At the end of the day, this is a video game. It's not going to be a 1:1 recreation of the real sport. We want the game to be fun, but that's subjective. Not everyone has the same idea of what constitutes fun.
Yes, it's a video game (obviously). But the discussion was appealing to a wider audience.
To appeal to a wider audience (simulation league players in this case), provide unranked, 6 on 6 play with customizable sliders. In this mode, EA can provide a default sim set, and also a custom option (for further tweaks as necessary by league commissioners). Keep your ranked play as is (where everyone is Austin Matthews), and then the league players can have their own environment, nice and tucked away from your core player base.
But you can't do that, because of limited time and budget. You know it, and I know it, as the extra R&D expense would cut into your ROI, which your stockholders are watching like a hawk.
What you refer to as "wild assumptions", I refer to as business 101.
Cheers.
JTTW
I like this.
Simple, really. For those that want a more true-to-life game experience, then if EA offers that option, you're making another portion of your consumers happier and logically one would think it would definitely help your ROI. Some of us want that type of sim, and alot of those that don't play anymore are simply because they are not getting that more sim experience. They are tired of the EA gameplay and have no other option, so they just don't play anymore, nor buy the product.
The type of game that everyone wants is not possible based on EA's annual patch release model. That is correct...every year when you buy that boxed product, you're buying essentially a huge content patch, with minor game engine adjustments. Then along the way, you'll get a couple of small "fix" patches, until the next major content patch is dropped (e.g. NHL 21).
The problem here is budget. EA's stock holders are never going to allow EA Sports to provide the budget necessary to sustain a major game engine for years on end. I've suggested a subscription model over 10 years ago, to no avail. I've even suggested two sets of sliders for online team play (arcade, and sim)...nothing. Not because they don't want to, but because they just can't do it due to them being hog-tied from a budget, time, and testing standpoint.
Because of their limited resources, EA Sports must produce a product that appeals to everyone. The majority of their customers want a fast, arcade-style product, with lots of scoring. These people don't want realistic defensive 6 on 6 grinder games (e.g. 2-1 final scores). They want 12-8 final score outcomes. That's why Austin Matthews is on the cover, as opposed to Nicklas Lidström.
You all have great ideas for making the perfect hockey game. The only problem is, the wrong company is at the helm. It's not that the employees on the NHL product team are bad, it's just the higher ups who are pulling their strings who either don't give a crap, or who are at the mercy of the stock holders.
Take NHL from EA Sports for what it is...the only option in the market, and which is C-rate. The sooner you accept it and make your purchasing adjustments, the better you'll feel.
You're making some pretty wild assumptions here. Especially when it comes to the dev team not being able to make the game they want to make due to higher-ups not caring.
The idea is to make a game that appeals to as large an audience as possible. Hockey fans come in all forms. Whether it's a game, band, film franchise, hobby, etc, the hardcore crowd always makes up a fraction of that community. If it was made for the purely hardcore, there'd probably way fewer updates which means bugs go unresolved longer and new features would take a lot longer to add. It would probably also be unlicensed and wouldn't have as much support. If you want to play a more hardcore version of the game, you can change the sliders to do so and play offline. For online, we want as even a playing field as possible so that skill is what determines the outcome of most games. I say most because of course there are times, even though you may have more skill than your opponent, it's not exactly impossible for them to win. You could have had a bad game, they could have had a better than normal game. Maybe a couple muffins trickled through. It happens. It does in real hockey as well. If you're truly a skilled player, your record will show it, but that doesn't mean you're going to win every game.
We also see a lot of requests for more simulation features that contradict themselves. For example, going back to the old card system for EASHL. Boosting stats and not relying on pure skill would be less sim, yet many in the hardcore crowd would like to see that. We still see complaints that tripping is too frequent when this is under your control. There are people that complain passing is broken because their passes don't go where they aim. Then, when seeing video of it, it's clear to see their aim is off. Also, there would be more people using no online assist for passing if they wanted it to be completely skill based.
Sir,
I've been watching EA Sports Community Managers on this forum spin their way out of this conversation for over 15 years. I get that it is your job to keep your hockey franchise in a positive light, but please, do not insult my intelligence.
"The idea is to make a game that appeals to as large an audience as possible. Hockey fans come in all forms. Whether it's a game, band, film franchise, hobby, etc, the hardcore crowd always makes up a fraction of that community."
