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blueliner18

Registered User
Oct 18, 2013
680
0
NE Ice rinks
I emailed EA, I'm not sure if they do anything about it, but I sent them a link to this thread in hopes they will at least skim. I'm completely sick and tired of the piss-poor quality of EA NHL when they put so much effort into their other games.

Absolutely, 110%, AGREE. NHL11,12,13,14 were all carbon copies of NHL10. They would hype up AI or physics and I never once in owning all of the games listed above (except NHL14, I refused) witnessed an ounce of improvement, especially in AI. Now that we have witnessed what the next gen consoles can do for sport games (i.e. NBA2K14 and MLBTS14) I expect nothing less than a brand new build from EA in their NHL series, no excuses!!!
 

Kyle Doobas*

Guest
Get some guys who actually know something about hockey to do the AI.

It's so annoying having to frantically switch back and forth between players to try and get them in the right position, or to use the vision control to try and get them to face the right direction. It doesn't help that the player switching itself doesn't even always work properly, as I have to mash the button three or four or five times to get it to go to the guy who is actually closest to the puck, and by then it's too late anyway.

Even things like basic gap control aren't done properly at all. Half the time when somebody's skating in over the blue line, my defensemen have already backed up to the top of the circles FFS. Then, when I switch to one of them, he immediately stops and becomes useless anyway because the forward just blows by if I can't get a lucky poke check or something.

I mean, occasionally my AI teammates will tie somebody up in front of the net, but that's about it. They don't stick lift/poke check or anything like that. Mostly they're just vaguely 'in position', but not really doing anything. They don't block shots or really make any effort to get into passing/shooting lanes. I know the CPU isn't supposed to play the game for me, but it just comes back to my point about having to frantically switch between players to make anything happen, and even then it doesn't always work, because it won't switch to the right guy, or it does but he's way out of position anyway, or not facing the right direction, or he's caught in some awkward turning animation and I can't control anything for a second. The game in general is just really.... clunky and awkward. The difficulty lies mostly in getting simple plays to work properly. I don't even feel like I'm really in control of what is happening 90% of the time.
 
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blueliner18

Registered User
Oct 18, 2013
680
0
NE Ice rinks
Get some guys who actually know something about hockey to do the AI.

It's so annoying having to frantically switch back and forth between players to try and get them in the right position, or to use the vision control to try and get them to face the right direction. It doesn't help that the player switching itself doesn't even always work properly, as I have to mash the button three or four or five times to get it to go to the guy who is actually closest to the puck, and by then it's too late anyway.

Even things like basic gap control aren't done properly at all. Half the time when somebody's skating in over the blue line, my defensemen have already backed up to the top of the circles FFS. Then, when I switch to one of them, he immediately stops and becomes useless anyway because the forward just blows by if I can't get a lucky poke check or something.

I mean, occasionally my AI teammates will tie somebody up in front of the net, but that's about it. They don't stick lift/poke check or anything like that. Mostly they're just vaguely 'in position', but not really doing anything. They don't block shots or really make any effort to get into passing/shooting lanes. I know the CPU isn't supposed to play the game for me, but it just comes back to my point about having to frantically switch between players to make anything happen, and even then it doesn't always work, because it won't switch to the right guy, or it does but he's way out of position anyway, or not facing the right direction, or he's caught in some awkward turning animation and I can't control anything for a second. The game in general is just really.... clunky and awkward. The difficulty lies mostly in getting simple plays to work properly. I don't even feel like I'm really in control of what is happening 90% of the time.

Yet another good post...
It is very hard to believe that any EA employees ever even attended a real hockey game, let alone played the sport. Hopefully EA ditched everything from last gen PS3/XB360 and started from scratch. Perhaps even picked up a few hockey consultants along the way, so we don't see the same inexcusable broken AI and physics in the next gen game. Personally I could care less about the game offering 25 different "modes" (GM, BAP, HUT, etc.). None of those matter if the core gameplay is still awful. Let's face it NHL11-14 are pretty damn close when comparing AI and physics. EA has just been slapping a new cover athlete on the game and hyping some new mode, hitting, or fighting addition for about 5 or 6 years now. I finally came to my senses and did not buy NHL14 because I find the lack of true innovation completely unacceptable. EA thinks they will get our $60 no matter what because they produce the only NHL game in the industry...well I have news for them. I played competitive ice hockey for 19 years of my life, and I have been a fan for 30 years (now 36). What EA has been offering us NHL gamers for the past several years is a joke, especially if you compare it (NHL game) to other sport games (See:NBA2K14, MLBTS14, FIFA14). NHL is not even close to any of those franchises even on current gen consoles. If EA wants my money again they really better step it up starting with NHL15!!!
 

