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Additions to NHL 18 gameplay (constructive) #NHLdevs

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Sneakler
43 posts Member
edited December 2016
Okay, if we are going to get any fixes/suggestions/additions to gameplay....or the removal of things we want to see gone in next years game...now is the time to talk about it...NOT in MAY or JUNE next year.

If the things we talk about in this thread are completely ignored, then we will know our input is not valued.

This thread is to tell the DEVS what we want, and it is not to rant.

1. Slap passes...a good thing to have in the game...except the game does not register them as a pass therefore receptions and the ability to one-time a slap pass do not work as they should...fixing this would allow for more strategies to be employed which widens the skill gap and allows for more creativity.

2. Blue line deflection entries...this has become a staple of the NHL in real-life. If a forward is not given the puck on a breakout he parks it at the blue-line and is an option for his team to slap the puck at him from behind center ice and he deflects the puck into the zone and acts as an alternative dump-in. This is not only realistic but it allows for more strategies to be employed which widens the skill gap and allows for more creativity.

3. Shooting animations/animations in general/the "storing" of animations after a player has whiffed on a puck where the player proceeds to take multiple swings at the puck after he has already whiffed once just because of a simple programming error....or a complex programming error...this needs to be addressed because it is something everyone who has played this game has encountered.

4. Blocked shots...try and follow me here...I will do my best to put this in words and I hope you all agree. When you block a shot while just standing your player will do the "I just got hit by a puck that hurt badly animation" and the problem isn't that animation...the problem is the reaction of the puck. Most blocked shots in real-life do not go from 80MPH to 5MPH after hitting the player. The puck should glance off players in most cases and only a firm hit to the torso or upper body should produce a puck that remains in the same area of the block. What I am saying is...most blocks that hit the legs should be glancing hits that keep their speed and are now moving 40MPH into wherever...just not right next to the player. Legs are round...only a rare dead on hit to the shinsguards or thighs should produce a juicy puck to pick up and the ones that are to the sides of the shins and thighs should glance...keep their speed...and erratically fly into the corners with speed. This may be minor but many of us have saw a 100MPH shot be blocked and fall dead at the player who blocked the shot only to have the other team grab it while your G is still in a save animation and they get a free goal.

5. A new concept of poking needs to be discussed, I don't know how well received this would be because it would really be a huge defensive tool. If players were able to use "puck chop" as "poke check" it would be way more realistic. NHL players do not often do a traditional poke-check like we see in the game. In a one on one scenario where a defenseman is backskating if d men could swipe at the puck that the forward is carelessly putting right in front of our face that would force people to pass more and actually play hockey. Carrying the puck is way more common in this game then in real life and there are top teams that don't even bother poke checking in alot of scenarios because it is not worth risking the penalty. When you play against top teams the skaters make sure to constantly twitch their player out and the ability to put your stick out and maintain speed that has been brought back allows for player agility to be at an all-time high...which I am fine with...but defense needs a buff and this would be it in my opinion.

6. COD: Infinite Warfare is garbage....don't buy it : )

What do you guys think...we need to put this stuff out there as they are making the game and not after the game is basically completed.
Post edited by Sneakler on

Replies

  • #DEVS if you guys do actually give this thread a look feel free to chime in and let us know. If you want someone to clarify or explain in more detail a suggestion let them know. It would go a long way in letting us know that you are in fact paying attention to what the player-base feels could improve your game.
  • Great list. Fully agree especially on #3. Was also an issue on old gen. Seems as though if the puck stays within a certain radius of the player, he just keeps whiffing while trying to pick up the puck.
    Also for some reason D men whiff alot after a face-off and try to slap the puck out of their zone behind their net by using the boards.

    Would like to have a button that widens my goalie stance. Would be especially useful on breakaways or when the puck is behind the goal line. In other words, the standard stance for shots that are further out, and an option to widen our stance when the puck is closer to the net. Maybe have it like a switch stance. Press and release a button for a stance, press it again to go back to the other stance. (toggle)

    For #5, seems like a skill stick would more than do the job, but the devs have stated that they don't "feel" it is necessary as D men can intercept passes and defend well enough as it is.... :(

    Last point, and the one I feel is the most important, stop catering to the damned offense all the time. We get it, scoring goals is fun. Little Johnny has a reason to live when he scores his goals but hockey is played on all the ice, not just in the high slot or when you spam puck protect along the boards. As long as this series keeps heading in the ridiculous offense-is-all-that-matters mentality, I will be staying away form this game. Sadly, I do not see it changing at all even though sales just keep tanking year after year.
  • strategg101
    823 posts Member
    edited November 2016
    like #6. :lol:
    Ability to lean into shot, like R3 then forward(broken stick if held too long) Manually timed one-timers. Stick blade angle shots more realistic.
    make everything a solid object, especially the goalies. Fix all current issues.
  • Keep the suggestions coming.