Of COURSE the idea is to make a product that appeals to as large an audience as possible. As a business owner, I understand this concept all too well. The fact is, your logic also applies to the real sport of NHL hockey. Indeed, hockey fans DO come in all forms, and the NHL ALSO establishes one set of rules for all of their fans. What, you don't think real hockey fans want to see 50 bone-crushing, open-ice hits thrown by one player per game, with no penalties called on any of them? Of COURSE they do. Is it allowed in the NHL? Of COURSE not. But in EA online hockey, it IS allowed. These are the rules YOU have established for your product, which is inconsistent with the NHL's rule set.
If you want your product to appeal to as large an audience as possible, you offer MORE variations to your product, not less. For example, for online multiplayer sim league hockey play, you allow players acting as league commissioners to customize your multiplayer slider sets, which would allow for a more realistic version of 6 on 6 hockey play. But due to budget and time constraints, there's no way you would be able to code in and test all the scenarios involved with a completely different playing environment, not with a hard annual release deadline. It's just not possible.
Another example is putting back into the game what once existed: Customizable digital controls. Yes, there was once a time when users could map any digital function to any button on the game pad they wished. Only the analog sticks were hard-coded, which was the correct move at the time. If you want to see this for yourself, just load up any mid-2000 version of your product from the PC code branch. Of course, this was when Dave Warfield was running the project, and when JasCarver was the forum moderator. They knew how to appeal to large audiences.
I could list many other examples, but it would just be a waste of time, as it always has been.
In the end, I'll still buy your game...in late December, when the price drops below $25. That's what it's worth to me. *shrugs*
How you and the team choose to use this information, is entirely up to you.
The type of game that everyone wants is not possible based on EA's annual patch release model. That is correct...every year when you buy that boxed product, you're buying essentially a huge content patch, with minor game engine adjustments. Then along the way, you'll get a couple of small "fix" patches, until the next major content patch is dropped (e.g. NHL 21).
The problem here is budget. EA's stock holders are never going to allow EA Sports to provide the budget necessary to sustain a major game engine for years on end. I've suggested a subscription model over 10 years ago, to no avail. I've even suggested two sets of sliders for online team play (arcade, and sim)...nothing. Not because they don't want to, but because they just can't do it due to them being hog-tied from a budget, time, and testing standpoint.
Because of their limited resources, EA Sports must produce a product that appeals to everyone. The majority of their customers want a fast, arcade-style product, with lots of scoring. These people don't want realistic defensive 6 on 6 grinder games (e.g. 2-1 final scores). They want 12-8 final score outcomes. That's why Austin Matthews is on the cover, as opposed to Nicklas Lidström.
You all have great ideas for making the perfect hockey game. The only problem is, the wrong company is at the helm. It's not that the employees on the NHL product team are bad, it's just the higher ups who are pulling their strings who either don't give a crap, or who are at the mercy of the stock holders.
Take NHL from EA Sports for what it is...the only option in the market, and which is C-rate. The sooner you accept it and make your purchasing adjustments, the better you'll feel.
You're making some pretty wild assumptions here. Especially when it comes to the dev team not being able to make the game they want to make due to higher-ups not caring.
The idea is to make a game that appeals to as large an audience as possible. Hockey fans come in all forms. Whether it's a game, band, film franchise, hobby, etc, the hardcore crowd always makes up a fraction of that community. If it was made for the purely hardcore, there'd probably way fewer updates which means bugs go unresolved longer and new features would take a lot longer to add. It would probably also be unlicensed and wouldn't have as much support. If you want to play a more hardcore version of the game, you can change the sliders to do so and play offline. For online, we want as even a playing field as possible so that skill is what determines the outcome of most games. I say most because of course there are times, even though you may have more skill than your opponent, it's not exactly impossible for them to win. You could have had a bad game, they could have had a better than normal game. Maybe a couple muffins trickled through. It happens. It does in real hockey as well. If you're truly a skilled player, your record will show it, but that doesn't mean you're going to win every game.
We also see a lot of requests for more simulation features that contradict themselves. For example, going back to the old card system for EASHL. Boosting stats and not relying on pure skill would be less sim, yet many in the hardcore crowd would like to see that. We still see complaints that tripping is too frequent when this is under your control. There are people that complain passing is broken because their passes don't go where they aim. Then, when seeing video of it, it's clear to see their aim is off. Also, there would be more people using no online assist for passing if they wanted it to be completely skill based.
Sir,
I've been watching EA Sports Community Managers on this forum spin their way out of this conversation for over 15 years. I get that it is your job to keep your hockey franchise in a positive light, but please, do not insult my intelligence.
