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Instead of stripping down the system they have built for FM, all it really needs is some fine tuning.
Having a scaling chem system where when two players play together very often, and score points together, make it so that their chem together improves.
Make it so that TWF and TWD aren’t worthless anymore.
Have coaches be more adaptable. Not so rigid and one dimensional. Just because McDavid doesn’t fit their scheme, doesn’t mean he shouldn’t improve the team, etc.
I guess it kind of sounds like I’m disagreeing with your idea lol. In the end, we all want to see FM a game mode that’s actually playable and not worthless.
I’m just very skeptical of them introducing HUT elements into FM, as I’m not a fan of HUT or synergies. I like the traditional player types as they’ve been cemented into NHL for decades. I just don’t like how poorly EA has made the game
No, absolutely they're real archetypes, I just feel like they're way too limited in this implementation (including the questionable value of TWF/TWD), and I can't find any explanation of what "+1" vs. "+3" even gives me when I'm playing out the games. I think I see benefit when simming (like my AHL team), but can't really even quantify that benefit. Yes, if they kept what they have, and fixed it, and fixed the interactions with other systems, that would be perfectly fine... it just feels like that's not gonna happen (as you well know from our other conversations). I felt like throwing this out there as an idea might spark EA to either get to fixing, or to realize that there could be a low-cost option for a revamp by re-using a system they do spend time on.
And that being said, I don't hate HUT, I rather enjoy it, even without paying for anything. The frustrating part for me (well, there's two) is having to go against all the teams that obviously spend money, and/or follow some "web build" (which happens... I'm not a stranger to online gaming... same reason I eventually quit Hearthstone, actually. You either played the "accepted" builds, or the counters, and had no freedom to try new things, unless you were a fan of losing). That's why I don't play NHL online, either, which leads me to the other frustration... no sliders. I either play a team on All Star and struggle to win like 3-2 (which in FM is great!), or lower to Pro and blow them out 12-0. There's no benefit to struggling to win in HUT, especially if you actually lose. In FM, I can tweak those sliders as much as necessary to ensure I'm getting quality, realistic games, and lose as appropriate without losing "benefit".
I've said before in other threads, I'm old, for a gamer. Old enough that I collected baseball cards religiously as a kid, so the concept of HUT very much appeals to me (and the monetization part very much does not). The idea of collecting cards and making a team out of them and playing a game... that's all great, to me. And I think the synergies work pretty well there, actually, plus you immediately see the benefit of what you're getting by matching them up (which we don't see at all in Chemistry). By no means do I think there's a straight port from HUT to FM here, but the way that it actually works in HUT made me think that perhaps EA could do something similar in FM. I thought maybe we could see some benefit in FM if they adapted a working system from HUT, rather than just what we have, which we know is not working.
If they stick with the existing archetypes, fix Chemistry, and make the systems (coaching, scouting, etc.) work together, I'm all for that, as well. Just an idea to get people talking. We need more people taking up arms with us to get FM fixed.
- 5 years ago@davehoehn970 That’s fair and I can get behind that. At this point, any discussion to hopefully force EA to respond to our pleas, I welcome with open arms.
I really like the idea of them explaining the mechanics behind the +1, +3, why PLY/SNP/PWF is the only viable combination on the top two fwd lines, and the same thing with DFD/OFD.
Why are TWF/TWD useless, why can’t we edit player types anymore to work around their ridiculously awful chemistry system, etc
That’s one thing that always bothered me about online play. The “meta play” / “meta builds” I used to play league of legends a lot back in the day, and everything was so cookie cutter just to be able to win. Little to no chance for variety/experimenting. That’s why I mostly play offline games now.
I’m all for explaining the chemistry systems, and very in favour of the idea of seeing the affects of it too, like what a +3 does to that particular line. Even if we can’t visibly see the affects in the line up page, give us an in-depth explanation, and let the results be seen (+5 1st line scores 10 goals in 3-4 games, whereas +0 1st line scores 4-6goals in 3-4 games) something like that. Where the actual goals and points are affected by the scoring engine and difficulty obviously.
I honestly don’t think we’re asking for a whole lot.
We’re simply asking for the features that are ALREADY in the game, to work properly/work logically and realistically, and for these game breaking bugs to be fixed.- 5 years ago
+1 for League reference... i did my time for about 3 years there as a platinum support, before I couldn't stand the abuse any longer.
And like you, since I'm now worried about offline games, I want those to make sense and work properly when I pay for them 🙁. We won't see anything without more voices, so just another attempt at... something.
- 5 years ago@davehoehn970 I’m with ya. Mostly played back in season 4. Play a few games a month once in a while when I’m bored. I Stay away from ranked though, online competitive gaming is toxic unless you play with friends/an actual team.
I wholeheartedly agree. The more people that talk, the better. I was getting tired being one of the only ones that said anything for the past few months. But a few more people have been voicing their frustration and displeasure with the pathetic state the game is in, so I’m glad more people are stepping up
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