    If someone goes behind your own net and you sit still with your player as a safety valve or to wait for a breakout pass sometimes your player will just start skating on his own...it is crazy and should never happen.
  • Seamless puck pickups must go.
    It still make you go offside and/or lose control of your player for seconds. In a game where tens of a sec is a long time, stuff like this or #3 should never happen. If the player have not shoot or whiffed at the puck after a full second - cancel all shooting attempts!

    Agree on all points of Sneaklers suggestions, only 5 I dont really know whats best, if we don't go for skill stick...

    One thing that gets me pissed of the current system, is when you skate alongside the puck carrier well in reach of the puck and my poke go strait to the skates instead of the puck. In this case in real life, it would be harder to try to poke the skates then the puck. Also poking from strait ahead should have less penalties, I see my self poking the puck away and then hit skates to often. Maybe have a half poke animation.

    Completely different suggestions.
    Let the game remember my language selection, I don't want to choose every dam time!
    Same with demo, I wanna see the demo once every year, then never again.
    Let us have the option in setting to remove "Startup options" where you could group above two with a setting for metric or imperial.

    So, NO demo, English language and metric system - Save.
    BANG! happy Fury
    FURY-69-.png
  • 100% Agree.
  • SilentCricket26
    97 posts Member
    edited November 2016
    I disagree with #1. It's hard enough to stop a normal one timer. They already have auto deflect on when receiving a slap pass. So if you do one to a teammate he doesn't have to do anything but be in the zone to deflect. Very hard to save as a human goalie.

    #3 is a product of how easy it is to auto one time. I think whiffing after holding L2 and RS up for 5secs as you crash the net or just stand there should result in something stupid if the pass is off or gets tip. Honestly one timers and quick tips on pass acrosses are way to easily done with very little "timing involved". If you can hold L2 and RS as soon as you cross the blue line and get a one timer of or a quick tip. That means you aren't relying on your timing as a player just the programming reading the pass was close enough or good enough to register the shot. Not much "skill" in it. My suggestion wiuld be the opposite of your #3. Have more misses if you're hold L2/RS to long or to late. Make it actually involve more "timing"
    #4 I agree. We need more auto block shot animations and realistic blocked shot deflections.
    #5 Going to disagree with you again. Devs are right. Defense is pretty easy to play. Just need to use your head and pay attention. Use a system and play right. Which 90% don't do. Forwards can go arcade and carry the puck because so many defenseman have no clue what they're doing. So it makes forwards job even easier and makes them look even more OP but it's just bad defense knowledge and skill.
    #1 Love it!!! If I'm holding R1 and I'm at the blue line. I think my guy should do an auto tip in dump pass. So I don't get crushed every time I manually do it afterwards.

    # I'd like to see Goalie builds change to a more realistic preset.
    Hybrids, Athletic Butterfly and Blocker Butterfly. No more Stand Up Hybrid and Butterfly. You have all these specific forwards and defense but the goalies are still pigeon holed.

    # Line changes. Let's get this in the game already. Lower the forwards END and get them changing instead of cherry picking.
    Post edited by SilentCricket26 on
  • stevey1219
    36 posts Member
    edited November 2016
    I disagree with #1. It's hard enough to stop a normal one timer. They already have auto deflect on when receiving a slap pass. So if you do one to a teammate he doesn't have to do anything but be in the zone to deflect. Very hard to save as a human goalie.

    #3 is a product of how easy it is to auto one time. I think whiffing after holding L2 and RS up for 5secs as you crash the net or just stand there should result in something stupid if the pass is off or gets tip. Honestly one timers and quick tips on pass acrosses are way to easily done with very little "timing involved". If you can hold L2 and RS as soon as you cross the blue line and get a one timer of or a quick tip. That means you aren't relying on your timing as a player just the programming reading the pass was close enough or good enough to register the shot. Not much "skill" in it. My suggestion wiuld be the opposite of your #3. Have more misses if you're hold L2/RS to long or to late. Make it actually involve more "timing"
    #4 I agree. We need more auto block shot animations and realistic blocked shot deflections.
    #5 Going to disagree with you again. Devs are right. Defense is pretty easy to play. Just need to use your head and pay attention. Use a system and play right. Which 90% don't do. Forwards can go arcade and carry the puck because so many defenseman have no clue what they're doing. So it makes forwards job even easier and makes them look even more OP but it's just bad defense knowledge and skill.
    #1 Love it!!! If I'm holding R1 and I'm at the blue line. I think my guy should do an auto tip in dump pass. So I don't get crushed every time I manually do it afterwards.

