"You blame it on EA and yet they did take care of it with the way they made it now and it seems pretty fair to me..."
Yeah, many of us don't consider scrapping something in its entirety "a fix".
There really wasn't a fix for it that I could see happening other than what they did... So if they only gave us a certain amount of points to level up you'd still see guys exploiting it by creating either 5'5 speed guys or 6'9 huge guys to hammer you
floating cap on stats with height and weight.
caps on stats would increase or decrease depending on what size you are.
example: 6'6" 225 lb can have max 92 strength but the accel or agility or what have you may cap at 82.
5'8" 120 lb can have max 92 speed but the strength or balance or what have you may cap at 82.
floats as your height and weight increase and decrease.
I am open to any suggestions tho... anything to spice this up a bit. it's way too vanilla as it is to me (and my team).
Don't know what's so difficult about this...
I would like to play a slow moving Enforcer, but one that could actually pass. I don't mind if I'm slow if I can hit and have a long reach and a mediocre shot and hands. They butchered the enforcer's passing this year and I go with jumbo playmaker now but it's not fun when you line up somebody perfectly and they bubble off of you every time.
"You blame it on EA and yet they did take care of it with the way they made it now and it seems pretty fair to me..."
Yeah, many of us don't consider scrapping something in its entirety "a fix".
There really wasn't a fix for it that I could see happening other than what they did... So if they only gave us a certain amount of points to level up you'd still see guys exploiting it by creating either 5'5 speed guys or 6'9 huge guys to hammer you
floating cap on stats with height and weight.
caps on stats would increase or decrease depending on what size you are.
example: 6'6" 225 lb can have max 92 strength but the accel or agility or what have you may cap at 82.
5'8" 120 lb can have max 92 speed but the strength or balance or what have you may cap at 82.
floats as your height and weight increase and decrease.
I am open to any suggestions tho... anything to spice this up a bit. it's way too vanilla as it is to me (and my team).
Don't know what's so difficult about this...
I would like to play a slow moving Enforcer, but one that could actually pass. I don't mind if I'm slow if I can hit and have a long reach and a mediocre shot and hands. They butchered the enforcer's passing this year and I go with jumbo playmaker now but it's not fun when you line up somebody perfectly and they bubble off of you every time.
As an Offensive D, I can absolutely crush people with hits and same as when I play as a sniper.
My wishlist is so long it’s like never ending but let me attempt to limit it to a reasonable length...
1). First and foremost the poke-checking needs to be addressed, nerfed, fine tuned, recalibrated, whatever you want to call it it’s a disaster. I think this topic has been covered at nauseam in these forums so EA sack up and do something about it!! It is way too powerful when the forward clearly has the back checker beat and then when you want to use it and actually use it effectively and poke the puck with accuracy, half the time it’s still a tripping call, it’s so incredibly unpredictable and unskilled players can keep up with all Stars simply by spamming pokes all game. Amateur garbage...
2). Custom cameras need to be brought back and reinvented to allow for all kinds of dynamic options (including a camera that adjusts itself for faceoffs, up close puck battles, blind areas of the ice, etc etc. this is your job not mine but it’s something that has been missing for a long time in the NHL series and it’s something that should be so common sense.
3). Fix your lobby making system in EASHL!! Holy heck it’s ridiculous it should be a rolling lobby such as call of duty or first person shooter multiplayer online games where players can join lobbies and games in action instead of either waiting for a match or players quitting out and facing unstoppable AI the rest of the game which is unfair .
4). This brings me to my next obvious tidbit Nerf the AI big time in EASHL when a player quits out... this alone has made the NHL series by EA sports an utter failure.
5). Players connection speeds should be assessed prior to matchmaking so slow laggy players are not paired with players that have intergalactic Internet connections from the future. Once again this should be common sense.
6). Matchmaking should have to do with actual skill, Why am I a third prestige level 50 getting level 5’s on my team or players with under 400 CR if my CR is 700+?
7). Once again this brings me to my next point why is the CR competitive rating Simply based on whether or not your team wins? This goes especially for drop in where most your teammates are randomly assigned. If I score 10 goals myself and my team was absolute garbage and we lose the game because we had a Swiss cheese noob plug tendy, why do I lose CR? CR should be based on individual performance including how well you play as a team player so as to not encourage selfishness. Once again this is your job to figure out how to integrate this not mine. I’m a hockey player in grad school for business not software AI gaming etc. But I’m sure if you EA gaming developer guys put in some actual effort into the NHL series you guys would be able to figure it out I don’t think it’s a matter of competence, I think it’s a matter of effort and dedication to this particular series by EA as a company in general. ( probably why they have such low popularity and ratings, JS...they don’t care about us and it’s obvious all they care about is selling you card packs in garbage ultimate team mode)
8) Bring back and revamp the GM connected mode. This had The potential to be the greatest NHL mode ever but instead of building upon and expanding the mode to make it better and more manageable, you guys simply killed it along with a lot of other great features that were in past NHL games. GM Connected vanished like it was all a dream. I’m not saying to bring it back the way it was because there were so many issues but figure out a way to revamp it and bring it back with a passion.
