Substitute D Awareness for another skill then - My point is, the traits could be done better and I would like to customize my stats further than what they're giving
I think you're misinterpreting what people mean when they say it balances gameplay. It means that in our opinion, the preset builds make you make a decision between what your strengths and weaknesses are. Whereas under the old system, your player was basically a beast across the board. With this setup, there's a massive difference between a 6'4 power forward and a 5'7 dangler, massive difference between a 6'1 puck moving d and 6'3 defensive d. On old gen, by legend 3 every player build essentially felt more or less the same. Your 6'4 power forward could skate, pass and deke as well as my 5'10 playmaker. My 5'10 playmaker could hit and power to the net as successfully as your 6'4 power forward.
Also i wholeheartedly disagree with your assessment that it takes more skill in this game to body check than being really good with the DSS.
Overall, i just don't really get your argument. The game isn't fun because you can't put points into categories to build your build exactly the way you want. But you're really good at the game, and the only time someone beats you it's because you got the terrible AI and there's were superpowered.
What exactly about being able to assign all of your attribute points is going to make the on ice product better than it is now? To me, it sounds more like your frustrated by the experience on the virtual ice. I know it's not a feasible solution to everyone, but you should really try recruiting more players and getting a 6s lineup together. Eliminate the AI, eliminate a giant portion of the problem in my opinion.
This system now is based in the past
Powerforward builds and grinders are way to slow
They've made their builds based off of players from 10 years ago. Grinders and powerforward should max speed at around 87-88 so they can at least compete in this game
My point is I'd like to make my player the way I'd like . Eashl is total customizable in every other way just not player builds. I'm not saying the attribute system has to work the same way the old Gen system did. EA can figure out how to create a new system that allows us to customize with out being "over powered" that's good. This system now is awful.
As far as recruiting . I really have no interest and really not time . I play 2 night's out of the week. Again EA should make their game more realistic and just not allow the Ai to be the most dominant player on the ice. This game needs alot of fixing.
Substitute D Awareness for another skill then - My point is, the traits could be done better and I would like to customize my stats further than what they're giving
My point is you're complaining the traits aren't adequate customization but you don't even know what they do.
I agree with this 100%, I really don't like how I can't manually change my attributes to my liking like in the past, it actually annoys me tbh, because I like to set my guy up a certain way and add more here or there instead of it pre set for me. I don't need my slap shot and wrist shot both that high since I don't use slap shot often, seems like such a waste of attributes to be that high when I don't even use it and could put some of that attributes on another area.
The only issue with the way it used to be back in 15 is EA allowed people to buy the +3,+5,+7 boosts to get an advantage which was no good, but all they had to do was eliminate allowing people from being able to buy those boosts and everything would of been fine. Because if you wanted those boosts without paying you played "Be A Pro" and it actually gave players a reason to play be a pro, now there is no reason to play be a pro because it doesn't help your guy out at all, all you get is some achievements what a waste of a game mode now.
Currently the attributes don't seem to have enough of an impact to separate the classes, currently size seems to make the biggest impact on your player . And right now a 6'6 enforcer can keep up with a tiny dangler , which is ridiculous...
The hitting is overpowered, due to the fact that guys can literally reach through you as are stuck recovering from a tiny bump... And there is no hitting from behind, you blatantly have your opponent beat, his 6'6 enforcer self catches up to you from behind and clobbers you , then reaches through you and grabs the puck and skates away ... If you got your man best, he should stay beat ...and in eashl threes there for some reason is no boarding penalties, you can obliterate a guy on the boards, I don't understand this as board ties ups are very effective or hip checks can't get charging or boarding penalties....
Whoever is behind some of these decisions at ea needs to come back from lunch break , it's been almost 30 years of this franchise as still no base logic , no red line logic, blue line logic, AI doesn't know where one another is ... Game is years behind its times.
Then another yet another question only the devs can answer, but won't as giving the community knowledge of game mechanics seems to be impossible, I'm assuming because ea doesn't know the answers to these questions themselves, like how does goaltender endurance work ... So here's another for you @ea_devs ... Pretty sure it was last year , about the third patch in, you guys made it so defensive classes have a better chance to intercept pucks, making them slightly better to use for defense, is this still true, I use a grinder at defense and wonder if I'm hurting myself , doesn't feel it , it's likethe hockey IQ trait, does this work for humans or just AI?