"The idea is to make a game that appeals to as large an audience as possible. Hockey fans come in all forms. Whether it's a game, band, film franchise, hobby, etc, the hardcore crowd always makes up a fraction of that community."
Of COURSE the idea is to make a product that appeals to as large an audience as possible. As a business owner, I understand this concept all too well. The fact is, your logic also applies to the real sport of NHL hockey. Indeed, hockey fans DO come in all forms, and the NHL ALSO establishes one set of rules for all of their fans. What, you don't think real hockey fans want to see 50 bone-crushing, open-ice hits thrown by one player per game, with no penalties called on any of them? Of COURSE they do. Is it allowed in the NHL? Of COURSE not. But in EA online hockey, it IS allowed. These are the rules YOU have established for your product, which is inconsistent with the NHL's rule set.
If you want your product to appeal to as large an audience as possible, you offer MORE variations to your product, not less. For example, for online multiplayer sim league hockey play, you allow players acting as league commissioners to customize your multiplayer slider sets, which would allow for a more realistic version of 6 on 6 hockey play. But due to budget and time constraints, there's no way you would be able to code in and test all the scenarios involved with a completely different playing environment, not with a hard annual release deadline. It's just not possible.
Another example is putting back into the game what once existed: Customizable digital controls. Yes, there was once a time when users could map any digital function to any button on the game pad they wished. Only the analog sticks were hard-coded, which was the correct move at the time. If you want to see this for yourself, just load up any mid-2000 version of your product from the PC code branch. Of course, this was when Dave Warfield was running the project, and when JasCarver was the forum moderator. They knew how to appeal to large audiences.
I could list many other examples, but it would just be a waste of time, as it always has been.
In the end, I'll still buy your game...in late December, when the price drops below $25. That's what it's worth to me. *shrugs*
How you and the team choose to use this information, is entirely up to you.
Back skating is what you guys fixed ???? HAHA so many problems with this game and the back skating is the one.
How about fixing the below list of issues
1 Tie up on the face offs, you get locked in and can't defend or change players
2 The high slot shot that goes in every-time
3 passing
4 handicap system, including the CR point system & ranking System. ( win vs a higher ranked player get 7/8 CR lose vs a lower ranked player down 9/10/11 CR and it take 5/6 games to get back. beat a lower ranked player get 3/4 CR. 3's and 6's are much worst.
5 Opening ice hitting and pushing, the 1on1 dekes was installed to help combat this but the player still get a part of your players body or can go rite into the push.
6 SPAMMING of all kinds.
7 speed of defenders ( tons of video when Defenders skated down some of the faster players in the game) this doesn't even make since.
8 One hand tuck, poke checking and left sticking. <
( its all a joke)
9 clapper from 64 feet out with zero screens blow by goalie. ( this happens about 5/10 a year in the NHL)
10 speed of player when doing a action, rather its lifting a stick or poke checking. speed should be curbed by the acting.
Last one, NHL 94 control and hybrid controls should be removed . holding down a button for checking isn't a skill. this isn't NHL94 .. EA should get the game right and stop **** in the face of the players and telling them its raining. you guys have a full year to make a NHL that plays and feels like the NHL we all watch. but you just copy and paste NHL15 over and over with updates to only nurf its all in the 1st two weeks.
60 Dollars for this game isn't worst it. plus i believe its free this month on Xbox game pass.
Tie up on the face offs, you get locked in and can't defend or change players
I dont get how they just cannot build a true sim game as the core build, that would solve everything, and then from that base, build a free for all option for these "newcomers"
i dont get why its one or the other. is that not the point of the sliders, difficulty settings, etc etc?
in fifa you cant go end to end and out deke everyone to get there.
I dont get how they just cannot build a true sim game as the core build, that would solve everything, and then from that base, build a free for all option for these "newcomers"
The funny thing is, they're already doing this. That's what Threes mode is...a more arcade version of the arcade core engine.
Agree with you 100%: Make sim the core build for unranked/custom play, ranked play the arcade build, and Threes the super arcade build.
I dont get how they just cannot build a true sim game as the core build, that would solve everything, and then from that base, build a free for all option for these "newcomers"
i dont get why its one or the other. is that not the point of the sliders, difficulty settings, etc etc?
in fifa you cant go end to end and out deke everyone to get there.
If someone is going to let you deke end to end, that's more on your defense. I've not had anyone regularly go end to end against me stringing dekes together. If anything, they're easier to stop. Unless you're playing super aggressive and chasing for hits. It's pretty easy to manage the gap and wait for them to make their move, then go in for a poke, hit or incidental contact.