9) League integration (such as league gaming.com). Allow a platform for the leagues to connect directly to the EA servers and gather stat information replays player info etc. and have a separate lobby for games instead of manipulating the challenge club. They should have their own server to prevent lag in these super competitive matches of EASHL’s best players on the planet. These online leagues are a huge part of your Fanbase and they should be Recognized and accommodated.
10). Bring back create a play mode, once again this was a amazing feature that EA did away with like a deformed Spartan baby. They should revamp the create a play mode and bring it back better than ever. They should also allow these created plays to be utilized in online gaming modes.
11)Update the commentary and add new pieces with updates to keep it relevant. WOW do they get annoying. I mean it’s like you guys haven’t changed it at all for years and they’re still saying almost the exact same phrases. This is entirely unacceptable and shows no effort or attention to detail when it comes to the NHL series. (Just an FYI, this was the most minor wish of my wishes but still deserves honorable mention).
Last but not least) Bring back the ability to customize our soundtracks and playlist with our own media once again another featuring EA killed. I won’t even get into the soundtrack for NHL 18 because I will get so negative I might get banned for life, you get the picture...
That’s all I have time for for now but rest assured there’s plenty more where that came from...will add more later.
I've already heard about be a Superstar and I love it. I have an idea that would make it even better. You should add the USHL, World juniors, NCAA any possible way you can get scouted to be in the NHL. Also please add the NHL All-star game like why have the CHL Top Prospects Game and not the All-Star game. Also, please the players if they are good enough let them be captain or alternate after their rookie season. The last thing, let us still make our own players and let us choose our potential. That would make the Be a pro or Be A superstar the best thing ever. Please consider this Thank you. P.S. Ovi for Cover
"You blame it on EA and yet they did take care of it with the way they made it now and it seems pretty fair to me..."
Yeah, many of us don't consider scrapping something in its entirety "a fix".
There really wasn't a fix for it that I could see happening other than what they did... So if they only gave us a certain amount of points to level up you'd still see guys exploiting it by creating either 5'5 speed guys or 6'9 huge guys to hammer you
floating cap on stats with height and weight.
caps on stats would increase or decrease depending on what size you are.
example: 6'6" 225 lb can have max 92 strength but the accel or agility or what have you may cap at 82.
5'8" 120 lb can have max 92 speed but the strength or balance or what have you may cap at 82.
floats as your height and weight increase and decrease.
I am open to any suggestions tho... anything to spice this up a bit. it's way too vanilla as it is to me (and my team).
Don't know what's so difficult about this...
I would like to play a slow moving Enforcer, but one that could actually pass. I don't mind if I'm slow if I can hit and have a long reach and a mediocre shot and hands. They butchered the enforcer's passing this year and I go with jumbo playmaker now but it's not fun when you line up somebody perfectly and they bubble off of you every time.
As an Offensive D, I can absolutely crush people with hits and same as when I play as a sniper.
It may have already be asked (sorry, not reading through 12 pages), but for Franchise or BAP mode can we have the 'all-time' statistics listed so we can see how current and created NHLers progress in the mode? I remember back for PS1 or PS2 versions of the game they had the 'all-time' statistics. I know it's a small ask, but I play offline modes so these kinds of things matter to me.
Additionally, when you create/relocate a team, the signs the fans are holding like, "Crosby can I have your stick?" don't actually display the player's last name. It just says, "Can I have your stick?" with the top part of the sign where the name should be whited out.
Another option would be to relocate/edit jerseys for the AHL affiliates if you relocate an NHL team.
More gear options for players, Need to add in True, Verbero, and Graf for example.
Also noticed that when you do a 32 teams expansion Franchise mode, you can only see your created players if they are Free Agents. You can's assign them to a roster and then start the mode. I tried creating Seattle as the 32 expansion team with my players on a different roster but when I started the mode, they weren't there. And there isn't an option to select current or default roster to start.
Gameplay, I think the community has voiced their concerns, not going to reiterate those here.
Dear developers, I ask you to add NHL 19 to the Continental Hockey League, because most Russians want the league to be added to the game. And it is possible that the NHL will be returned to the PC.
A lot of things have been repeated a lot so that isn't my goal to beat that dead horse any further, but my biggest complaint is about BAP and hope this is changed. You have 17-18 year old kids being drafted with an 80+ overall right off the bat (McDavid 2015 or Mathews 2016), but even if I play EVERY game and end the season with 70-100 points and first overall draft pick, I'm only a 68-72 overall???
I wouldn't mind a story being added to make it feel more engaging, but the slow grind to a high overall stat is just soul crushing. I don't want my player in his mid 20s finally making an impact, I want to hit that ground running.
I guess what I am saying in a nice summary is either update the experience gained in BAP, or allow the overall stats somewhat match the players ability. Obviously people will take advantage of it and put it on rookie difficulty and end the season with 200+ points. So I just hope for some type of new system to be implement eventually that makes the grind easier, or just worth it in general.
