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Re: Franchise Mode Line Chemistry

They absolutely need to do a better job at explaining how things work in franchise mode. There are so many things that I have questions for that I will probably never get an answer to.

I have to agree with @SkylerJames13  that they should not take anything from HUT and apply it to franchise mode as before you know it, they will blend them into one and I don’t have any good things to say about HUT myself. I think they should leave player types as is, but as I’ve said before have it be generated based on attributes and not random that way we don’t have to worry about changing them to what they should be all the time and in the case of drafted players, not have that ability at all.

While coaching needs some major work, I don’t think they need to completely tear it down and reinvent it in order for it to be successful.

This is kind of how I would like it to work. First, let us select a foundational player (or two) at the start of each season. Our coaches would automatically adjust their strategies to match what our players preferences are. This would solve the issues of having or acquiring star players and not being able to find a coach whose system they fit. Players should also always have the same preferences each time you start a franchise, not be random.

We should be able to start a conversation with the coach if we are underperforming to ask them to change their strategies instead of just firing them right away. They wouldn’t always agree and higher rated coaches would be more reluctant to change them.

Chemistry needs to have some sort of performance enhancement or deterrent based on how that line is doing during the season. I would keep it pretty simple, have it based on total line PPG and total line plus/minus. Allow us to gain or lose 1 or 2 points for each stat but make the second one have to be really extraordinary in either direction to achieve.

Leave primary coaching style as is (offensive, defensive, balanced) and add a secondary coaching style that we can select for our top 6 fwd, bottom 6 fwd and defense. These styles could be something like speed, skill, checking, physical, balance, etc. The combination of primary and secondary styles would determine what player types fit best on each line so we have many more ways to set our lines and be able to achieve the +5 boost. Since they took the time to add secondary positions, have this actually be a factor in line chemistry.

Of course, all these changes and boosts don’t mean anything unless team and player overalls actually matter. I do notice a boost in individual performance when line combos get the boost (which is how it should be) but team performance is still random for both my team and AI controlled teams. If you look at the NHL standings right now and in previous years, for the most part they are exactly as predicted. This is how it should be in the game as well, the better your team overall, the better they are in the regular season. So, if my team is a 90 OVR and my average boost from chemistry is +5, my team should perform like a 95 OVR team. Of course, there’s always a few teams that over or under achieve and that’s fine, but it can’t be as completely random as it is now, especially with how they have changed the team status to buyer, seller, etc. Playoffs are a different animal though and the type of team you build may not always automatically lead to success even with a top rating.

At the end of the day, the coaching system they have now has already got to the point where I don’t want to have to deal with it and it is less than 2 years old. Everything about it is random and buggy. There’s really only one way to build your team with the player types that work with every coach and the fact that player or coach preferences don't change throughout the franchise causes chemistry to get stale very quickly as once you find the right fit, there is never any need to change anything.

7 Replies

  • @Beauts90 @SkylerJames13 

    I find it very interesting that both of you hate HUT, and I actually kind of like it.  I refuse to dump real money into it, of course, so there's a limit on how good my team can comparitively be, and I refuse to play online, so it only matters so much anyway. I think it's the aspect of card collecting that just takes me back to being a kid, combined with turning cards into a game (I got very into MLB Showdown CCG, enough so that I built it into a video game and tried to sell it to WotC, or at least get a job), combined with the years I grinded out the dailies in WoW, that the whole thing just works for me.

    Either way, as I said in the previous replies, I have no issue with them just fixing what we've got, instead, it just looks like they're not going to, so wanted to throw another idea out there, and maybe get people talking.  And as far as explanation is concerned, I think they definitely need to tell us not only what these bonuses give us, but also how (if at all) it's different when playing vs. simming.  For example, you're talking about how possibly coaching/coach chemistry could affect players, but if I'm live-playing the games, I could be overcoming any minuses anyway (or adjusting for those via sliders).

    Fixes and information (and full-edit capability), that's what we need.

  • SkylerJames13's avatar
    SkylerJames13
    5 years ago
    @davehoehn970 I don’t necessarily hate HUT for what it is, but what it’s done to NHL ie hogging all the resources and time that is put into the game. The focus is making loot boxes, and putting all the attention into their cash cow and leaving the offline game modes in broken pieces.
    Card collecting is fun, and I could see myself getting into it too, but I would rather enjoy a working FM, which we all know is too much to ask for.

    I agree with you. If they fixed the game mode, made the features work properly and realistically, and unlock the editing for us so we can tweak it to how we want it, then I would be happy. They wouldn’t really need to add anything.

    BAP is different, they butchered that by taking out features, forcing an awful “story” line, and it would need features re-added to be even a mediocre game mode instead of the pile of trash it currently is.

    It has great potential. It’s just so so poorly executed
  • davehoehn970's avatar
    davehoehn970
    5 years ago

    @SkylerJames13 

    I tried BAP in '15, but was turned off when, after being taken 9th overall by WPG, and leading the NHL in scoring as a rookie, they weren't ready to offer me a long-term contract, and in free agency, nobody was offering anything better than an ELC. Seemed pretty un-realistic.

    I'm not really one for the position lock, and just taking my shifts, either... I want to play the whole game (as I have since '94), and then manage a franchise (without caring about the price of hit dogs).  Making trades, signing FAs, drafting... all seem more interesting, to me, so I stay away from BAP.

