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Additions to NHL 18 gameplay (constructive) #NHLdevs

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  • Great ideas so far. The game could really use a lot of these features.

    Here are some of my suggestions:

    Allow EASHL teams to set a team strategy outside of the game. Why do we always have to change our strategies before every game to our liking? While we're at it, it would be kind of cool to setup an AI player for every position, name, handedness, player type, so when you don't have a full team on, you know what your AI teammates will be.

    Manual control for deflections - get rid of auto deflections. If you want to deflect a puck, you should have to do so manually. If you are standing in position to deflect the puck, you should have to flick the RS in the direction you want the puck to go. The timing window for this should be pretty forgiving since lag is always an issue. If the puck is on the ice and you flick down, it just stops the puck. If the puck is already going high and you flick up, the puck fill go out of the zone, etc... But if you aim correctly compared to how the puck is coming in, you get a good deflection. This would also encourage communication between teammates ("Shooting low", "Aiming left" type of stuff).

    As mentioned, some type of better defensive control is needed. Stick control, skating control, direction your facing control. It all needs improved.


    I would personally like to see club games being 5 minimum with a goalie mandatory. The LG and VG leagues enforce this so why can't EA? The community has enough players that this shouldn't be an issue. I mean, the majority of my friends and I club hop all the time to make 6's. This would also encourage the 2-4's to go out and find other players. Just go look at this section of the forums that are either looking for players to join their club or players looking for a club themselves. A free agency list would be kinda cool also. Clubs can search it and send requests to those that indicate they're looking for a club.

    Ideally club should be 6's minimum like the other leagues are. I definitely don't consider any combination of 2 or more AI's with human players an actual team.

    No
  • Great ideas so far. The game could really use a lot of these features.

    Here are some of my suggestions:

    Allow EASHL teams to set a team strategy outside of the game. Why do we always have to change our strategies before every game to our liking? While we're at it, it would be kind of cool to setup an AI player for every position, name, handedness, player type, so when you don't have a full team on, you know what your AI teammates will be.

    Manual control for deflections - get rid of auto deflections. If you want to deflect a puck, you should have to do so manually. If you are standing in position to deflect the puck, you should have to flick the RS in the direction you want the puck to go. The timing window for this should be pretty forgiving since lag is always an issue. If the puck is on the ice and you flick down, it just stops the puck. If the puck is already going high and you flick up, the puck fill go out of the zone, etc... But if you aim correctly compared to how the puck is coming in, you get a good deflection. This would also encourage communication between teammates ("Shooting low", "Aiming left" type of stuff).

    As mentioned, some type of better defensive control is needed. Stick control, skating control, direction your facing control. It all needs improved.

    I'd love the AI customization for a club, especially for goalies. Even if they didn't give you control over player type and handedness, at least let me pick the names.

    That deflection setup seems much better than most of the suggestions I've seen in the past. It could be about as sensitive as the auto one-timers are, which work okay with latency. I'd really like that.

    I agree that encouraging 5's and 6's would be good for the game, but it needs to be done subtly. One idea that I think I threw out there a while back was to get rid of 2's, and have clubs with less than 5 in the DR be given a "drop-in" player. This could either replace drop-ins, or be in addition to it, but the overall vision would be to have one or two players be able to play in a club for a single game. The DR captain could potentially pick those players from a list of available ones in the queue, or have them assigned automatically.

    Clubs could have blocked lists of players they don't want to play with, and players could have lists for clubs they don't want to play with, and both could also have preferred lists as well. If at any point in the game the captain from the club decides that the rental players are playing poorly, they can be kicked from the game and blocked. If all the club members for a game quit, the game also ends so you don't have non-members playing your games to completion, and of course, the rental players can drop at any time.

    Post-games should also allow you to continue playing with the same rental player and/or add them to your team, and players should be given the ability to be on multiple teams as well.
  • Oh, I forgot. EA don't you think it's time to fix the glitch where you try to slap shot the puck out of your zone along the boards behind them jet and it forces you to whiff 98% of the time?
  • GOW_LIKE_A_BOSS
    536 posts Member
    edited December 2016
    Need to adjust goalie tracking when a forward is going down low and going for the extremely annoying backhand forehand glitch. Not talking about on a clear breakaway, but rather when your D-man has the inside track, and the forward has no chance of a cutback and can only stay outside and go below the goal line. Guys just do a quick deke, make the goalie head back to the middle, then finish. Ridiculous. I've played goalie, and goalies don't DO that. When the D-man is forcing the forward outside, the goalie just trusts the D-man and follows the shooter.

    The only way this could work is to remove the "tether belt" the goalie has to the net (or at least enlarge it). A goalie should be able to make a save off to the side of the net while staying square. As it it now, the goalie can't play the angle properly.