NHL absolutely need a story in be a pro
Start by playing outdoor hockey in a parc, getting known at 13, get to chose college or league, build a network, impress enough to be drafted... break up with your girlfriend and play bad music in the locker room... start your NHL career and.. to be continued in NHL 20.
Please do that, or email me, I'll help you.
GM ideas:
Trade Deadline LIVE in OFFICE until 15h (that would be crazy)
More surprises from drafts (like the majority of the current players in the league)
Harder trades
Coach hiring (defensive, offensive, young, respected...)
A friend leaderboard for eashl and drop in! Seriously, there is no way to see my friend stats and its like that since 2012 i think and every multiplayer game have this. Supposedly the Dev look into this forum so maybe they can wake up and put this simple feature back in the game.
The ability to custom colour my goalie mask/helmet like we can with our other equipment. I have no idea why such a simple ability isn’t already.
Goalie celebrations. When I make a huge save I should be able to “show off” to my opponents. Or when my team defence sucks I should be able to make a gester to them implying a ****?
I only play GM mode, what I want and what I think everyone wants out of this mode is to really feel like you are managing a hockey team. I think way more depth needs to be added to the players in order to achieve this because right now the players are basically just a number (their overall) and there isn't much more to it than that. Here are some things that can help improve this:
LINE CHEMISTRY
- I think most hockey fans would agree that chemistry (and I'm not just talking about locker room chemsitry) is very important for on ice success. When I play GM mode I like to put together lines based on this. I try to put a defensive player with players that struggle in that area or a physical player with guys that aren't physical to try and create a well balanced line. The issue I have is I have no idea if the game even takes this strategy into consideration when it is simulating. The game needs to have a line chemistry feature that shows you how good your line combos are (0 to 100%). A line with good chemistry should also get attribute boosts and a line with bad chemistry should have some attributes decreased.
- Some examples of factors that should determine a line's chemistry are player types (good combinations such as a sniper with a playmaker, bad combinations such as a playmaker with a grinder, two way players should have balanced chemistry with everyone, etc.), positions (a player not in the right position is a bad thing), attributes (maybe take the average of all 3 players and determine if the line is well balanced), familiarity (players need to develop chemistry by playing together.. making pre-season a good time to develop chemistry between new off season additions), locker room chemistry (good relationship off ice leads to success on the ice), and versatility (a new attribute that should be added to the game specifically to affect the way chemistry works, for example, a player with a high versatility rating won't be affected as much by negative combinations due to wrong positions, bad player type combos, lack of familiarity, etc.).
SECONDARY POSITIONS/PLAYER TYPES
- If chemistry is going to be added to the game this is a critical feature. Lots of players in the NHL are dual position and I get why it is easier to simply label a player as one position, but a secondary position should be added to give managers more freedom to create line combinations. Dual position players should be mandatory in hockey game.
- Also I think having a Primary and Secondary player type would be a very interesting feature to add to the game. It's not always easy to label a player as one player type. For example, Pacioretty was always a power forward in the NHL games until NHL 18 when he was labelled a sniper. The truth is he is a primary sniper and a secondary power forward. I think having this feature gives more character to the players especially when you are drafting a new prospect. You could look at that player and see he is primarily a sniper, but he also has a physical edge to him.
NEW ATTRIBUTES
- I think some new attributes need to be added to the game, what I would propose is adding some attributes to balance every category to 5. Here are some changes I would like to see:
Shooting Category
- One Timer: Some players have better one timers than others and that should be captured by the game.
Puck Skills Category
- I wouldn't change anything here, however I would move offensive awareness here, could rename the category to "offensive skills" if it makes more sense.
Senses Category
- I would make some pretty big changes to this category firstly by changing the name to "Character". These attributes would affect a player's on ice performance as well as their off ice behavior. This would give the locker room chemistry feature way more depth, and also give a sense of how good of a leader a specific player is.
- Charisma: Charismatic players are more likely to try high skill plays on the ice (example pk subban). They perform better than other players in situations like overtime and the shootout. They like to play in bigger markets (Ask for more money from smaller markets during free agency.)
- Discipline: Less likely to take penalties. They have better relationships with management (player and morale meetings usually go better) and they are more loyal to their team (less money to re-sign).
- Intensity: Intense players are more competitive (less effected by in game fatigue), more consistent (not as streaky), and are less likely to be intimidated by aggressive players. They like to play for competitive teams (ask for more money from re-builders or playoff hopefuls).
- Poise: Better in high pressure situations such as rivalry games and the playoffs. They like more term on their contracts and security through trade clauses.
- Versatility: Better line chemistry with other players. More likely to test free agency.
Skating Category
- Perfect no changes.
Physical Category
- Perfect no changes.
Defense Category
- Position Battles: Affects how good a player is at board battles and net front battles.