I think you're misinterpreting what people mean when they say it balances gameplay. It means that in our opinion, the preset builds make you make a decision between what your strengths and weaknesses are. Whereas under the old system, your player was basically a beast across the board. With this setup, there's a massive difference between a 6'4 power forward and a 5'7 dangler, massive difference between a 6'1 puck moving d and 6'3 defensive d. On old gen, by legend 3 every player build essentially felt more or less the same. Your 6'4 power forward could skate, pass and deke as well as my 5'10 playmaker. My 5'10 playmaker could hit and power to the net as successfully as your 6'4 power forward.
Also i wholeheartedly disagree with your assessment that it takes more skill in this game to body check than being really good with the DSS.
Overall, i just don't really get your argument. The game isn't fun because you can't put points into categories to build your build exactly the way you want. But you're really good at the game, and the only time someone beats you it's because you got the terrible AI and there's were superpowered.
What exactly about being able to assign all of your attribute points is going to make the on ice product better than it is now? To me, it sounds more like your frustrated by the experience on the virtual ice. I know it's not a feasible solution to everyone, but you should really try recruiting more players and getting a 6s lineup together. Eliminate the AI, eliminate a giant portion of the problem in my opinion.
This system now is based in the past
Powerforward builds and grinders are way to slow
They've made their builds based off of players from 10 years ago. Grinders and powerforward should max speed at around 87-88 so they can at least compete in this game
My point is I'd like to make my player the way I'd like . Eashl is total customizable in every other way just not player builds. I'm not saying the attribute system has to work the same way the old Gen system did. EA can figure out how to create a new system that allows us to customize with out being "over powered" that's good. This system now is awful.
As far as recruiting . I really have no interest and really not time . I play 2 night's out of the week. Again EA should make their game more realistic and just not allow the Ai to be the most dominant player on the ice. This game needs alot of fixing.
I know a lot of people that use power forward and grinder and are incredibly successful. Make your grinder a little smaller if you want him to be faster, but then know you're going to be sacrificing a little bit of your strength. Power forwards protect the puck like no ones business, and are harder to bump off than a playmaker/dangler.
The system now being awful is a matter of preference. It's actually a pretty similar system to what we had on old gen, where each player type had "caps" to every attribute category. Once you reached level 3, you'd have each important category capped out to the max, and then could fiddle around with the few attribute points that were left over to throw where you wanted. With the current system, they essentially give you the fully capped out player, and then you use player traits to add/subtract from the areas you want.
I think it'd be hilarious if EA just made "custom attributes" next year, and then really just had it act like a placebo so you guys can think you've either found, or haven't found, the magic build that's going to fix the gameplay for you.
There's only one argument I've heard so far that is compelling towards having fully custom attributes, and that is that it's a fun way to spend some time fiddling with your build. It's fun, you enjoy it, that's it. Since my main source of enjoyment comes from actually playing the game, I'll take the preset builds.
I think you're misinterpreting what people mean when they say it balances gameplay. It means that in our opinion, the preset builds make you make a decision between what your strengths and weaknesses are. Whereas under the old system, your player was basically a beast across the board. With this setup, there's a massive difference between a 6'4 power forward and a 5'7 dangler, massive difference between a 6'1 puck moving d and 6'3 defensive d. On old gen, by legend 3 every player build essentially felt more or less the same. Your 6'4 power forward could skate, pass and deke as well as my 5'10 playmaker. My 5'10 playmaker could hit and power to the net as successfully as your 6'4 power forward.
Also i wholeheartedly disagree with your assessment that it takes more skill in this game to body check than being really good with the DSS.
Overall, i just don't really get your argument. The game isn't fun because you can't put points into categories to build your build exactly the way you want. But you're really good at the game, and the only time someone beats you it's because you got the terrible AI and there's were superpowered.
What exactly about being able to assign all of your attribute points is going to make the on ice product better than it is now? To me, it sounds more like your frustrated by the experience on the virtual ice. I know it's not a feasible solution to everyone, but you should really try recruiting more players and getting a 6s lineup together. Eliminate the AI, eliminate a giant portion of the problem in my opinion.
