NHL Feedback For Devs
Topic got closed bc of people dissing chel without any constructive suggestions.
Please just comment feedback and not just insults.
there is so much wrong with this game.
in eashl if you win a game you get +3 comp rating but if you lose you get -20 so it takes 8 wins for every loss to not tank your comp rating.
ragging the puck is so common and so irritating. I play eashl 3s a lot and kids just rag the puck and you cant hit them bc they absorb the hit by moving their stick slightly to the side. can put the puck in the boards and if you hit them its either boarding or you bounce off, cant pressure them because they just skate away and theyre the same speed as you because all players are the same speed. and you cant double pressure because they rim the puck and create an odd man rush which then results in a goal 9/10 times because of glitch goals.
if the puck is a loose puck creating a footrace the person standing still will win because they can instantly accelerate.
seamless puck pickup puts players into a trance causing them to get crushed a lot
or go offsides because you cant move or stop or change anything once youre in the trance
when the puck rolls it accelerates and players cannot catch up
when you hit someone really hard the puck gets stuck on their player model and they get it back when they stand up 5 minutes later.
so so so so many glitch goals. Goalies never have higher than a .500 sv percentage because they cant stop a backhand forehand or a one timer or a wrist shot or a d to d onetimer or any of the other glitch goals.
no last price sold for hut. market tanked very hard
95 ovr goalie doesnt play as well as 87 ovr goalie in hut
defensive skill stick is useless most of the time. puck either goes right through it or you trip the person by having your stick not near their feet.
leveling up in eashl means nothing because it doesnt take skill. if you see a prestige master it doesnt mean theyre good, it just means they play the game constantly
you havent had a good be a pro or good franchise since nhl 14. you removed story mode and changed how you make your player better. bring it back to xp points that you can put into stats on your own. if you score a lot your power never goes up but your accuracy maxes out because you only get points toward shot power by hitting the goalie without scoring.
literal ice tilt is a thing. the commentators even say "it looks like the ice is tilted one way this game" and every pass goes through and every shot goes in for that team and the other team wont be able to pick up the puck at all because the other team has all the "momentum" (ice tilt)
just delay the release of nhl 19 until 2019 and make a good game. everyone would understand. the way nhl 18 was it shouldve been sold for 20 bucks not 60. fortnite is free and is a better developed game.
Please just comment feedback and not just insults.
there is so much wrong with this game.
in eashl if you win a game you get +3 comp rating but if you lose you get -20 so it takes 8 wins for every loss to not tank your comp rating.
ragging the puck is so common and so irritating. I play eashl 3s a lot and kids just rag the puck and you cant hit them bc they absorb the hit by moving their stick slightly to the side. can put the puck in the boards and if you hit them its either boarding or you bounce off, cant pressure them because they just skate away and theyre the same speed as you because all players are the same speed. and you cant double pressure because they rim the puck and create an odd man rush which then results in a goal 9/10 times because of glitch goals.
if the puck is a loose puck creating a footrace the person standing still will win because they can instantly accelerate.
seamless puck pickup puts players into a trance causing them to get crushed a lot
or go offsides because you cant move or stop or change anything once youre in the trance
when the puck rolls it accelerates and players cannot catch up
when you hit someone really hard the puck gets stuck on their player model and they get it back when they stand up 5 minutes later.
so so so so many glitch goals. Goalies never have higher than a .500 sv percentage because they cant stop a backhand forehand or a one timer or a wrist shot or a d to d onetimer or any of the other glitch goals.
no last price sold for hut. market tanked very hard
95 ovr goalie doesnt play as well as 87 ovr goalie in hut
defensive skill stick is useless most of the time. puck either goes right through it or you trip the person by having your stick not near their feet.
leveling up in eashl means nothing because it doesnt take skill. if you see a prestige master it doesnt mean theyre good, it just means they play the game constantly
you havent had a good be a pro or good franchise since nhl 14. you removed story mode and changed how you make your player better. bring it back to xp points that you can put into stats on your own. if you score a lot your power never goes up but your accuracy maxes out because you only get points toward shot power by hitting the goalie without scoring.
literal ice tilt is a thing. the commentators even say "it looks like the ice is tilted one way this game" and every pass goes through and every shot goes in for that team and the other team wont be able to pick up the puck at all because the other team has all the "momentum" (ice tilt)
just delay the release of nhl 19 until 2019 and make a good game. everyone would understand. the way nhl 18 was it shouldve been sold for 20 bucks not 60. fortnite is free and is a better developed game.