HOT/COLD STREAKS & FATIGUE
- Players can be streaky and this should be captured in the game. Fatigue should also be featured, especially with goalies. Including fatigue would help indicates when your goalie is tired and when the backup should play. Fatigue should be realistic (more of a factor on road trips and the second game of a back to back).
BONUS QUALITIES
- Basically an attribute booster acquired from a players personal achievements. This could add more depth to a players ability beyond their overall. Some examples: PP Specialist (+1 to offensive attributes on the powerplay), PK Specialist (+1 to defensive attributes on the penalty kill), Playoff Performer (+1 to all attributes during the playoffs), Hart Winner (+1 to all attributes), Art Ross Winner (+1 to all offensive attributes), Maurice Richard Winner (+1 to all shooting attributes), Shootout Specialist (+1 to all offensive attributes in the shootout, Vezina Winner (+1 to all Reflex attributes) etc.
CONTRACTS
- Adding contract extensions was a great feature but there are still many improvements that could be made. No trade clauses and No move clauses should be added to the game, to make trading more realistic. The no trade clause doesn't have to be accurate could be just a 10 team list for every player that has a NTC.
- Since budgets have been included actual contract structure should be included as well. Some players have front loaded contracts, for example Shae Weber carries a cap hit of $7.8M but actually only gets paid $1M a year for the last 3 years of his contract. Therefore, lower budget teams should be able to easily afford him despite his high cap hit. Gives players the ability to "moneyball" if they want to play as a smaller market.
- Something that is a big issue for me is how overall is the only thing that matters when it comes to what a player asks for. For example (another habs one because I cheer for them.), I had a GM mode where Nikita Scherbak was set to become an RFA. He was only about 77 overall so I left him in the minors. Te next season he became about 81 overall and would continue to grow to about 84 overall the following year. He wants an actual NHL contract (about $3M per year) even though he hasn't played an NHL game! That's absurd. The nice thing about young players is they are supposed to be cost controlled. The game needs to factor in performances from last season more when a player is asking for a new contract. The game should realize this player hasn't even played an NHL game yet, a bridge deal of about $1M per season for 2 years should be realistic.
- Another thing I notice is the game doesn't understand what an entry level contract is. Some players can be given a contract immediately after being drafted and even though they should still be playing junior, a year of there pro contract will expire.
- Also borderline NHL players ask for way to much money and elite players don't ask for enough.
TRADING
- The trade deadline needs to be an actual event. It is one of the biggest days in a hockey season yet we just sim past it like its any other day.
- Improvements need to be made to the trade block as well. If i want a 2nd line Center, I should be able to say I want one. Instead I have to say I want a 2nd line FWD, and hope the team offers me a center. This only further reinforces the fact that I think the game doesn't even take position into consideration.
TRAINING CAMP & WAIVERS
In reality an NHL training camp is when every player is on the team and the team makes cuts. Players that are cut have to clear waivers if they aren't exempt, however in the game you send all your players down before a certain date and they bypass waivers regardless of being waiver eligible or not. This is totally unrealistic, I want a 40 player roster at the start of every year and I need to make cuts.
PLAYER OVERALLS
- I'm not one to get caught up in who's rated better than who, I really don't care as long as the attributes accurately capture the players strengths and weaknesses. One thing I do not like however, is how star players are given boosts in all of their attributes and its the opposite for 3rd line forwards. For example Paul Byron is the fastest player on Montreal and among the fastest in the NHL, every fan of the team knows skating is his strength. Despite this, he is in a 3-way tie for 5th on the team with ales hemsky (are you kidding me?) and nikita scherbak (actually a good skater) at 87. Drouin (91), Pacioretty (89), Galchenyuk (89), and Lehkonen (88) are the players ahead of byron. The only possible explanation for this is that byron is a 3rd liner while Drouin, Pacioretty, and Galchenyuk are all top 6 players. Another example is Danault (85), tied with Weber (85). Danault has limited offensive skills and the only reason he is good is because he can use his speed on the forecheck. Another thing is bottom 6 players (who usually play defensive roles to make up for their lack of skill) have low extremely defensive awareness compared to star players (some of whom arent even known for their defensive abilities). I know we can edit players (which I do), but seeing how bad the ratings are for my favourite team just guarantees there are more examples on every team in the league, and it ruins the game for me. Either your ratings need to actually capture players for who they are (stop with the bias towards star players) or you need to include roster sharing so players who actually care can fix this themselves.
I have many more ideas and things I would like to see in the game, but this list is already massive (and its just one game mode.) To summarize:
- Line Chemistry
- Dual Position
- Secondary Player Types
- New Attributes
- Hot & Cold Streaks
- Player Fatigue
- Bonus Qualities
- No Trade Clauses and No Movement clauses
- Structured Contracts
- More realistic contract demands
- Entry level contracts
- Trade Deadline
- Improvements to the Trade Block
- Realistic Waivers
- Roster sharing or realistic player ratings (stop bias towards star players).
Another thing I just remembered is hiring and firing staff. You are managing a hockey team and having a good coaching staff is probably equally as important as having good players.