AvaholicAnonymous

Registered User
Dec 6, 2013
78
0
Denver
Get some guys who actually know something about hockey to do the AI.

It's so annoying having to frantically switch back and forth between players to try and get them in the right position, or to use the vision control to try and get them to face the right direction. It doesn't help that the player switching itself doesn't even always work properly, as I have to mash the button three or four or five times to get it to go to the guy who is actually closest to the puck, and by then it's too late anyway.

Even things like basic gap control aren't done properly at all. Half the time when somebody's skating in over the blue line, my defensemen have already backed up to the top of the circles FFS. Then, when I switch to one of them, he immediately stops and becomes useless anyway because the forward just blows by if I can't get a lucky poke check or something.

I mean, occasionally my AI teammates will tie somebody up in front of the net, but that's about it. They don't stick lift/poke check or anything like that. Mostly they're just vaguely 'in position', but not really doing anything. They don't block shots or really make any effort to get into passing/shooting lanes. I know the CPU isn't supposed to play the game for me, but it just comes back to my point about having to frantically switch between players to make anything happen, and even then it doesn't always work, because it won't switch to the right guy, or it does but he's way out of position anyway, or not facing the right direction, or he's caught in some awkward turning animation and I can't control anything for a second. The game in general is just really.... clunky and awkward. The difficulty lies mostly in getting simple plays to work properly. I don't even feel like I'm really in control of what is happening 90% of the time.

Yes, this exactly. The fact that no one in EA knows how the puck rolls off the stick for a shot with some authenticity is beyond me. Thats obviously not the only thing that needs fixed but the best example I could come up with. I mean come on really. Get some hockey players in there and overhaul the AI. If NHL 15 comes out and is on par with FIFA for the ps4 I would be in shock, but one hell of a happy dude.
 

Kyle Doobas*

Guest
Also, I feel like the attributes play a bigger role than they really need to. If I poke check a guy and my stick clearly touches the puck, it should have some sort of effect. It doesn't matter if my 'poke checking' stat outweighs his 'puck possession' stat. If I poke check a guy and my stick goes nowhere near his feet, I shouldn't somehow end up getting a penalty for it because my 'discipline' isn't high enough. It's silly.

IMO there are a number of things that don't even really need to be attributes, and maybe some other things that could be.

Some of them obviously make sense, like shot accuracy, passing, agility, etc.... but discipline, for instance, is something that the user playing the game either has or doesn't, is it not? Does each individual player really need a stat for that causes them to get away with things that clearly should be penalties, or causes them to be penalized for absolutely everything. I can see why something like this might have to exist for simulation, but maybe just make it a hidden stat that doesn't have any effect when you're actually playing?

Why not have the stick checking stat dictate the type of stick check you can do, rather than having one stick check animation that either works or doesn't, or only works so often, based on your stat? I believe this is how the shot blocking stat currently works, at least to some extent. A guy who pumps a bunch of his points into stick checking should be able to do certain things that guys who don't bother with it can't do, not simply be able to get away with spamming the poke check button without taking any penalties, or being able to knock the puck away without even actually touching it.

Also, the fact that you have to spam the poke check button is kinda dumb to begin with. Wouldn't it make more sense to make it so that, if the user holds the button down, the player holds his stick out to block a passing/shooting lane?

In general, all the pucks/sticks/etc. going through players' bodies needs to be cleaned up. It just adds to the randomness of the games, and the feeling that you're not really in control of what's going on. I can't even tell you the number of times I go down to block a shot per game and have the puck go right through me.

In general I find that the defensive aspects of hockey are kinda brushed aside in the NHL games. Defensive zone coverage is basically just reduced to 'poke and hope', for the most part. Everything feels so random, and subject mainly to some combination of player attributes + whatever way the game has decided to tilt at that particular time.

But anyway, all that stuff aside, I think one thing worth expanding would be the coaching strategies. Not just the types of forechecks you can run (although that should probably be expanded as well, or at least more clearly defined), but I think it'd be cool if you could give specific instructions to players, like the coaches in Be A Pro do. It'd be especially useful in a playoff series to be able to, say, tell your third line center to shadow a certain player on the other team and try to frustrate him, or to instruct a particular line to dump and chase + cycle to kill off as much time as possible in the offensive zone. I know you can do that on the 'strategy' menu, but again, it's kinda vague, and it'd be a lot better if it were streamlined a little bit and manageable in-game.