This system now is based in the past
Powerforward builds and grinders are way to slow
They've made their builds based off of players from 10 years ago. Grinders and powerforward should max speed at around 87-88 so they can at least compete in this game
My point is I'd like to make my player the way I'd like . Eashl is total customizable in every other way just not player builds. I'm not saying the attribute system has to work the same way the old Gen system did. EA can figure out how to create a new system that allows us to customize with out being "over powered" that's good. This system now is awful.
As far as recruiting . I really have no interest and really not time . I play 2 night's out of the week. Again EA should make their game more realistic and just not allow the Ai to be the most dominant player on the ice. This game needs alot of fixing.
I know a lot of people that use power forward and grinder and are incredibly successful. Make your grinder a little smaller if you want him to be faster, but then know you're going to be sacrificing a little bit of your strength. Power forwards protect the puck like no ones business, and are harder to bump off than a playmaker/dangler.
The system now being awful is a matter of preference. It's actually a pretty similar system to what we had on old gen, where each player type had "caps" to every attribute category. Once you reached level 3, you'd have each important category capped out to the max, and then could fiddle around with the few attribute points that were left over to throw where you wanted. With the current system, they essentially give you the fully capped out player, and then you use player traits to add/subtract from the areas you want.
I think it'd be hilarious if EA just made "custom attributes" next year, and then really just had it act like a placebo so you guys can think you've either found, or haven't found, the magic build that's going to fix the gameplay for you.
There's only one argument I've heard so far that is compelling towards having fully custom attributes, and that is that it's a fun way to spend some time fiddling with your build. It's fun, you enjoy it, that's it. Since my main source of enjoyment comes from actually playing the game, I'll take the preset builds.
I think people just want some form of a "grind" back.
had two club teammates mention they just don't find the game "rewarding" (yes, the carrot you speak of) and they still find it bland.
I just have to wonder if this would draw a larger base back to EASHL.... if the system was the way it was.
I've never really understood people's need for 'grind' in their games. I've always got my pleasure from gameplay itself. If the gameplay is fun there's no need for a carrot to chase. If the gameplay isn't fun no carrot makes it worth my time.
That said, I do recognize that there's a large group of gamers ( quite possibly the majority ) who do legitimately need that carrot to enjoy their games and I don't think their desires should be dismissed out of hand. It think it would be interesting to hear from the pro-grind players to get a feel for what exactly they want.
Do they want to grind for cosmetics? Attribute points? Something else?
How long should it take to reach the 'end' of the grind ( if at all )? The grind in pre-NHL 15 EASHL only lasted about 350 games IIRC. Most 'hardcore' players would have that knocked out well before Christmas ( some before the end of September ). Did the people who want the grind back just stop playing at that point?
Of course I think for EASHL the question is do they really want the 'grind' back or do they just want to be able to fiddle with their player attributes directly? Do people need that drip-feed of rewards or would they be satisfied with full player customization right from the start?
I think people just want some form of a "grind" back.
had two club teammates mention they just don't find the game "rewarding" (yes, the carrot you speak of) and they still find it bland.
I just have to wonder if this would draw a larger base back to EASHL.... if the system was the way it was.
I've never really understood people's need for 'grind' in their games. I've always got my pleasure from gameplay itself. If the gameplay is fun there's no need for a carrot to chase. If the gameplay isn't fun no carrot makes it worth my time.
That said, I do recognize that there's a large group of gamers ( quite possibly the majority ) who do legitimately need that carrot to enjoy their games and I don't think their desires should be dismissed out of hand. It think it would be interesting to hear from the pro-grind players to get a feel for what exactly they want.
Do they want to grind for cosmetics? Attribute points? Something else?
How long should it take to reach the 'end' of the grind ( if at all )? The grind in pre-NHL 15 EASHL only lasted about 350 games IIRC. Most 'hardcore' players would have that knocked out well before Christmas ( some before the end of September ). Did the people who want the grind back just stop playing at that point?
Of course I think for EASHL the question is do they really want the 'grind' back or do they just want to be able to fiddle with their player attributes directly? Do people need that drip-feed of rewards or would they be satisfied with full player customization right from the start?