I am huge on a game being as realistic stat wise to the real thing. That being said, one of my biggest issues is to keep stats of what should be simulated games from being jacked up. I have to play 10 minute periods to accomplish more realistic shot totals etc, but if I simulate cpu games they have crazy #s in the stats. For example, I will see my players with like 15 FO taken while the cpu players will have 30+. Another thing I dislike is seems all to often a cpu simulation gives the same player multiple goals repetitively. I understand multiple goals in a game happens, but every game almost? The only way I can combat this in season mode is to control all teams and let the "cpu" teams actually play each other so their stats are comparable to the team I actually play with.
I agree that the All Star break is annoying in the fact it can't be played. It would be rewarding to take your created player to being part of that. While on topic of created player, why can you not make the "rookie skater" list if you want the CAP to be a rookie? It would be nice to have that as well as having a draft status in info instead of just UNDRAFTED. Can we put EA Gameface feature in? It's been a while since the CAP system has been revamped in terms of face options.
My biggest wish is a way to simulate games/play games with full 20 minute periods and have realistic stats esp in shot totals instead of shots in 60s and 70s. I may be the only one that craves full time in a game, but again I like to feel like I played a realistic hockey game. I have tweaked sliders on shot accuracy to the point if I go lower it feels like praying to get on net. Wishing cpu would just block more shots or deflections play a bigger role by going out of play or into the corner where it would be longer board battles or something lol.
I guess I just want it to feel more like the grind of a hockey game instead of feeling like a constant back and forth arcade type feel. BAP needs some type of story mode to it with interviews etc. It should stand out more than just playing season mode with a position lock.
That said I do appreciate the fact we have the things we have these days...just seems possible to do more.
The ability to custom colour my goalie mask/helmet like we can with our other equipment. I have no idea why such a simple ability isn’t already.
Goalie celebrations. When I make a huge save I should be able to “show off” to my opponents. Or when my team defence sucks I should be able to make a gester to them implying a ****?
This is amazing! Another thing I would add is to be able to remove the assistant coach. I have looked through all of the settings, and gone through everything in this mode, as its all i play, and I can't find it. I will play a game, sim to the next game, and all of a sudden my lines are completely different, and I have to deal with the moral changes of sending players down. This happens about every third game, and it is extremely annoying. Other than that, great post, sums up everything I think too. Thanks
I’m a big fan of the NHL series and as an ex competitive player unable to even skate now, it really is the only way to feel some of the passion for playing that has been such a huge part of who I’ve always been!
My biggest concern (among very few) is the lack of play creation the last couple years. Create a Play mode was an integral part of my online game and considering set plays are fundamental in real life, it allowed a level of user control that is now severely lacking!
Voice commands could perhaps be incorporated as well, allowing one to change lines and plays on the fly without interfering with ones fingers!
Create Camera Angle: lower down the list but everyone should be able to adjust their view of the ice!
#nhl19wishlist
Replies
Don't know what's so difficult about this...
I would like to play a slow moving Enforcer, but one that could actually pass. I don't mind if I'm slow if I can hit and have a long reach and a mediocre shot and hands. They butchered the enforcer's passing this year and I go with jumbo playmaker now but it's not fun when you line up somebody perfectly and they bubble off of you every time.
As an Offensive D, I can absolutely crush people with hits and same as when I play as a sniper.
Is that good or bad?
1). First and foremost the poke-checking needs to be addressed, nerfed, fine tuned, recalibrated, whatever you want to call it it’s a disaster. I think this topic has been covered at nauseam in these forums so EA sack up and do something about it!! It is way too powerful when the forward clearly has the back checker beat and then when you want to use it and actually use it effectively and poke the puck with accuracy, half the time it’s still a tripping call, it’s so incredibly unpredictable and unskilled players can keep up with all Stars simply by spamming pokes all game. Amateur garbage...
2). Custom cameras need to be brought back and reinvented to allow for all kinds of dynamic options (including a camera that adjusts itself for faceoffs, up close puck battles, blind areas of the ice, etc etc. this is your job not mine but it’s something that has been missing for a long time in the NHL series and it’s something that should be so common sense.
3). Fix your lobby making system in EASHL!! Holy heck it’s ridiculous it should be a rolling lobby such as call of duty or first person shooter multiplayer online games where players can join lobbies and games in action instead of either waiting for a match or players quitting out and facing unstoppable AI the rest of the game which is unfair .
4). This brings me to my next obvious tidbit Nerf the AI big time in EASHL when a player quits out... this alone has made the NHL series by EA sports an utter failure.
5). Players connection speeds should be assessed prior to matchmaking so slow laggy players are not paired with players that have intergalactic Internet connections from the future. Once again this should be common sense.
6). Matchmaking should have to do with actual skill, Why am I a third prestige level 50 getting level 5’s on my team or players with under 400 CR if my CR is 700+?