What exactly, in your opinion, would make the game more sim?
I dont get how they just cannot build a true sim game as the core build, that would solve everything, and then from that base, build a free for all option for these "newcomers"
i dont get why its one or the other. is that not the point of the sliders, difficulty settings, etc etc?
in fifa you cant go end to end and out deke everyone to get there.
If someone is going to let you deke end to end, that's more on your defense. I've not had anyone regularly go end to end against me stringing dekes together. If anything, they're easier to stop. Unless you're playing super aggressive and chasing for hits. It's pretty easy to manage the gap and wait for them to make their move, then go in for a poke, hit or incidental contact.
What exactly, in your opinion, would make the game more sim?
I'm just gonna drop this video here. In the first clip, his play should have been defended. Originally he should have been poked by the guy in the center (poke check missed for no reason even though the puck was exposed to him), then the hit misses (bubble). The deke through the defender at the end is legit and then a human goalie really has a 25% chance to stop a puck on a breakaway because of poor goaltending mechanics in tight so he takes a higher percentage play in a flying pokecheck. Alas, does not work.
The second play (4 on the countdown) is a good play off of poor timing of a hit. However those absolutely terrible goaltending mechanics allows a 2km/hour puck to go past his pads because he stuck his stick out. I get that there's an animation but there's no blending there.
The third play is again, poor goaltending mechanics because once the opposition figured out to play passive defense, he also drew from his memory bank of how to abuse the goaltenders (hint hint hint, one hand tuck!).
The other top 2 is just REALLY REALLY poor everything from defense to goaltending mechanics.
Now once we get into his clip at 2:55 in the video, you see the AI that is NHL 20, where the defense will just randomly stop and put themselves behind the play for no reason even though they're way ahead of it. When he switches over to his other dman (assuming he can be more aggressive because he has support from his other defender), it's too late as the dman has decided to stop skating altogether right before he switches to them. Then of course, the one hand tuck. So the defending team didn't play this that horrendously. The AI gave him the breakaway, not his own actions. Had the AI known what to do (playing the sweeper), there wouldn't have been a breakaway but a 2 on 1.
The next clip at 4:20 is a guy who has given up.
The next clip (4:42) after that is again, the hits that just end up bubbling so in what should have been a loose puck or a turnover, turns into a huge advantage for the offensive team. So once again, highly encouraging for forwards to hold onto the puck because a lot of the times there's no repercussions to doing so. Hockey is a game of turnovers, and turnovers are way too rare in this game. There should have been 2 hits in this sequence and there were two bubbles. One on the side wall and one on the spin-o-rama (if that's real life, you're getting shoved to the ice because there's no way you're bracing for a hit doing a spin-o-rama). Instead, the player simply looks as if he's skating by his shoulder.
Next 2 clips is just people who don't know how to defense.
So if you're wondering how guys go end to end, it's a mix of really selfish play that doesn't have many repercussions, poor goaltending mechanics and/or guys that literally have no idea how to play hockey. Even the elite will give up breakaways. I'd say most odd man rushes in this game at a good level of skill are based off of poor physics and a system that rewards horribly selfish hockey that would look absolutely awful in real life.
I'm just gonna drop this video here. In the first clip, his play should have been defended. Originally he should have been poked by the guy in the center (poke check missed for no reason even though the puck was exposed to him), then the hit misses (bubble). The deke through the defender at the end is legit and then a human goalie really has a 25% chance to stop a puck on a breakaway because of poor goaltending mechanics in tight so he takes a higher percentage play in a flying pokecheck. Alas, does not work.
The second play (4 on the countdown) is a good play off of poor timing of a hit. However those absolutely terrible goaltending mechanics allows a 2km/hour puck to go past his pads because he stuck his stick out. I get that there's an animation but there's no blending there.
The third play is again, poor goaltending mechanics because once the opposition figured out to play passive defense, he also drew from his memory bank of how to abuse the goaltenders (hint hint hint, one hand tuck!).
The other top 2 is just REALLY REALLY poor everything from defense to goaltending mechanics.
Now once we get into his clip at 2:55 in the video, you see the AI that is NHL 20, where the defense will just randomly stop and put themselves behind the play for no reason even though they're way ahead of it. When he switches over to his other dman (assuming he can be more aggressive because he has support from his other defender), it's too late as the dman has decided to stop skating altogether right before he switches to them. Then of course, the one hand tuck. So the defending team didn't play this that horrendously. The AI gave him the breakaway, not his own actions. Had the AI known what to do (playing the sweeper), there wouldn't have been a breakaway but a 2 on 1.