    So it's like this now:

    G G S
    N S

    And it needs to be
    G G S
    N G S

    (Sorry for extra gap. Forum keeps making a paragraph break and I can't fix it).
    That's probably confusing as all get-out, but G is for Goalie, N is the Net, and S is the Shooter. The top part is what the goalie can actually do. As you can see (hopefully), the shooter will always have that short-side angle if they go low enough, because a goalie can't do a butterfly off to the side of the net. Notice (hopefully) how in the second diagram, the goalie is able to be completely to the side of the net and still square. Goalie needs to be more aware of the D-man's location, and compensate accordingly. I know they kind of do this now, but this is one huge glitch that I give up repeatedly if I ever allow a forward even a slight lead heading back to the net. Impossible to force them outside in close, because in HUT D1 and D2, they all know that cheap move. The usefulness of that move needs to be eliminated (as it is unrealistic) and this is how. Allow the goalie to stay square and drop butterfly off to the side of the net.
  • I like a lot of these ideas. I'm going to just throw some of mine out there(and it may be similar to the ones you guys already have as well).

    1.) I'd love in Club games, if for some reason you can't customize a computer player for each position, to be able to have like a pool of players to pick from that each are a different player type, so you can have variety of players with you. For example: we have a sniper, a playmaker, and a defensive dman. I'd like to have a pool of players where we can say we want a grinder and a puck moving defenseman. Instead of every team having the same dman or forwards when they have an AI player.

    2.) I personally have talked about this to great length with others on the forums and it seemed to be about 50/50 on the custom build aspect(I know I'm going to catch flack on this because "oh he's bringing up the custom builds again"). It's been talked about a lot and most of the gripe is because of the super builds per say. Which I've explained and others have some great ideas to fix that or prevent a "super build". Hopefully something can be figured out to make each attribute matter so you dont have those issues. If you take a sniper, you can't make his checking a 99 without sacrificing something important. No build should be able to put their durability at 65 and raise other stats without consequences while playing, example is you get hurt much easier and it lasts for more than a period but also decreases all your attributes by 20 points or something like that. It would all depend on how the point system works. Basically similar to the old NHL 14 system but make the attributes matter.

    3.) It seems like I've seen a lot of "glitches" where you knock a guy over and he basically falls on the puck, or it "sticks" to him... you can't get the puck, then he gets up and skates away with it.

    4.) I'd like to see them bring back the being able to knock guys into the bench when hitting them by the bench, if you line up someone and get a good check on them have a chance to know them through the glass like old school NHL 95(I believe) days, also be cool if a hard slapshot could crack the glass again as well.

    5.) I love the new custom unlocks for the players and for the stadiums. I would love to be able to upload our own logos for the uniforms as well, I know this would be difficult but I think it would be cool and add more variety to the game.

    I'll add more if I think of anything else.
  • Forcing club to be 5 or 6s would be cool, but not ideal. There is no way I could round up my friends who are ages 25+ enough to play. Nor do I have much interest in playing with too many people I don't know, or a lot of the young kids that play.
  • Great ideas so far. The game could really use a lot of these features.

    Here are some of my suggestions:

    Allow EASHL teams to set a team strategy outside of the game. Why do we always have to change our strategies before every game to our liking? While we're at it, it would be kind of cool to setup an AI player for every position, name, handedness, player type, so when you don't have a full team on, you know what your AI teammates will be.

    Manual control for deflections - get rid of auto deflections. If you want to deflect a puck, you should have to do so manually. If you are standing in position to deflect the puck, you should have to flick the RS in the direction you want the puck to go. The timing window for this should be pretty forgiving since lag is always an issue. If the puck is on the ice and you flick down, it just stops the puck. If the puck is already going high and you flick up, the puck fill go out of the zone, etc... But if you aim correctly compared to how the puck is coming in, you get a good deflection. This would also encourage communication between teammates ("Shooting low", "Aiming left" type of stuff).

    As mentioned, some type of better defensive control is needed. Stick control, skating control, direction your facing control. It all needs improved.



    User controlled tips and redirects would be awesome.
  • Forcing club to be 5 or 6s would be cool, but not ideal. There is no way I could round up my friends who are ages 25+ enough to play. Nor do I have much interest in playing with too many people I don't know, or a lot of the young kids that play.

    In my opinion club should be 3s and up.
  • RSall14 wrote: »
    Forcing club to be 5 or 6s would be cool, but not ideal. There is no way I could round up my friends who are ages 25+ enough to play. Nor do I have much interest in playing with too many people I don't know, or a lot of the young kids that play.

    In my opinion club should be 3s and up.

    I'd be down with this if we could join multiple clubs. Honestly 2's is such a cheese fest it's not even worth investing time into. 1 out of 6 games you play a team that actually cycles the puck because the cross grain shot is so easy to do against AI players.
  • What is the cross grain shot? I play a lot of 2s and 3s and have only seen one go-to goal used on a fairly regular basis.
  • RSall14 wrote: »
    Forcing club to be 5 or 6s would be cool, but not ideal. There is no way I could round up my friends who are ages 25+ enough to play. Nor do I have much interest in playing with too many people I don't know, or a lot of the young kids that play.