7). Once again this brings me to my next point why is the CR competitive rating Simply based on whether or not your team wins? This goes especially for drop in where most your teammates are randomly assigned. If I score 10 goals myself and my team was absolute garbage and we lose the game because we had a Swiss cheese noob plug tendy, why do I lose CR? CR should be based on individual performance including how well you play as a team player so as to not encourage selfishness. Once again this is your job to figure out how to integrate this not mine. I’m a hockey player in grad school for business not software AI gaming etc. But I’m sure if you EA gaming developer guys put in some actual effort into the NHL series you guys would be able to figure it out I don’t think it’s a matter of competence, I think it’s a matter of effort and dedication to this particular series by EA as a company in general. ( probably why they have such low popularity and ratings, JS...they don’t care about us and it’s obvious all they care about is selling you card packs in garbage ultimate team mode)
8) Bring back and revamp the GM connected mode. This had The potential to be the greatest NHL mode ever but instead of building upon and expanding the mode to make it better and more manageable, you guys simply killed it along with a lot of other great features that were in past NHL games. GM Connected vanished like it was all a dream. I’m not saying to bring it back the way it was because there were so many issues but figure out a way to revamp it and bring it back with a passion.
9) League integration (such as league gaming.com). Allow a platform for the leagues to connect directly to the EA servers and gather stat information replays player info etc. and have a separate lobby for games instead of manipulating the challenge club. They should have their own server to prevent lag in these super competitive matches of EASHL’s best players on the planet. These online leagues are a huge part of your Fanbase and they should be Recognized and accommodated.
10). Bring back create a play mode, once again this was a amazing feature that EA did away with like a deformed Spartan baby. They should revamp the create a play mode and bring it back better than ever. They should also allow these created plays to be utilized in online gaming modes.
11)Update the commentary and add new pieces with updates to keep it relevant. WOW do they get annoying. I mean it’s like you guys haven’t changed it at all for years and they’re still saying almost the exact same phrases. This is entirely unacceptable and shows no effort or attention to detail when it comes to the NHL series. (Just an FYI, this was the most minor wish of my wishes but still deserves honorable mention).
Last but not least) Bring back the ability to customize our soundtracks and playlist with our own media once again another featuring EA killed. I won’t even get into the soundtrack for NHL 18 because I will get so negative I might get banned for life, you get the picture...
That’s all I have time for for now but rest assured there’s plenty more where that came from...will add more later.
I'd assume bad. Sounds like you're making runs.
Additionally, when you create/relocate a team, the signs the fans are holding like, "Crosby can I have your stick?" don't actually display the player's last name. It just says, "Can I have your stick?" with the top part of the sign where the name should be whited out.
Another option would be to relocate/edit jerseys for the AHL affiliates if you relocate an NHL team.
More gear options for players, Need to add in True, Verbero, and Graf for example.
Also noticed that when you do a 32 teams expansion Franchise mode, you can only see your created players if they are Free Agents. You can's assign them to a roster and then start the mode. I tried creating Seattle as the 32 expansion team with my players on a different roster but when I started the mode, they weren't there. And there isn't an option to select current or default roster to start.
Gameplay, I think the community has voiced their concerns, not going to reiterate those here.
What specifically do you feel NHL 19 being "run by the Frostbite Engine" will accomplish?
Loss or stagnation of existing features/modes combined with lots of new and exciting bugs as the developers learn a new engine.
But it might look slightly prettier. Might.
I wouldn't mind a story being added to make it feel more engaging, but the slow grind to a high overall stat is just soul crushing. I don't want my player in his mid 20s finally making an impact, I want to hit that ground running.
I guess what I am saying in a nice summary is either update the experience gained in BAP, or allow the overall stats somewhat match the players ability. Obviously people will take advantage of it and put it on rookie difficulty and end the season with 200+ points. So I just hope for some type of new system to be implement eventually that makes the grind easier, or just worth it in general.
Start by playing outdoor hockey in a parc, getting known at 13, get to chose college or league, build a network, impress enough to be drafted... break up with your girlfriend and play bad music in the locker room... start your NHL career and.. to be continued in NHL 20.
Please do that, or email me, I'll help you.
GM ideas:
Trade Deadline LIVE in OFFICE until 15h (that would be crazy)
More surprises from drafts (like the majority of the current players in the league)
Harder trades
Coach hiring (defensive, offensive, young, respected...)
Goalie celebrations. When I make a huge save I should be able to “show off” to my opponents. Or when my team defence sucks I should be able to make a gester to them implying a ****?
LINE CHEMISTRY
- I think most hockey fans would agree that chemistry (and I'm not just talking about locker room chemsitry) is very important for on ice success. When I play GM mode I like to put together lines based on this. I try to put a defensive player with players that struggle in that area or a physical player with guys that aren't physical to try and create a well balanced line. The issue I have is I have no idea if the game even takes this strategy into consideration when it is simulating. The game needs to have a line chemistry feature that shows you how good your line combos are (0 to 100%). A line with good chemistry should also get attribute boosts and a line with bad chemistry should have some attributes decreased.
