed even auto generated players hade better a ”smart” chemistry. 

But the latest update brougt this problem back:/// The chemistry in for draft eligeble players most be fixed again! Will this be fixed??

5 Replies

  • @llinder2016 That’s very true.

    I don’t understand why, they don’t give prospects a “line fit/scheme fit” like they do when you’re searching in free agency/trading.

    Why do we have to look at the prospect preferences, go back to the staff menu, check our coach preferences and cross reference? It’s a huge waste of time. We cannot memorize every single preference our coach has. Give us a line fit like they do when looking at trading players/free agency.
  • Tobbish's avatar
    Tobbish
    Seasoned Veteran
    5 years ago

    I haven't checked this out in NHL 21, but in 20, all the chemistry was random. Perhaps not completely, but if you create 3 franchises, I dare say that only a few of the players had the same perferences in two of those.

    I know because I sometimes don't have enough to do with my time and started to write down an Excel-file with every player's preferences... and got pretty far in doing so when I for some reason went back to one team to check on something (created a franchise for each team, but had to delete when I reached the limit). I realized that not much of what I had written down was correct the second time I created a franchise.

    I can understand that many would use such information too much and that it might undermine the whole chemistry system. But I think that tells more about the chemistry system itself. Naturally some players have preferences and those should be locked if it should make any sense. That the coaches are random is random enough. One franchise Marchand - Bergeron and Pastrnak can be +3, next time they're -3.

    Haven't checked this in 21, but I have no reason to believe it has been changed.

  • Beauts90's avatar
    Beauts90
    Seasoned Ace
    5 years ago

    @Tobbish It has not changed at all for this year, it still changes every time you start a new franchise. The coaching is so random that I think the players preferences should always stay the same no matter what. If someone wants to take the time to record them all, let them. There are plenty of other ways to cheese the game that have been around for years.

    I think a better fix for this would be to have each coach have different combination preferences so instead of always PLY, SNP, PWF being the best it would be different depending on the coach. Maybe, just maybe those TWF's would be useful in our Top 6 or we could have 2 PLY’s and a SNP.

    Also having performance affect the line bonus would be a nice touch as well. Right now, you could literally keep your lines the exact same for years and the chemistry would not change.

  • LordDecland's avatar
    LordDecland
    Seasoned Adventurer
    5 years ago

    In 2K they have very in depth team chemistry and strategies, minute allocation, coach system preferences and descriptions of those preferences, the positives and negatives of say a "pace & space" system, set plays, a playbook, player assignments like Bergeron being assigned to guard Matthews. When setting up powerplays I don't even know who is supposed to be at the top or front of the net because it's just set up as 3 forward positions and 2 defense positions. Players in 2K have customized tendencies, badges, more attributes (ex. it would be nice to see a backhand attribute, backward skating, or rebound/net front ability for players). There's also simulation customization (ex. salary cap inflation rate, the starting salary cap, simulation tendencies, assists per goal); we just got a glimpse of that with shot and scoring frequency and draft quality, although it's limited to low, med, high and not a numerical scaled value. There's also in depth customization to player progression at progression phase, peak phase, and regression phase, each player having different timelines of age... They're so much more too... and we're stuck with this. Randomness.