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- Ai has no intelligence at all. I marked in another thread about how years ago they added in “ai learning” which was for all ai including the goalie. The whole point was that the ai was going to learn how to adapt to your play style and start shutting you down if you continue to play 1 style instead of adjusting. Went for goalies too, you weren’t supposed to be able to score the same goal every time. It didn’t work when they first put it in and it’s still here and they never focused on making it work. You can still score the same 2 goals 10/10 times on breakaways. You can still snipe from the same cheese spot that they refuse to fix constantly. They need to actually put focus into making the ai intelligent and not make it feel like peewee players. Currently the only time it feels better than peewee is if you play on all star or superstar offline and it’s only for the ai on the other team, your ai is still garbage.
- fix goalies. I used to love playing goalie back in 10 and 11. Held around a .900 save %, 40+ shutouts and below 2 gaa average with hundreds of games played in a top 10 team both of those years...goalie was actually fun to play...I had actual control over my player...now he’s just like a boat in the net, takes forever to react to anything, makes random animations, just all around the least fun position to play.
- fix the skating and the puck pick ups. People all over this forum are complaining about it and rightfully so...the skating is awful flat out...it’s clunky and unresponsive. Picking up the puck is such an issue that it shouldn’t even have to be spoken on...go play 1 game of this and see how difficult it is to do something as simple as picking up the puck.
- put effort into BAP. I said before in another thread that I understand there’s different departments in EA, so the people that deal with HUT aren’t the same people that deal with BAP or gameplay etc etc etc. BAP is boring. It is so old and stale and just pathetic. They haven’t made a single effort towards it. If you want to look at a BAP that grabs the player go play FIFA for a day. Best part about that is that I can either play locked on my player or I can play as my full squad, that right there brings more want to play their way. The way you build your player, on here it’s been the same stale way of grind out and build off XP. FIFA has a giant challenge book that you get attributes for the challenges you complete, like try that, or even if you don’t try that try something that will revamp it and put some play value into it.
- bring back the cutscene of the 3 stars of the game getting called and applauded.
- and either bring back lobbies for VS or allow us to see the connection and the team that the other player we matched with chose so we can decide to play instead of getting tossed into a red bar game where you either play the frustrating lag or quit and catch the Loss. Would also cut down on unfair matchups, I don’t want to take a regular NHL team into a match and match against team canada or an all star team...
I haven’t played MLB, but that’s a good system, it’s like how fight night used to be where if you continue to neglect certain things your stats will being dropping.
I’ve also been suggesting for years that they should put in different skating styles for the players and for your BAP/EASHL skater...NBA and MLB games have always had different shooting, free throw and dribbling styles (batting and pitching styles for MLB), and options for how your QB would snap and throw the ball in Madden... it would add a distinction in this game. Scott Gomez was always the player I used as an example...he always skated pretty low to the ice, yet in this game when he was in it he skated like everyone else...there should be skating styles added in...same thing with puck handling...not every player handles the puck on their stick the same way, just like not every NBA player dribbles the same..there should be options, and they know they can do it because they did different goalie stances this year
Good suggestions guys.
Just to adrdress your point over every class having equal speed: back when we had the card leveling system, there was a lot, and I mean a lot, of complaints over how everyone was limited to using smaller builds and maxing speed. It was a crutch build style and everyone had to build their player along the same vein in order to compete.
When they first introduced the class system we have now, a couple of builds had more speed and subsequently those were the builds used most often...
So, as a result, all builds currently have equal speed to allow for a more level playing field so to speak and more flexibility.
Exactly.
Buuuut...
While top end speed remains the same for all builds, acceleration and agility are not the same at all. That is where the difference lies.
What about the builds that have that "quick first step" amongst their skillset? It is essentially a boost to acceleration, even if only for the first couple of steps.
So kinda how a bigger, taller guy is going to be harder to knock off the puck on a straight check? Those are indeed some of the pros and cons of each build and the height and weight attributed to them. But in the attributes, they're the same. Theyll get from point A to point B at the same time.
Edit: my point was though, that some speed gap was never there and they havent changed from a few years ago to now like post suggested.