The next clip at 4:20 is a guy who has given up.
The next clip (4:42) after that is again, the hits that just end up bubbling so in what should have been a loose puck or a turnover, turns into a huge advantage for the offensive team. So once again, highly encouraging for forwards to hold onto the puck because a lot of the times there's no repercussions to doing so. Hockey is a game of turnovers, and turnovers are way too rare in this game. There should have been 2 hits in this sequence and there were two bubbles. One on the side wall and one on the spin-o-rama (if that's real life, you're getting shoved to the ice because there's no way you're bracing for a hit doing a spin-o-rama). Instead, the player simply looks as if he's skating by his shoulder.
Next 2 clips is just people who don't know how to defense.
So if you're wondering how guys go end to end, it's a mix of really selfish play that doesn't have many repercussions, poor goaltending mechanics and/or guys that literally have no idea how to play hockey. Even the elite will give up breakaways. I'd say most odd man rushes in this game at a good level of skill are based off of poor physics and a system that rewards horribly selfish hockey that would look absolutely awful in real life.
Ok. Let's break down that video together.
1. It doesn't look like a poke was attempted. 74 tries to hit, but due to his moving in the same direction as the carrier, the hit didn't land. I don't see how this looks like a bubble as the carrier is moving away from the defender who is moving in the same direction and trying to hit them. It's like trying to hit a baseball that is going away from you instead of at you. Then, the next defender misses on their hit attempt and the goalie dives to try to make the save. That would be all due to poor defense as well as the carrier protecting the puck and dekeing to evade them.
2. That move isn't exactly the easiest to pull off. It's entirely possible a real goalie could be fooled by something like this. Yes, the puck is traveling slow, but if you've paid attention to this sport for a while, that's not exactly unheard of. In no way am I saying goalies are perfect, but it's not like every real pro goalie stops every slow-moving puck.
3. Again, this could have been defended. He lets the carrier get in close and pull off a one hand tuck. If you're going to defend poorly and give someone that chance, I don't see why they should be punished if they have the timing to attempt the move. The one-hand tuck is a highly successful move when done right. Too successful? Maybe, but you're also not defending well if you let someone get in tight enough to score off this.
The clip at the 2:55 mark... once again, defense could have stopped this. The first defender stepped up for a hit that the carrier deked around. The AI defender stopped but was also covering the player in front of them. Even if they stayed in position, he's defending the pass so if a pass had been made, chances are good he'd have intercepted it. This play happens due to the LD attempting a hit and the carrier dekeing around them.
The clip at 4:42... There is no bubble here. There's not much impact behind the hit. The carrier is moving away from the hit. Not so much like the previous clip where you feel "bubbles" are the cause of the hit not landing. There isn't enough of a collision here. He's almost pushing him away. The second one where the carrier spins around the defender is a missed hit due to the move. His hand glances the carrier. If we had a grazed hand causing turnovers in this situation, people would be very upset.
Guys go end to end because defense allows them to do so. All of your examples wouldn't have been a play of the month if defense played better. This is where the skill gap comes into play. You've got skilled offense going up against defenders making the wrong decisions to stop them.
I'm just gonna drop this video here. In the first clip, his play should have been defended. Originally he should have been poked by the guy in the center (poke check missed for no reason even though the puck was exposed to him), then the hit misses (bubble). The deke through the defender at the end is legit and then a human goalie really has a 25% chance to stop a puck on a breakaway because of poor goaltending mechanics in tight so he takes a higher percentage play in a flying pokecheck. Alas, does not work.
The second play (4 on the countdown) is a good play off of poor timing of a hit. However those absolutely terrible goaltending mechanics allows a 2km/hour puck to go past his pads because he stuck his stick out. I get that there's an animation but there's no blending there.
The third play is again, poor goaltending mechanics because once the opposition figured out to play passive defense, he also drew from his memory bank of how to abuse the goaltenders (hint hint hint, one hand tuck!).
The other top 2 is just REALLY REALLY poor everything from defense to goaltending mechanics.
Now once we get into his clip at 2:55 in the video, you see the AI that is NHL 20, where the defense will just randomly stop and put themselves behind the play for no reason even though they're way ahead of it. When he switches over to his other dman (assuming he can be more aggressive because he has support from his other defender), it's too late as the dman has decided to stop skating altogether right before he switches to them. Then of course, the one hand tuck. So the defending team didn't play this that horrendously. The AI gave him the breakaway, not his own actions. Had the AI known what to do (playing the sweeper), there wouldn't have been a breakaway but a 2 on 1.