    In my opinion club should be 3s and up.

    I'd be down with this if we could join multiple clubs. Honestly 2's is such a cheese fest it's not even worth investing time into. 1 out of 6 games you play a team that actually cycles the puck because the cross grain shot is so easy to do against AI players.

    Yes!

    Being able to join up to 3 clubs using different players (1 for forward, 1 for defense, 1 for goalie) would make life easier than having to create another XBL/PSN account... And less expensive too. :/
  • venom, it doesn't cost anything to make another psn account.
  • venom, it doesn't cost anything to make another psn account.

    It does if you want to play online. I can technically create a Free Silver Account on my X1 (which I did) and "Share Gold" (which I do). But it's still a hassle.

    Plus, to be allowed to play on LG with my new account, it has to be fully Gold. So just to play Goalie in a league club, I had to fork over 15$ to purchase gold for my new account.... Instead the game could've simply allowed me to join an LG club with my goalie, and I could've continued playing FWD or D with my old club on the same account.
  • HATR_HURTER
    10 posts Member
    edited December 2016

    that's xbox. i said psn which if you have plus for one account on your playstation you can play under as many psn id's as you want without paying again.
  • VeNOM2099
    3178 posts Member
    edited December 2016
    that's xbox. i said psn which if you have plus for one account on your playstation you can play under as many psn id's as you want without paying again.

    Yes, again, it's the same thing as the Xbox "Share Your Gold" feature. As long as one person has a paid Xbox Live Gold account and he enables "Gold Sharing" on that console, everyone who has an account on THAT console can play online for free without paying as long as the main gold account is valid. In fact Xbox had this feature since day one.

    However, Leaguegaming doesn't work that way. The account has to be fully GOLD, which is the same rule for PSN accounts, which means that in order to join another club, I had to make a 2nd account and pay for it. They did this because it was too easy to create "dupe" accounts on either console and do what they called "double tagging" where essentially one person could be multiple "players" on different teams in the same league. So they don't allow "free" account anymore. Anyone who's caught doing that is banned from the league.
  • sgiz1
    537 posts Member
    edited December 2016
    NHL 18 needs to re-tool TPS in a big way.

    1. Better skating, more responsiveness (it doesn't matter if it defies physics, we need to control our player!)
    2. Bring back classic vision control (it doesn't matter if it defies physics, we need to control our player!)
    Post edited by sgiz1 on
  • Sneakler
    43 posts Member
    edited December 2016
    Poke checking is something I brushed upon too. Like Sneakler said & you're own opinion, there does need to be a way to swipe, whack & "poke" at the puck. This one dimensional poke is so easy to avoid & exploit against by holding the puck out far & away, or back & away. It's just silly to be forced to weirdly push & poke at the puck, rather than being able to do short sweeps & whacks to disrupt the carrier.

    This is an on-point explanation of how stupid the current poke check animation is.

    The year that didn't have EASHL...on XB1/PS4...players could stop moving their legs while in possession of the puck and glide with amazing speed.

    The year after...the first year of EASHL on the new systems they removed this.

    This year....it has returned...and I am fine with players being very agile...but when you are in playing against other great players...and great teams...poking is irrelevant. Your best tool (GENERALLY SPEAKING) at that point becomes dislodging the puck by forcing the player to drag the puck through your body. Don't get me wrong here and start with the advice posts. Yes there are times you can poke the puck away from people and there are times you can stick lift people...I am talking about when you are playing against high-level figure skaters/puck handlers/exploitation masters. In these games...a standard lunge poke will end up with you sitting in the penalty box multiple times if this is your strategy.

    Basically we need a mini chop animation/mechanic. If the full swing is a chop...then we need a slap that covers maybe 30° of ice as compared to the 60° radius of a standard loose puck chop.

    Another controversial addition that I would like to see is on a player-clip dislodge scenario...the dislodging player actually kicks the puck to his own stick and can be gone with the puck. If a figure skater drags the puck through or into a defenders skates I would like this to not just result in a loose-puck. It would be nice if a defender gets an opponent to drag the puck into his skates while they are "in-passing" or going in opposite directions that the defender goes "skate-to-stick" and is gone with the puck.

    What do you guys think...?

  • What is the cross grain shot? I play a lot of 2s and 3s and have only seen one go-to goal used on a fairly regular basis.

    Come in across the blue at 45 degree angle, keeping your stick held outwards with the puck. Shoot far side. If you position your skates well enough it's top shelf every time. It's why most people cut into the middle on forehand so often.

    Either that or they go for the slow rebound goals the whole game.
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