Commentary should be more mode-specific. Every single mode has the same commentary. It may just be me, but when playing a random dropin game, I find it annoying to hear Ray talking about how these two teams hate each other, or have a rivalry years in the making. Sounds ridiculous if you ask me.
Coaching feedback needs a massive looking into. Why is it when I choose defensive d, the coach tells me to use X to protect the puck and that it is fundamental to the success as a power forward? Or coach telling me I need to make something happen on the powerplay while I am the goalie???
Why do I get dinged for -7% for not covering the point as a winger when I need to cover d because a dman got got pinching too far???
Can CR now reflect individual effort, and not base it off team wins or loss? Don't see why I can play a stellar game yet get dinged -20 points on my CR because my team lost 4-3.
For the goalie position, and in my most honest opinion, the majority of the position's problems come mostly from post-hugging. Why do we actually have to press a button to initiate an animation to hug a post, then move the LS to come off the post with another animation? There is nothing more easy or natural for a goalie than actually backing up to a post, or just moving to one. This game needs to reflect that. We should be able to just move close to a post and our goalie should just lean into it, like he does in the RVH when the play gets closer to the posts.
This way, there are no issues getting glued, or magnetized to a post, and it won't cause delays when we want to move away from, or off a post. It is added and useless, and is in fact, intrusive animations.
Seriously, stringing dekes together is 10 times more fluid than hugging and coming off a post which is second nature to any real life goalie....
Why can't we have themed updates? Like maybe Halloween themed goalie equipment, or people in the crowd dressed up to reflect holidays? Apparently there are over 9000 simultaneous crowd animations, yet they kind of all feel and look the same. Spice them up a bit.
Crowd needs to sound more alive and present and should react to actual game play.
While it is fun to unlock things in EASHL, I find it kind of lackluster to be unlocking things that were a given three or four years ago. I mean, winning 50 games to unlock team goalie masks that were there 8 years ago?? Yea, not really. Make it at least something interesting and new to grind for if you are taking that route. You have to win like, what, 20 games or something just to have the right to recolor your blocker?
Pauses and pretty much all cutscenes should be removed from EASHL. It basically feels like 6vs6 Be A Pro as it currently is....
Not exactly what I meant. It is a given that a taller heavier player will be harder to knock off a puck, such as a shorter lighter player would have a tighter turning radius.
What I meant more specifically, if you take a Sniper or Puck Moving D, they actually have "quick first step" listed as a strength to their build. So theoretically, while I agree all have the same top speed, from point A to point B, the one with the quick first step perk should actually arrive a couple of strides sooner than those without that perk.
Am I wrong?
I know there were a lot of complaint of a God build and such. I probably spent too much time tweaking and changing my build. It was fun for me. I also spent too much time watching youtube build videos and talking to teammates from LG, to casual, to drop-in about their builds and found a huge variety. I saw huge height builds at low weight. The guy in mind swore it was the only build to do. I was unable to do what he did with his exact build. I played with guys that used full mini builds that were amazing but when I tried I sucked with it. Best LG player I played with used a 5'11" build twf (center) 205lbs. He swore by it.
I guess what I am trying to say is that I don't think there was 1 common build or a God like build. I think people would of seen that if we were able to see each others builds. IMO I think it became a crutch in the community when you saw a guy flying up the ice and was able to dodge hits like nobodies business. Common thing to say was "well he's playing with that glitch god build". I do realize many forwards would max out their speed but just because someone was fast didn't make him great at the game. In the end you would have to learn to play with your build and tweak what you didn't like.
Having said all of this. I do think the old build system was flawed in that it seemed that some traits did not matter as much. I think a system where you really have to decide what to put points into and that if you leave something at 65 overall it is really noticeable is a better system. Force us to make a decision and live with it. 95 speed and tiny where I am super fast but takes almost thing to knock me off the puck and I get injured very easily. Or 65 def awareness means I rarely pick up pucks defensively. That type of idea.
I have personally read countless complaints regarding the same issues yet nothing seems to improve in these areas.
The AI is by far the worst aspect. Please allocate more memory and designate more resources to game play realism. My suggestion is taking from the wealth of allocated space for graphical rendering. Yes it looks nice but at what cost?
Add a Boolean that simply communicates
(if) offensive player is directly in front of open goal
(Then) tap in
And so on...