I think the grind mentality is not just something to play for, but it is also a reason to want to play better, or at least, play you position properly. I think at this stage of the game, I would be perfectly fine if we were all given our points out of the gate to create our own players, but does nothing to solve the grind. Or at least, they need to create more player classes, ie, say 3 of each class.The CR rating is clearly not replacing the grades required during a grind as I see many players who could not care less and play to ruin the gameplay of others. There is no consequence to being a horrible player other than bad CR which some clearly care less about.
The whole point of customization is to make your player unique with your playstyle in mind you can't do that in more than one area with the current system it is severely limited and compared to actual NHL skaters in the game the eashl cookie cutter builds do not feel the same. Play a game of HUT 6s and tell me it feels the same.
I think the grind mentality is not just something to play for, but it is also a reason to want to play better, or at least, play you position properly. I think at this stage of the game, I would be perfectly fine if we were all given our points out of the gate to create our own players, but does nothing to solve the grind. Or at least, they need to create more player classes, ie, say 3 of each class.The CR rating is clearly not replacing the grades required during a grind as I see many players who could not care less and play to ruin the gameplay of others. There is no consequence to being a horrible player other than bad CR which some clearly care less about.
I can kind of see that. Personally what drives me to play better is the desire to win games. I don't really care what my CR is. Although I'll admit that I haven't played a drop-in game since NHL 13 so I'm coming from a situation where all of my teammates are also playing to win and are on the same page when it comes to playing their positions.
Drop-ins are definitely a whole other kettle of fish and it would be nice to have some kind of incentive to have people play "properly". Although the old grade system didn't really deal with this problem either. Only the last ten(?) games counted towards your grades so prior to the very end of L3 there was no real pressure to keep your grades up and post-L3 grades didn't matter at all.
But some incentive to get people to play their positions better is something I can get behind.
Substitute D Awareness for another skill then - My point is, the traits could be done better and I would like to customize my stats further than what they're giving
The traits hardly do anything in this game to make your player better at things...half the time I run my classes with no traits and it still feels the same...How about their attribute system works off of what division your club is in. If they want to keep the builds, let us tweak our attributes to an extent (more than the cod style trait things we got now) to get our players how we want. You get to division one-three you can you get say a 95-90 overall player, but you can tweak what you want them good at...division 4 -6 builds 89-80 divisions 6-10 79-70? Id have to say my club didnt play much eashl on old gen, and when we did we were late to the party and always got matched up against top level teams, and that ruined it for us, cuz there was no way to get out of the hole of having low attributes. As much as I dont mind the current system, its time for something to change, thats better than the bogus trait system now.
I think the grind mentality is not just something to play for, but it is also a reason to want to play better, or at least, play you position properly. I think at this stage of the game, I would be perfectly fine if we were all given our points out of the gate to create our own players, but does nothing to solve the grind. Or at least, they need to create more player classes, ie, say 3 of each class.The CR rating is clearly not replacing the grades required during a grind as I see many players who could not care less and play to ruin the gameplay of others. There is no consequence to being a horrible player other than bad CR which some clearly care less about.
I can kind of see that. Personally what drives me to play better is the desire to win games. I don't really care what my CR is. Although I'll admit that I haven't played a drop-in game since NHL 13 so I'm coming from a situation where all of my teammates are also playing to win and are on the same page when it comes to playing their positions.
Drop-ins are definitely a whole other kettle of fish and it would be nice to have some kind of incentive to have people play "properly". Although the old grade system didn't really deal with this problem either. Only the last ten(?) games counted towards your grades so prior to the very end of L3 there was no real pressure to keep your grades up and post-L3 grades didn't matter at all.
But some incentive to get people to play their positions better is something I can get behind.
Agreed. Club play is definitely a different game. Hardly any trolls there for obvious reasons.
What drives me to play better is my reputation. I strive to be a player that people can count on and know what they will get if they invite me to a game. It has gotten to the point where I consistently get invites from many different players/teams every time I log on. People know what they get when I play. While I obviously want to win all the games I play, what matters most at the end of the day is my reputation. My team first mentality has obviously helped alot in making me better and improving my reputation. Regardless which position I choose to play, I play it to the best of my abilities every single time and take that responsibility seriously.