The next clip at 4:20 is a guy who has given up.
The next clip (4:42) after that is again, the hits that just end up bubbling so in what should have been a loose puck or a turnover, turns into a huge advantage for the offensive team. So once again, highly encouraging for forwards to hold onto the puck because a lot of the times there's no repercussions to doing so. Hockey is a game of turnovers, and turnovers are way too rare in this game. There should have been 2 hits in this sequence and there were two bubbles. One on the side wall and one on the spin-o-rama (if that's real life, you're getting shoved to the ice because there's no way you're bracing for a hit doing a spin-o-rama). Instead, the player simply looks as if he's skating by his shoulder.
Next 2 clips is just people who don't know how to defense.
So if you're wondering how guys go end to end, it's a mix of really selfish play that doesn't have many repercussions, poor goaltending mechanics and/or guys that literally have no idea how to play hockey. Even the elite will give up breakaways. I'd say most odd man rushes in this game at a good level of skill are based off of poor physics and a system that rewards horribly selfish hockey that would look absolutely awful in real life.
Ok. Let's break down that video together.
1. It doesn't look like a poke was attempted. 74 tries to hit, but due to his moving in the same direction as the carrier, the hit didn't land. I don't see how this looks like a bubble as the carrier is moving away from the defender who is moving in the same direction and trying to hit them. It's like trying to hit a baseball that is going away from you instead of at you. Then, the next defender misses on their hit attempt and the goalie dives to try to make the save. That would be all due to poor defense as well as the carrier protecting the puck and dekeing to evade them.
2. That move isn't exactly the easiest to pull off. It's entirely possible a real goalie could be fooled by something like this. Yes, the puck is traveling slow, but if you've paid attention to this sport for a while, that's not exactly unheard of. In no way am I saying goalies are perfect, but it's not like every real pro goalie stops every slow-moving puck.
3. Again, this could have been defended. He lets the carrier get in close and pull off a one hand tuck. If you're going to defend poorly and give someone that chance, I don't see why they should be punished if they have the timing to attempt the move. The one-hand tuck is a highly successful move when done right. Too successful? Maybe, but you're also not defending well if you let someone get in tight enough to score off this.
The clip at the 2:55 mark... once again, defense could have stopped this. The first defender stepped up for a hit that the carrier deked around. The AI defender stopped but was also covering the player in front of them. Even if they stayed in position, he's defending the pass so if a pass had been made, chances are good he'd have intercepted it. This play happens due to the LD attempting a hit and the carrier dekeing around them.
The clip at 4:42... There is no bubble here. There's not much impact behind the hit. The carrier is moving away from the hit. Not so much like the previous clip where you feel "bubbles" are the cause of the hit not landing. There isn't enough of a collision here. He's almost pushing him away. The second one where the carrier spins around the defender is a missed hit due to the move. His hand glances the carrier. If we had a grazed hand causing turnovers in this situation, people would be very upset.
Guys go end to end because defense allows them to do so. All of your examples wouldn't have been a play of the month if defense played better. This is where the skill gap comes into play. You've got skilled offense going up against defenders making the wrong decisions to stop them.
It sounds like you have some feedback on this. Feel free to post it. We're always interested in constructive input from the community.
Didn't buy the game on release and wasn't planning on getting it at all until a buddy of mines texted me mid November asking me if I wanted to buy it for 20 bucks because he wanted to get the new Star Wars game. I told him no thanks and he went down to $15. The only reason I did it was to help him out.
After playing the game I soon realized I made the right choice in not paying full price. You call this game "Innovating, Revolutionary and Cutting Edge". I'll lay it down simple. It's the same flawed game it's been for years. That's my constructive input.
It sounds like you have some feedback on this. Feel free to post it. We're always interested in constructive input from the community.
Didn't buy the game on release and wasn't planning on getting it at all until a buddy of mines texted me mid November asking me if I wanted to buy it for 20 bucks because he wanted to get the new Star Wars game. I told him no thanks and he went down to $15. The only reason I did it was to help him out.
After playing the game I soon realized I made the right choice in not paying full price. You call this game "Innovating, Revolutionary and Cutting Edge". I'll lay it down simple. It's the same flawed game it's been for years. That's my constructive input.