    # I'd like to see Goalie builds change to a more realistic preset.
    Hybrids, Athletic Butterfly and Blocker Butterfly. No more Stand Up Hybrid and Butterfly. You have all these specific forwards and defense but the goalies are still pigeon holed.

    # Line changes. Let's get this in the game already. Lower the forwards END and get them changing instead of cherry picking.

    For your response to 5, puck carriers are able to control all their skating movements, in particular where they face very quickly. Defensively players in this game do not have those same tools, Vision control just faces you up ice while moving and towards the puck while not. This creates issues where the puck carrier can rotate, pivot, change angles and turn much faster than anyone without the puck at lower speeds. Real NHL players can pivot and rotate their bodies quick enough to stay in line with the puck carrier, so why can we not in this game? If they do not want to add more defensive tools they must add better control of your skater when they do not have the puck.
  • NHLDev
    1677 posts EA NHL Developer
    Some good ideas here guys. We talk about defensive stick mechanics often and also had a brainstorm about redirecting pucks into the zone last year. We can never do it all but threads like this definitely get noticed.
  • VeNOM2099
    3178 posts Member
    edited November 2016
    I was mulling an idea around these last few days bout a goalie mechanic for post hugging. Basically, I would like to see a mechanic where we can lock onto a post and use the RS to look around behind the net and also use it to pre-load a transition to the other post. That would mean having the post hug function go back to what it was before, meaning you'd have to hold to stick to the post and release to come off it.

    So, while holding RT, you are locked onto the post you're leaning on and then you can use the RS to swivel the camera to see into either corner (as a real goalie can do) and while holding RT, you can use the LS to either pre-load a transition to the other post by holding in that direction. Finally, holding the LT also would put you in VH and holding the LS in the direction of the post you're leaning into while holding LT would give you a reverse VH.

    And if you wanted to move from post to post, you simply release the RT, hold the LS in the direction of the other post, and quickly squeeze the RT again to lock onto it.
  • Can we get some better animations/awareness for D-Men at the offensive blue line. Real NHL shows many D men who are able to receive and dish out passes while their skates are in the NZ but their stick and puck are kept in the OZ. As it is now its a chance thing. Too often my player will move to his backhand/forehand when receiving or giving a pass causing the puck to go offside, or he does an odd turn or spin in conjunction with stick positioning causing an offside. Those extra few feet of space where I can stand a little further back and be able to keep stick and puck onside can make a huge difference.
  • Can we get some better animations/awareness for D-Men at the offensive blue line. Real NHL shows many D men who are able to receive and dish out passes while their skates are in the NZ but their stick and puck are kept in the OZ. As it is now its a chance thing. Too often my player will move to his backhand/forehand when receiving or giving a pass causing the puck to go offside, or he does an odd turn or spin in conjunction with stick positioning causing an offside. Those extra few feet of space where I can stand a little further back and be able to keep stick and puck onside can make a huge difference.

    This would be a great addition...

  • Also....!

    Try and follow me here, I will try and screw myself over tonight and get a video of this...but in the meantime a description will have to do...this needs to be fixed.

    If you are speedmatch/backskating a forward that is breaking out and he does not have the puck yet but his D is about to send it up to him. Being in perfect position is actually causing forwards to get breakaways. By perfect position I mean within poke range or "face to face" sticklift range. As the puck comes in to the two players in this situation the defenseman will lunge at the puck as-if to go for the reception/interception and be sucked into a puck pickup animation and whichever way your player was gliding at the time will drag you to the left of right and out of the play while your player is temporarily stuck in that receive puck animation.

    It is actually disadvantageous to be that close to a breaking out forward even though realistically it is where you would want to be to completely deny that players ability to receive a pass.

    If anyone is unclear what I am talking about let me know. This is simply a player having an animation take him out of the play for being in what most people would agree is perfect position other then perhaps gambling and jumping the route but in most cases defenseman shouldn't willingly let forwards get behind them over trying to make a sweet interception....so if they do the next best thing they can be punished for it.
  • I disagree with #1. It's hard enough to stop a normal one timer. They already have auto deflect on when receiving a slap pass. So if you do one to a teammate he doesn't have to do anything but be in the zone to deflect. Very hard to save as a human goalie.

    Disagreement is welcome here...but let me clarify.