Those saying the class system encourage team play I have to disagree with. I see more one-man-shows now than I did when the attributes were customizable. The point is that class system doesn’t encourage team play any more than the old system. Team players will always be team players and dangle/snipe/celly one man shows will always do that. I’d prefer a version of the old attribute system where everyone has the same amount of points to spend on all 3 categories to start the game then can unlock boosts through progression. It’s more fun playing the game with a build tuned to how you want to play and most I’ve talked to on elite clubs and in LG feel the same.
Those saying the class system encourage team play I have to disagree with. I see more one-man-shows now than I did when the attributes were customizable. The point is that class system doesn’t encourage team play any more than the old system. Team players will always be team players and dangle/snipe/celly one man shows will always do that. I’d prefer a version of the old attribute system where everyone has the same amount of points to spend on all 3 categories to start the game then can unlock boosts through progression. It’s more fun playing the game with a build tuned to how you want to play and most I’ve talked to on elite clubs and in LG feel the same.
Totally agree. Puck raggers will figure out how to puck rag no matter the system in play. They will find the best preset class for doing what they want and will do it regardless. Good team play people will be the same in both systems. I think it is a mentality more than an environmental thing.
Replies
Substitute D Awareness for another skill then - My point is, the traits could be done better and I would like to customize my stats further than what they're giving
This system now is based in the past
Powerforward builds and grinders are way to slow
They've made their builds based off of players from 10 years ago. Grinders and powerforward should max speed at around 87-88 so they can at least compete in this game
My point is I'd like to make my player the way I'd like . Eashl is total customizable in every other way just not player builds. I'm not saying the attribute system has to work the same way the old Gen system did. EA can figure out how to create a new system that allows us to customize with out being "over powered" that's good. This system now is awful.
As far as recruiting . I really have no interest and really not time . I play 2 night's out of the week. Again EA should make their game more realistic and just not allow the Ai to be the most dominant player on the ice. This game needs alot of fixing.
My point is you're complaining the traits aren't adequate customization but you don't even know what they do.
The only issue with the way it used to be back in 15 is EA allowed people to buy the +3,+5,+7 boosts to get an advantage which was no good, but all they had to do was eliminate allowing people from being able to buy those boosts and everything would of been fine. Because if you wanted those boosts without paying you played "Be A Pro" and it actually gave players a reason to play be a pro, now there is no reason to play be a pro because it doesn't help your guy out at all, all you get is some achievements what a waste of a game mode now.
{edited minor swearing}
The hitting is overpowered, due to the fact that guys can literally reach through you as are stuck recovering from a tiny bump... And there is no hitting from behind, you blatantly have your opponent beat, his 6'6 enforcer self catches up to you from behind and clobbers you , then reaches through you and grabs the puck and skates away ... If you got your man best, he should stay beat ...and in eashl threes there for some reason is no boarding penalties, you can obliterate a guy on the boards, I don't understand this as board ties ups are very effective or hip checks can't get charging or boarding penalties....
Whoever is behind some of these decisions at ea needs to come back from lunch break , it's been almost 30 years of this franchise as still no base logic , no red line logic, blue line logic, AI doesn't know where one another is ... Game is years behind its times.
Then another yet another question only the devs can answer, but won't as giving the community knowledge of game mechanics seems to be impossible, I'm assuming because ea doesn't know the answers to these questions themselves, like how does goaltender endurance work ... So here's another for you @ea_devs ... Pretty sure it was last year , about the third patch in, you guys made it so defensive classes have a better chance to intercept pucks, making them slightly better to use for defense, is this still true, I use a grinder at defense and wonder if I'm hurting myself , doesn't feel it , it's likethe hockey IQ trait, does this work for humans or just AI?
I know a lot of people that use power forward and grinder and are incredibly successful. Make your grinder a little smaller if you want him to be faster, but then know you're going to be sacrificing a little bit of your strength. Power forwards protect the puck like no ones business, and are harder to bump off than a playmaker/dangler.
The system now being awful is a matter of preference. It's actually a pretty similar system to what we had on old gen, where each player type had "caps" to every attribute category. Once you reached level 3, you'd have each important category capped out to the max, and then could fiddle around with the few attribute points that were left over to throw where you wanted. With the current system, they essentially give you the fully capped out player, and then you use player traits to add/subtract from the areas you want.