That's really not very constructive as it doesn't tell us anything about the issues you have with the game. You're basically saying you don't like it, but don't say why. It doesn't give us any feedback we can actually use. I still appreciate the input though.
It sounds like you have some feedback on this. Feel free to post it. We're always interested in constructive input from the community.
Didn't buy the game on release and wasn't planning on getting it at all until a buddy of mines texted me mid November asking me if I wanted to buy it for 20 bucks because he wanted to get the new Star Wars game. I told him no thanks and he went down to $15. The only reason I did it was to help him out.
After playing the game I soon realized I made the right choice in not paying full price. You call this game "Innovating, Revolutionary and Cutting Edge". I'll lay it down simple. It's the same flawed game it's been for years. That's my constructive input.
That's really not very constructive as it doesn't tell us anything about the issues you have with the game. You're basically saying you don't like it, but don't say why. It doesn't give us any feedback we can actually use. I still appreciate the input though.
I'll give you some feedback...
The server-side patch you dropped today actually makes multiplayer games playable for defensemen. It was very refreshing playing a test Drop-In 6's game just now as a left defenseman. We'll see how it is against an LG team (with their LT puck control madness) in 6's club.
Kudo's to you guys on the patch today. Is it perfect? No (it never will be), but again, multiplayer games are actually playable now.
Well obviously you and I have different opinions on what a bubble is, @EA_Aljo. What I consider a bubble is what something would look like if you've ever seen bubble sports in general (where they get in those giant inflatable ones and play soccer or hockey or whatever). Ever seen a weak hit in one of those things? They just bounce off and get pushed to the side. The fact you don't see the clip at 4:42 as there being no bubble effect is absurd and shows your bias. It literally looks the exact same thing as half the collisions in this video: https://www.youtube.com/watch?v=me1y78yMOSo
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I like this.
Simple, really. For those that want a more true-to-life game experience, then if EA offers that option, you're making another portion of your consumers happier and logically one would think it would definitely help your ROI. Some of us want that type of sim, and alot of those that don't play anymore are simply because they are not getting that more sim experience. They are tired of the EA gameplay and have no other option, so they just don't play anymore, nor buy the product.
Beautiful!
Well said, sir!
I couldn't agree more bravo to you Sir
Tie up on the face offs, you get locked in and can't defend or change players
this has been an issue for years
i dont get why its one or the other. is that not the point of the sliders, difficulty settings, etc etc?
in fifa you cant go end to end and out deke everyone to get there.
The funny thing is, they're already doing this. That's what Threes mode is...a more arcade version of the arcade core engine.
Agree with you 100%: Make sim the core build for unranked/custom play, ranked play the arcade build, and Threes the super arcade build.
If someone is going to let you deke end to end, that's more on your defense. I've not had anyone regularly go end to end against me stringing dekes together. If anything, they're easier to stop. Unless you're playing super aggressive and chasing for hits. It's pretty easy to manage the gap and wait for them to make their move, then go in for a poke, hit or incidental contact.
What exactly, in your opinion, would make the game more sim?
Given the above comment, this thread should be marked "resolved", and closed out.
I'm just gonna drop this video here. In the first clip, his play should have been defended. Originally he should have been poked by the guy in the center (poke check missed for no reason even though the puck was exposed to him), then the hit misses (bubble). The deke through the defender at the end is legit and then a human goalie really has a 25% chance to stop a puck on a breakaway because of poor goaltending mechanics in tight so he takes a higher percentage play in a flying pokecheck. Alas, does not work.
The second play (4 on the countdown) is a good play off of poor timing of a hit. However those absolutely terrible goaltending mechanics allows a 2km/hour puck to go past his pads because he stuck his stick out. I get that there's an animation but there's no blending there.
The third play is again, poor goaltending mechanics because once the opposition figured out to play passive defense, he also drew from his memory bank of how to abuse the goaltenders (hint hint hint, one hand tuck!).
The other top 2 is just REALLY REALLY poor everything from defense to goaltending mechanics.
Now once we get into his clip at 2:55 in the video, you see the AI that is NHL 20, where the defense will just randomly stop and put themselves behind the play for no reason even though they're way ahead of it. When he switches over to his other dman (assuming he can be more aggressive because he has support from his other defender), it's too late as the dman has decided to stop skating altogether right before he switches to them. Then of course, the one hand tuck. So the defending team didn't play this that horrendously. The AI gave him the breakaway, not his own actions. Had the AI known what to do (playing the sweeper), there wouldn't have been a breakaway but a 2 on 1.