    Currently...and please tell me if I am wrong...but ALL slap passes are the exact same speed...within reason. They all seem to fly off the stick at lets say 50-70MPH or 80-110KPH. To me the slap pass is all about the fact that you are faking a shot. I just want to be able to use slap pass in a deceiving way because currently it is used for deflections and has no passing mechanic built in. You can use slap pass to crank one off the backboards or around-the-horn which is good and all but I just want players to be able to receive a slap pass and only way it seems this can happen is to someone allow us to be able to control the speed at which they are launched at.

    I do not want the current speed they are at to be able to be "one-timed" into the net. That would be crazy...but if it was a typical pass speed but with a slap-shot fake I cannot see this being an issue...and even if it makes the game harder for you as the G...I don't really care...it's about a new feature that brings the game closer to what hockey is...and not farther away.

  • Sneakler wrote: »
    Also....!

    Try and follow me here, I will try and screw myself over tonight and get a video of this...but in the meantime a description will have to do...this needs to be fixed.

    If you are speedmatch/backskating a forward that is breaking out and he does not have the puck yet but his D is about to send it up to him. Being in perfect position is actually causing forwards to get breakaways. By perfect position I mean within poke range or "face to face" sticklift range. As the puck comes in to the two players in this situation the defenseman will lunge at the puck as-if to go for the reception/interception and be **** into a puck pickup animation and whichever way your player was gliding at the time will drag you to the left of right and out of the play while your player is temporarily stuck in that receive puck animation.

    It is actually disadvantageous to be that close to a breaking out forward even though realistically it is where you would want to be to completely deny that players ability to receive a pass.

    If anyone is unclear what I am talking about let me know. This is simply a player having an animation take him out of the play for being in what most people would agree is perfect position other then perhaps gambling and jumping the route but in most cases defenseman shouldn't willingly let forwards get behind them over trying to make a sweet interception....so if they do the next best thing they can be punished for it.

    Yes! It's sad when the defense makes the right play and it's a breakaway 75 percent of the time
  • You are correct in saying that the CURRENT META for high level play has become not back-skating and actually just facing the same way as the breaking out forward. It is way more effective and allows your to nudge/stick lift/dislodge the puck more effectively then playing a classic speed matching back-skate strategy.

    I just wish this wasn't the case. The only think preventing this from still being viable is the animation that I speak of that sends the defenseman gliding 15 feet to his left or right because the game put him into a reception animation but he didn't get the puck...
  • strategg101
    823 posts Member
    edited November 2016
    Sneakler wrote: »
    Also....!

    Try and follow me here, I will try and screw myself over tonight and get a video of this...but in the meantime a description will have to do...this needs to be fixed.

    If you are speedmatch/backskating a forward that is breaking out and he does not have the puck yet but his D is about to send it up to him. Being in perfect position is actually causing forwards to get breakaways. By perfect position I mean within poke range or "face to face" sticklift range. As the puck comes in to the two players in this situation the defenseman will lunge at the puck as-if to go for the reception/interception and be **** into a puck pickup animation and whichever way your player was gliding at the time will drag you to the left of right and out of the play while your player is temporarily stuck in that receive puck animation.

    It is actually disadvantageous to be that close to a breaking out forward even though realistically it is where you would want to be to completely deny that players ability to receive a pass.

    If anyone is unclear what I am talking about let me know. This is simply a player having an animation take him out of the play for being in what most people would agree is perfect position other then perhaps gambling and jumping the route but in most cases defenseman shouldn't willingly let forwards get behind them over trying to make a sweet interception....so if they do the next best thing they can be punished for it.


    try poking as the puck is coming to him, It should negate the puck pickup animation. Thats what I do. I dont like the puck pickup animations at all as a defenseman.
    Also if he is that close hitting will also negate the puck pickup.
  • Can we get some better animations/awareness for D-Men at the offensive blue line. Real NHL shows many D men who are able to receive and dish out passes while their skates are in the NZ but their stick and puck are kept in the OZ. As it is now its a chance thing. Too often my player will move to his backhand/forehand when receiving or giving a pass causing the puck to go offside, or he does an odd turn or spin in conjunction with stick positioning causing an offside. Those extra few feet of space where I can stand a little further back and be able to keep stick and puck onside can make a huge difference.

    Agree.

    This is probably the only case where i want the game to be somewhat automatic.
    I mean to keep the puck onside.
    So often while you skate close to the blue line when your player turn awkwardly or hold the puck out in a way that you obviously didn't want to.

    Same thing when you trying NOT to go offside. Like when you come at full speed and receive the puck just before the line, and your teammate go in to the zone. You try to turn and slow down, and right there I would like some logic to try to avoid the offside.

    We simply don't have the control that's required for those situations.
    FURY-69-.png
  • Agreed
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