- Some examples of factors that should determine a line's chemistry are player types (good combinations such as a sniper with a playmaker, bad combinations such as a playmaker with a grinder, two way players should have balanced chemistry with everyone, etc.), positions (a player not in the right position is a bad thing), attributes (maybe take the average of all 3 players and determine if the line is well balanced), familiarity (players need to develop chemistry by playing together.. making pre-season a good time to develop chemistry between new off season additions), locker room chemistry (good relationship off ice leads to success on the ice), and versatility (a new attribute that should be added to the game specifically to affect the way chemistry works, for example, a player with a high versatility rating won't be affected as much by negative combinations due to wrong positions, bad player type combos, lack of familiarity, etc.).
SECONDARY POSITIONS/PLAYER TYPES
- If chemistry is going to be added to the game this is a critical feature. Lots of players in the NHL are dual position and I get why it is easier to simply label a player as one position, but a secondary position should be added to give managers more freedom to create line combinations. Dual position players should be mandatory in hockey game.
- Also I think having a Primary and Secondary player type would be a very interesting feature to add to the game. It's not always easy to label a player as one player type. For example, Pacioretty was always a power forward in the NHL games until NHL 18 when he was labelled a sniper. The truth is he is a primary sniper and a secondary power forward. I think having this feature gives more character to the players especially when you are drafting a new prospect. You could look at that player and see he is primarily a sniper, but he also has a physical edge to him.
NEW ATTRIBUTES
- I think some new attributes need to be added to the game, what I would propose is adding some attributes to balance every category to 5. Here are some changes I would like to see:
Shooting Category
- One Timer: Some players have better one timers than others and that should be captured by the game.
Puck Skills Category
- I wouldn't change anything here, however I would move offensive awareness here, could rename the category to "offensive skills" if it makes more sense.
Senses Category
- I would make some pretty big changes to this category firstly by changing the name to "Character". These attributes would affect a player's on ice performance as well as their off ice behavior. This would give the locker room chemistry feature way more depth, and also give a sense of how good of a leader a specific player is.
- Charisma: Charismatic players are more likely to try high skill plays on the ice (example pk subban). They perform better than other players in situations like overtime and the shootout. They like to play in bigger markets (Ask for more money from smaller markets during free agency.)
- Discipline: Less likely to take penalties. They have better relationships with management (player and morale meetings usually go better) and they are more loyal to their team (less money to re-sign).
- Intensity: Intense players are more competitive (less effected by in game fatigue), more consistent (not as streaky), and are less likely to be intimidated by aggressive players. They like to play for competitive teams (ask for more money from re-builders or playoff hopefuls).
- Poise: Better in high pressure situations such as rivalry games and the playoffs. They like more term on their contracts and security through trade clauses.
- Versatility: Better line chemistry with other players. More likely to test free agency.
Skating Category
- Perfect no changes.
Physical Category
- Perfect no changes.
Defense Category
- Position Battles: Affects how good a player is at board battles and net front battles.
HOT/COLD STREAKS & FATIGUE
- Players can be streaky and this should be captured in the game. Fatigue should also be featured, especially with goalies. Including fatigue would help indicates when your goalie is tired and when the backup should play. Fatigue should be realistic (more of a factor on road trips and the second game of a back to back).
BONUS QUALITIES
- Basically an attribute booster acquired from a players personal achievements. This could add more depth to a players ability beyond their overall. Some examples: PP Specialist (+1 to offensive attributes on the powerplay), PK Specialist (+1 to defensive attributes on the penalty kill), Playoff Performer (+1 to all attributes during the playoffs), Hart Winner (+1 to all attributes), Art Ross Winner (+1 to all offensive attributes), Maurice Richard Winner (+1 to all shooting attributes), Shootout Specialist (+1 to all offensive attributes in the shootout, Vezina Winner (+1 to all Reflex attributes) etc.
CONTRACTS
- Adding contract extensions was a great feature but there are still many improvements that could be made. No trade clauses and No move clauses should be added to the game, to make trading more realistic. The no trade clause doesn't have to be accurate could be just a 10 team list for every player that has a NTC.
- Since budgets have been included actual contract structure should be included as well. Some players have front loaded contracts, for example Shae Weber carries a cap hit of $7.8M but actually only gets paid $1M a year for the last 3 years of his contract. Therefore, lower budget teams should be able to easily afford him despite his high cap hit. Gives players the ability to "moneyball" if they want to play as a smaller market.
- Something that is a big issue for me is how overall is the only thing that matters when it comes to what a player asks for. For example (another habs one because I cheer for them.), I had a GM mode where Nikita Scherbak was set to become an RFA. He was only about 77 overall so I left him in the minors. Te next season he became about 81 overall and would continue to grow to about 84 overall the following year. He wants an actual NHL contract (about $3M per year) even though he hasn't played an NHL game! That's absurd. The nice thing about young players is they are supposed to be cost controlled. The game needs to factor in performances from last season more when a player is asking for a new contract. The game should realize this player hasn't even played an NHL game yet, a bridge deal of about $1M per season for 2 years should be realistic.