In fact, it seems an entire class with operators and functions needs to be created on the sole principal of distance to goal/net, region of ice the puck is controlled in, and variable change based on this information. I.e. AI does not seem to respond to any kind of calculations regarding the position and situation of a rush on net. I find my AI support is nothing more than the most basic discrete logic...
Player movement and recovery needs quite a bit of adjusting. If I check a player into the boards and it results in my gaining of the puck and the opposing player has lost footing, it is incredibly unrealistic to see this player bounce up and accelerate back to me and steal the puck back from me. Solution is simple... Player loses footing, they lose any chance to regain possession unless under extraordinary circumstances.
Goalie recovery is also in need of adjustments. If goalie has been deked out and drops to the ice, this doesn't look very realistic when the goalie bounces up and stuffs a wide open surefire goal at warp speed.
The lift stick is definitely all messed up... The lifting of an opponents stick is a big part of hockey strategy and I used to do everything I could to move the opposing players stick when I played hockey myself... For the CPU and when playing against the CPU, it doesn't take long to realize how much stick lifting the CPU does... In fact, the CPU uses this to break up an open shot, passes, to cause players to miss receiving a pass, and pretty much all game you will be dealing with this which I feel is realistic until the fact that it works too well for the CPU yet go ahead and try using the stick lift and it's many advantages yourself and you will find yourself defending a powerplay in no time! This is one of the most annoying parts of the game and it needs to be adjusted severely... It should be equivalent on both ends of the spectrum... Not a severe consequence for one and miracle defensive move for another. It is to the point that I rarely try for a stick lift as my stick will find my opponents face 65% of the time. Basically, we need the stick lift to work just because it is a major aspect of hockey and it is practically useless in it's current state. In fact, we lift the stick in hockey more than we poke check... Poke checking is actually more risky and penalty prone than lifting the stick.
I suggest taking the opposing players stick lift skill down several notches and increase usage and effectiveness for the user... The placement of the stick lift as button (A) for XB1 is not a good spot at all... It should be incorporated into the trigger or bumper region of the controller... Block shot would better suit as (A) ... Stick lift should also require aim just like defensive skill stick which was a great addition... If we miss then we miss but give us a chance to use this dynamic for once.
Glitch goals can be remedied by simply adding an option for a player to call it a glitch goal and the opposing player (if human) can agree and it will wipe the goal or disagree and the goal will stand but at least this will allow legitimate competitors to decide how they want to win... I certainly dislike when I win on a **** goal... It required no skill and I don't want to win that way at all.
Passing direction!!! By far the worst!!! If I'm rushing the goal and try to pass the puck to one of my players involved in the play, how can the CPU possibly glitch out so badly that my pass goes all the way back behind everyone and down to my defensive zone? Yes I've considered the possibility of my error... Maybe I need to work on my aim... This was at first, now it's very clear that passing the puck around is one of the biggest problem areas...
Choosing the relevant player! This one drives me insane! When involved in a competitive game or not... Nothing is more upsetting than being unable to simply select the player you need or desire... You mash change player as you are completely unable to take control of the one player you must be in control of in order to stop a goal OR score a goal! This glitch is definitely brought up more than most and still nothing is done about it. The CPU should be able to calculate the relevant player or at least come close... Margin for error is understandable but my complaint is more about ending up with the least relevant player on the ice besides the goalie! This changes the outcome of games so it should be a high priority.
It seems as though most of the problems are slight mishaps with heavy consequences which is probably causing so much negative feedback. It is difficult to imagine why such simple bugs remain.
Adjust the minor glitches and this game is very good.
Create more dynamics and variable outcomes and less will complain about the AI which isn't very AI... The adaptive logic doesn't exist and when the CPU wants to score it is going to score... Your goalie is getting scored on from any angle at any position period... As a human being, I should not be able to decipher when the CPU decided it's time for a goal but I can and so can everyone else... The logic is too controlled and there are too few variables which looks lazy and careless.
The only thing I don’t agree with is the glitch goal part. 1.a lot of people don’t believe they exist either because they don’t want to admit it because it’s how they score or they are oblivious. 2. No one would dress up to a glitch goal and allow it to be wiped. 3. Everyone would challenge every single goal as a glitch goal because this community is toxic
A glitch would be like the goalie makes a save but puck goes through glove or pad. Or let's say goalie warps through the net rather than hugging the post.