    The trophy hunter in me wants me to play BAP, but since I won't play online modes, it doesn't seem worth it, because I won't (get close to) 100% the game.

    I definitely see your side of it, taking away the resources, which is why I thought the idea of incorporating some things might lessen that impact. I just don't want them to do nothing, you know?

    FM is where it's at, EA... even though that's not where your cash flow comes from.

  • TTZ_Dipsy's avatar
    TTZ_Dipsy
    Hero+
    5 years ago

    EASHL used to have mtx and they axed that so it's not exactly all about money; love it or hate it, HUT is the most popular mode (or rather it draws the most attention through various channels) so it's only natural it receives the most support.

    I don't know exactly how it would work but the idea of blending modes together intrigues me and is something I've been asking them to consider for a few years now.

    The problem I find with most offline modes is they are so similar there doesn't seem to be much of a point in playing them all - Online Franchise (basically GM Connected) should solve almost all your needs for BaP styled progression with a custom pro you can work through the ranks, drafts to structure your leagues, and wheelings and dealings outside of games can have an impact on your team on the ice - managing your stadium might be a bit of a chore but it'd be funny to see run down buildings with no fans or stadiums with golden bathrooms that sell out every night.

    EASHL and HUT could mix rather easily I think.

    lol @davehoehn970 I'm the exact opposite - online was a breeze but there is no way I'm gonna break The great One's record in BaP

  • Beauts90's avatar
    Beauts90
    Seasoned Ace
    5 years ago

    I don’t actually hate or have any major problems with HUT. I know it’s a popular mode so I can’t really say many bad things about it. I don’t think I am like most of the gamers these days as I only turn on my Xbox to unwind and chill. I don’t play these games to beat other players or complete all challenges inside the game. That’s the only reason I don’t play or have any interest in HUT, as weird as it is to say considering we are talking about a video game, the mode is just to video game-y for me. While I can absolutely see the appeal to it, for me it’s just unrealistic, fantasy hockey that you either have to pay to keep up in or grind away at it, which I am just not personally interested in. I’m more looking for a realistic experience and that is why all my franchise mode suggestions are geared towards making it as close to real life as possible.

    At the end of the day, EA is a business and it is just smart business to give your most profitable department the most time, money and support. Again, I have no issue with that at all and I don’t expect even close to the same support or additions for the offline modes. However, if I have a problem with my Apple TV and have questions about how it works, there is still some knowledge and support on the product even if it isn’t the company’s most profitable product like an IPhone, IPad or IMac. I just feel all businesses should be able to answer basic questions or provide support when customers have a problem even if the customers complaint isn’t related to the money maker. I can understand why the devs wouldn’t want to engage in a lot of the topics that happen on the forums (I don’t blame them for that, who would want to be involved in some of these discussions considering how some of the people talk to the mods on here) but a better communication system does need to be implemented. They did the Q and A with the gameplay dev this year, it would be cool to see that after every deep dive, not just gameplay even if it was a discussion where everyone can view it, but only those that meet the criteria can ask questions. Or simply providing better details on changes that are made both before release (deep dive) and throughout the year (roster updates). This is the first year I have actually been frustrated as we are left with a broken mode with a game breaking bug and any features that were added literally add to complaints we have had in the past. This is mostly met with no optimism that it will be fixed or explanation as to why these changes were implemented because there aren’t any answers floating around anywhere.

    I am all for adding new modes like GM connected and definitely think it’s a cool direction to try and blend modes together, whether it’s allowing you to upgrade your EASHL player through be a pro or upgrade your club team with HUT challenges. The only reason I wouldn’t personally want a mode such as GM connected to take the place of offline franchise mode for example is that despite how bad it can be playing against or having to work with the AI across all parts of the game (both gameplay and the GM portion of it) you can always run into humans that are far worse. I personally don’t have 31 friends that religiously play this game or the time/commitment level it would probably take to find a group that I could build a good enough rapport with that I enjoy the game consistently, so that is why I prefer the offline modes.  

  • TTZ_Dipsy's avatar
    TTZ_Dipsy
    Hero+
    5 years ago

    Yeah I've been advocating for more deep dive-esque videos and QnA's - few of the people I've spoken to are hopeful we can all carve a new path together.

    It's easy to say more popular modes earn more care and attention but you're right, it's not fair when some aspects get hurt hard in the process. In my mind, blending modes should make it easier for these types of modes to get the aupport they so desperately need.

    Lol I couldn't imagine actually handling that many real teams - an offline only variant would definitely be needed (would still be nice to earn other types of perks for online for your efforts though. For example, small amounts of player xp will eat into the prestige requirement for trophy hunters).

    Regular BaP, Franchise, and GM mode could be combined with branching paths and work well since you need to play your games anyway (of course, juniors will need to be put back in with dialogue options revamped) -- you'd get a slower but more bountiful product.

  • @TTZ_Dipsy the only issue i have with that last bit, is the playing every game. franchise mode is more geared towards the simulating aspect. of course we play some games here and there, but the mode goes on for 25 seasons.. that's 2050 games, not including playoffs. and if you do, say, 4 min a period.. thats 410 hours of total gameplay, just to finish one season. thats not including the time stoppages, timeouts, faceoffs, that might only be seconds long, but definitely add up. and thats not including OT or shootouts either

    juniors should definitely be put back in. it still doesn't make any sense that it was taken out. makes literally no sense.

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