- Another thing I notice is the game doesn't understand what an entry level contract is. Some players can be given a contract immediately after being drafted and even though they should still be playing junior, a year of there pro contract will expire.
- Also borderline NHL players ask for way to much money and elite players don't ask for enough.
TRADING
- The trade deadline needs to be an actual event. It is one of the biggest days in a hockey season yet we just sim past it like its any other day.
- Improvements need to be made to the trade block as well. If i want a 2nd line Center, I should be able to say I want one. Instead I have to say I want a 2nd line FWD, and hope the team offers me a center. This only further reinforces the fact that I think the game doesn't even take position into consideration.
TRAINING CAMP & WAIVERS
In reality an NHL training camp is when every player is on the team and the team makes cuts. Players that are cut have to clear waivers if they aren't exempt, however in the game you send all your players down before a certain date and they bypass waivers regardless of being waiver eligible or not. This is totally unrealistic, I want a 40 player roster at the start of every year and I need to make cuts.
PLAYER OVERALLS
- I'm not one to get caught up in who's rated better than who, I really don't care as long as the attributes accurately capture the players strengths and weaknesses. One thing I do not like however, is how star players are given boosts in all of their attributes and its the opposite for 3rd line forwards. For example Paul Byron is the fastest player on Montreal and among the fastest in the NHL, every fan of the team knows skating is his strength. Despite this, he is in a 3-way tie for 5th on the team with ales hemsky (are you kidding me?) and nikita scherbak (actually a good skater) at 87. Drouin (91), Pacioretty (89), Galchenyuk (89), and Lehkonen (88) are the players ahead of byron. The only possible explanation for this is that byron is a 3rd liner while Drouin, Pacioretty, and Galchenyuk are all top 6 players. Another example is Danault (85), tied with Weber (85). Danault has limited offensive skills and the only reason he is good is because he can use his speed on the forecheck. Another thing is bottom 6 players (who usually play defensive roles to make up for their lack of skill) have low extremely defensive awareness compared to star players (some of whom arent even known for their defensive abilities). I know we can edit players (which I do), but seeing how bad the ratings are for my favourite team just guarantees there are more examples on every team in the league, and it ruins the game for me. Either your ratings need to actually capture players for who they are (stop with the bias towards star players) or you need to include roster sharing so players who actually care can fix this themselves.
I have many more ideas and things I would like to see in the game, but this list is already massive (and its just one game mode.) To summarize:
- Line Chemistry
- Dual Position
- Secondary Player Types
- New Attributes
- Hot & Cold Streaks
- Player Fatigue
- Bonus Qualities
- No Trade Clauses and No Movement clauses
- Structured Contracts
- More realistic contract demands
- Entry level contracts
- Trade Deadline
- Improvements to the Trade Block
- Realistic Waivers
- Roster sharing or realistic player ratings (stop bias towards star players).
Another thing I just remembered is hiring and firing staff. You are managing a hockey team and having a good coaching staff is probably equally as important as having good players.
I agree that the All Star break is annoying in the fact it can't be played. It would be rewarding to take your created player to being part of that. While on topic of created player, why can you not make the "rookie skater" list if you want the CAP to be a rookie? It would be nice to have that as well as having a draft status in info instead of just UNDRAFTED. Can we put EA Gameface feature in? It's been a while since the CAP system has been revamped in terms of face options.
My biggest wish is a way to simulate games/play games with full 20 minute periods and have realistic stats esp in shot totals instead of shots in 60s and 70s. I may be the only one that craves full time in a game, but again I like to feel like I played a realistic hockey game. I have tweaked sliders on shot accuracy to the point if I go lower it feels like praying to get on net. Wishing cpu would just block more shots or deflections play a bigger role by going out of play or into the corner where it would be longer board battles or something lol.
I guess I just want it to feel more like the grind of a hockey game instead of feeling like a constant back and forth arcade type feel. BAP needs some type of story mode to it with interviews etc. It should stand out more than just playing season mode with a position lock.
That said I do appreciate the fact we have the things we have these days...just seems possible to do more.
Fully agreed. Great ideas.
This is amazing! Another thing I would add is to be able to remove the assistant coach. I have looked through all of the settings, and gone through everything in this mode, as its all i play, and I can't find it. I will play a game, sim to the next game, and all of a sudden my lines are completely different, and I have to deal with the moral changes of sending players down. This happens about every third game, and it is extremely annoying. Other than that, great post, sums up everything I think too. Thanks
My biggest concern (among very few) is the lack of play creation the last couple years. Create a Play mode was an integral part of my online game and considering set plays are fundamental in real life, it allowed a level of user control that is now severely lacking!
Voice commands could perhaps be incorporated as well, allowing one to change lines and plays on the fly without interfering with ones fingers!
Create Camera Angle: lower down the list but everyone should be able to adjust their view of the ice!
#nhl19wishlist