The problem with AI goalies, they are confined to perform based on their programming. So they can be programmed to do amazing things and frustrate the hell out of people but they are also programmed to be easily exploited in certain situations.
I agree, it isn't a "glitch" per say. Let's call it predictable. You do a certain action, you know how the AI reacts, and execute.
Also, I would love if they brought back "L2 + Right stick up". I am still using it all the time, only it doesn't do a thing anymore.
Your entire post is pretty spot on to the issues that stand out most when playing Vs. Still, I think you left out the most important aspect of it all, the "sometimes-factor".
Because the logic is there. AI is perfectly capable of finding the money spots on a rush, or on the cycle. It's just that "sometimes" they are not doing it, which of course, is totally game deciding. When doing a cycle, looking for that little opening, "sometimes" an AI will break out of his position and with a very distinct movement open up the play. Other times, they are all just standing there, leaving you with few other options than twitching and awkward backward skating. Kinda forcing you into that glide 'n' protect style, doing circles in the corners.
If you have watched the World championship, you know that's how every top player plays. And it's making the game look foolish. "This is not how hockey is played" seems to be the most common reaction.
If they could just let up on that "sometimes" and let the AI move in and out of scoring positions all the time. The skill would lie in whether you are able to recognize this and utilize it or not. AKA hockey knowledge and being able to read the play.
This is also in the "sometimes" category, only more situational. As you say, players that just have been checked hard enough to lose footing (in other words skated themselves into a really dumb play), gain superman speed in getting back to that puck. If you get checked from behind while skating away from the check, puck will stop dead in its tracks while you are sent miles away from it. There is no superman speed getting back, what so ever.
It makes little to no sense and is only rewarding the least hockey-minded player.
Yeah, exactly the same thing isn't it? And to add extra salt to the wound, they are often helpless on weak shots, slow dekes, hugging their post, rebound control and pretty much every other aspect that's considered as basic goalie plays. And yes, this is very much "sometimes".
I've seen people call this the penalty button. Unfortunately, I'd say they are spot on.
What should've been a very useful tool, when used correctly. Is turned into an unpredictable, risky move. Just as you say, AI are using it too effectively in an over-aggressive manner.
Well, "Sometimes" they are. At other times they are just non-moving pylons letting the puck glide right by them.
Then again, "some other times" they miss all concept on how to use the stick lift. Ever been up by a goal in a tight game, playing carefully not to catch a penalty? Odds are your AI will go stick lift from behind, down in the corner of the offensive zone.
"Good on you! You should control your players!" Right?
Well, I think this is a mess put on top of another mess. I love to play aggressive D and forecheck hard, but because of interceptions being "sometimes to never", and the D is programmed to open up wide (again "sometimes"). I have to reconsider and let the AI do the forechecking. Only they are programmed to take idiotic penalties.
So now, I am constantly switching to whoever is closest to the puck, begging that I will get a good switch, whenever he throws the puck right through my forechecker, to his charging forward.
They should tie AI behavior, to user behavior. You pressure hard, stick lifting, body checking and poking a lot, so should the AI. Your holding back, just gliding in the lanes, not touching stick lift or other high-risk plays, so should the AI. That, combined with letting your strats have a harder impact on how they play.
I don't think this would work. They tried the mutual quit function a few years back. Still, people were quitting out of losses and denying you a quit, when they were up 5-0.
While not glitch-goal related, maybe they should put a limit in place, that would be considered as a technical knockout? Achieving this could then give you extra CR, propelling you away from the player tier where you are winning that big.
Also, a non-activity detector would have been very nice. A full minute where you haven't touched your controller? You just forfeited the match.
Again, "sometimes". You can have stretches where every pass connects. There's no look, behind the back spinoarama passes all over the place. Then, to hit a wide open guy around the redline from your own D zone, with a straight forehand pass is impossible. It is the unbalanced, totally unpredictable, "sometimes" of it, that is the greatest fun killer in this game.
Apparently, this is hard to get right. I feel like player switching used to be better but it might just be the added complexity of the logics behind the game. I dont know.
What really would help, is to change that "hold to get last man back" into a button combo. That would be faster and could help when you have to use this after a couple of miss-switchings.
While I agree with you, that there are quite small tweaks that could lift this game several levels. I think it is mostly the underlying philosophy that leads to all the "sometimes", that really needs to change.