I think it'd be hilarious if EA just made "custom attributes" next year, and then really just had it act like a placebo so you guys can think you've either found, or haven't found, the magic build that's going to fix the gameplay for you.
There's only one argument I've heard so far that is compelling towards having fully custom attributes, and that is that it's a fun way to spend some time fiddling with your build. It's fun, you enjoy it, that's it. Since my main source of enjoyment comes from actually playing the game, I'll take the preset builds.
Bravo!!! Well said.
had two club teammates mention they just don't find the game "rewarding" (yes, the carrot you speak of) and they still find it bland.
I just have to wonder if this would draw a larger base back to EASHL.... if the system was the way it was.
I've never really understood people's need for 'grind' in their games. I've always got my pleasure from gameplay itself. If the gameplay is fun there's no need for a carrot to chase. If the gameplay isn't fun no carrot makes it worth my time.
That said, I do recognize that there's a large group of gamers ( quite possibly the majority ) who do legitimately need that carrot to enjoy their games and I don't think their desires should be dismissed out of hand. It think it would be interesting to hear from the pro-grind players to get a feel for what exactly they want.
Do they want to grind for cosmetics? Attribute points? Something else?
How long should it take to reach the 'end' of the grind ( if at all )? The grind in pre-NHL 15 EASHL only lasted about 350 games IIRC. Most 'hardcore' players would have that knocked out well before Christmas ( some before the end of September ). Did the people who want the grind back just stop playing at that point?
Of course I think for EASHL the question is do they really want the 'grind' back or do they just want to be able to fiddle with their player attributes directly? Do people need that drip-feed of rewards or would they be satisfied with full player customization right from the start?
I think the grind mentality is not just something to play for, but it is also a reason to want to play better, or at least, play you position properly. I think at this stage of the game, I would be perfectly fine if we were all given our points out of the gate to create our own players, but does nothing to solve the grind. Or at least, they need to create more player classes, ie, say 3 of each class.The CR rating is clearly not replacing the grades required during a grind as I see many players who could not care less and play to ruin the gameplay of others. There is no consequence to being a horrible player other than bad CR which some clearly care less about.
I can kind of see that. Personally what drives me to play better is the desire to win games. I don't really care what my CR is. Although I'll admit that I haven't played a drop-in game since NHL 13 so I'm coming from a situation where all of my teammates are also playing to win and are on the same page when it comes to playing their positions.
Drop-ins are definitely a whole other kettle of fish and it would be nice to have some kind of incentive to have people play "properly". Although the old grade system didn't really deal with this problem either. Only the last ten(?) games counted towards your grades so prior to the very end of L3 there was no real pressure to keep your grades up and post-L3 grades didn't matter at all.
But some incentive to get people to play their positions better is something I can get behind.
The traits hardly do anything in this game to make your player better at things...half the time I run my classes with no traits and it still feels the same...How about their attribute system works off of what division your club is in. If they want to keep the builds, let us tweak our attributes to an extent (more than the cod style trait things we got now) to get our players how we want. You get to division one-three you can you get say a 95-90 overall player, but you can tweak what you want them good at...division 4 -6 builds 89-80 divisions 6-10 79-70? Id have to say my club didnt play much eashl on old gen, and when we did we were late to the party and always got matched up against top level teams, and that ruined it for us, cuz there was no way to get out of the hole of having low attributes. As much as I dont mind the current system, its time for something to change, thats better than the bogus trait system now.
Agreed. Club play is definitely a different game. Hardly any trolls there for obvious reasons.
What drives me to play better is my reputation. I strive to be a player that people can count on and know what they will get if they invite me to a game. It has gotten to the point where I consistently get invites from many different players/teams every time I log on. People know what they get when I play. While I obviously want to win all the games I play, what matters most at the end of the day is my reputation. My team first mentality has obviously helped alot in making me better and improving my reputation. Regardless which position I choose to play, I play it to the best of my abilities every single time and take that responsibility seriously.
Totally agree. Puck raggers will figure out how to puck rag no matter the system in play. They will find the best preset class for doing what they want and will do it regardless. Good team play people will be the same in both systems. I think it is a mentality more than an environmental thing.