The next clip at 4:20 is a guy who has given up.
The next clip (4:42) after that is again, the hits that just end up bubbling so in what should have been a loose puck or a turnover, turns into a huge advantage for the offensive team. So once again, highly encouraging for forwards to hold onto the puck because a lot of the times there's no repercussions to doing so. Hockey is a game of turnovers, and turnovers are way too rare in this game. There should have been 2 hits in this sequence and there were two bubbles. One on the side wall and one on the spin-o-rama (if that's real life, you're getting shoved to the ice because there's no way you're bracing for a hit doing a spin-o-rama). Instead, the player simply looks as if he's skating by his shoulder.
Next 2 clips is just people who don't know how to defense.
So if you're wondering how guys go end to end, it's a mix of really selfish play that doesn't have many repercussions, poor goaltending mechanics and/or guys that literally have no idea how to play hockey. Even the elite will give up breakaways. I'd say most odd man rushes in this game at a good level of skill are based off of poor physics and a system that rewards horribly selfish hockey that would look absolutely awful in real life.
Send that goalie a fake EA jersey! LOL
"Assist" of the year....They should change the title of this game from NHL 20 to Hitman: EA Hockey edition. Another bug that will go unfixed.
Omg...i started laughing so loud i scared the crap outta my son.
Ok. Let's break down that video together.
1. It doesn't look like a poke was attempted. 74 tries to hit, but due to his moving in the same direction as the carrier, the hit didn't land. I don't see how this looks like a bubble as the carrier is moving away from the defender who is moving in the same direction and trying to hit them. It's like trying to hit a baseball that is going away from you instead of at you. Then, the next defender misses on their hit attempt and the goalie dives to try to make the save. That would be all due to poor defense as well as the carrier protecting the puck and dekeing to evade them.
2. That move isn't exactly the easiest to pull off. It's entirely possible a real goalie could be fooled by something like this. Yes, the puck is traveling slow, but if you've paid attention to this sport for a while, that's not exactly unheard of. In no way am I saying goalies are perfect, but it's not like every real pro goalie stops every slow-moving puck.
3. Again, this could have been defended. He lets the carrier get in close and pull off a one hand tuck. If you're going to defend poorly and give someone that chance, I don't see why they should be punished if they have the timing to attempt the move. The one-hand tuck is a highly successful move when done right. Too successful? Maybe, but you're also not defending well if you let someone get in tight enough to score off this.
The clip at the 2:55 mark... once again, defense could have stopped this. The first defender stepped up for a hit that the carrier deked around. The AI defender stopped but was also covering the player in front of them. Even if they stayed in position, he's defending the pass so if a pass had been made, chances are good he'd have intercepted it. This play happens due to the LD attempting a hit and the carrier dekeing around them.
The clip at 4:42... There is no bubble here. There's not much impact behind the hit. The carrier is moving away from the hit. Not so much like the previous clip where you feel "bubbles" are the cause of the hit not landing. There isn't enough of a collision here. He's almost pushing him away. The second one where the carrier spins around the defender is a missed hit due to the move. His hand glances the carrier. If we had a grazed hand causing turnovers in this situation, people would be very upset.
Guys go end to end because defense allows them to do so. All of your examples wouldn't have been a play of the month if defense played better. This is where the skill gap comes into play. You've got skilled offense going up against defenders making the wrong decisions to stop them.
SMH.... And not in a good way.
It sounds like you have some feedback on this. Feel free to post it. We're always interested in constructive input from the community.
Didn't buy the game on release and wasn't planning on getting it at all until a buddy of mines texted me mid November asking me if I wanted to buy it for 20 bucks because he wanted to get the new Star Wars game. I told him no thanks and he went down to $15. The only reason I did it was to help him out.
After playing the game I soon realized I made the right choice in not paying full price. You call this game "Innovating, Revolutionary and Cutting Edge". I'll lay it down simple. It's the same flawed game it's been for years. That's my constructive input.
That's really not very constructive as it doesn't tell us anything about the issues you have with the game. You're basically saying you don't like it, but don't say why. It doesn't give us any feedback we can actually use. I still appreciate the input though.
I'll give you some feedback...
The server-side patch you dropped today actually makes multiplayer games playable for defensemen. It was very refreshing playing a test Drop-In 6's game just now as a left defenseman. We'll see how it is against an LG team (with their LT puck control madness) in 6's club.
Kudo's to you guys on the patch today. Is it perfect? No (it never will be), but again, multiplayer games are actually playable now.
Good job.