Hell, if it were fleshed out enough, you could maybe even justify a whole new 'Be The Coach' game mode out of it, or at least add a new dimension to 'Be A GM'. Employing different strategies, trying to 'figure out' the other team, managing players' minutes to try and keep them happy, assisting the GM in making decisions on free agents and re-signing players, etc. would all be really fun IMO. Also, seeing how coaches tend to have shorter shelf lives than GMs, it'd give you a chance to jump around from team to team more often, with different expectations depending where you go, developing a reputation as a 'player development' coach, or an old-school hard-ass who gets a lot out of veteran guys, a 'run-and-gun' coach vs. more of a defensive specialist, etc. etc.
 
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AvaholicAnonymous

Registered User
Dec 6, 2013
78
0
Denver
Random thought but would be fun, just like in one of the call of duty games where if you get shot the opposing team can hear you ***** for a brief like 5 seconds haha. Wouldn't it be sweet in eashl to be able to deliver a big hit and be able to chirp after, or during a fight, after a goal etc...
 

Vikingstad

**** the King
May 1, 2011
1,301
337
Vancouver
Couple simple things id like to see.

Instigator - No idea why this wasnt in their in the first place, I dont want to be equally punished for making clean hits.

All Blocked Shots count - right now only if you do the sliding block or standing block they count. Like in real life you should get a blocked shot if you get in the way of the shot, simple as that.

Sliding block not a tripping penalty - Happens a lot lately, even though I slide to block a shot, and succeed in blocking a shot, someone trips over me and I get a penalty.

Vote Kick EASHL - too many trolls, require the vote of atleast half of the players to get kicked off the team. If its a 6 man team, 3 votes needed, if its a 3 man team, 2 needed, etc.
 

Heisenberg77

Registered User
Jan 8, 2007
13,285
22
Get some guys who actually know something about hockey to do the AI.

It's so annoying having to frantically switch back and forth between players to try and get them in the right position, or to use the vision control to try and get them to face the right direction. It doesn't help that the player switching itself doesn't even always work properly, as I have to mash the button three or four or five times to get it to go to the guy who is actually closest to the puck, and by then it's too late anyway.

Even things like basic gap control aren't done properly at all. Half the time when somebody's skating in over the blue line, my defensemen have already backed up to the top of the circles FFS. Then, when I switch to one of them, he immediately stops and becomes useless anyway because the forward just blows by if I can't get a lucky poke check or something.

I mean, occasionally my AI teammates will tie somebody up in front of the net, but that's about it. They don't stick lift/poke check or anything like that. Mostly they're just vaguely 'in position', but not really doing anything. They don't block shots or really make any effort to get into passing/shooting lanes. I know the CPU isn't supposed to play the game for me, but it just comes back to my point about having to frantically switch between players to make anything happen, and even then it doesn't always work, because it won't switch to the right guy, or it does but he's way out of position anyway, or not facing the right direction, or he's caught in some awkward turning animation and I can't control anything for a second. The game in general is just really.... clunky and awkward. The difficulty lies mostly in getting simple plays to work properly. I don't even feel like I'm really in control of what is happening 90% of the time.


I can't tell you how happy I was to see these (bolded especially) things posted. For years now, I've felt the exact same frustrations. Especially the past 2 years with the new skating engine.

I can't begin to describe how many frustrations I have with the overall awkwardness/clunkiness, but I'd like to touch on some to see if people feel the same way. If you have the patience to read it, it's appreciated. Don't mind my ranting. And BTW, I love the NHL series. Easily my most played game every single year. I'm just harsh on it's issues because they're long-standing and significant. Though not enough to keep me from playing.

First off- The passing: Holy hell, easily, without a doubt, the biggest problem with this series. I cannot tell you how often me and my buddies say the line: "ughhh I aimed it DIRECTLY AT YOU and for some ******* reason it went THE COMPLETE OTHER DIRECTION!!!!"

It's an absolute joke how bad the passing is. Please, spare me the "change the pass assist", etc... No, the passing is broken. When you aim at a teammate (without an opponent in the area mind you) for a pass, and for some stupid reason, the pass goes in a completely different direction for no reason at all, there are problems.

This happens many times a game, every game. I've played NHL games for 20 years, I know how to aim a ******* pass. I know how to play this game at an elite level, WHY ARE YOU FORCING MY PASSES TO GO IN RANDOM DIRECTIONS?!?!?

Other passing issues include - yet again- inaccurate passes when nearing your blue line. No matter how soft a pass you try sometimes, it just doesn't work. Or how about the famous "I'm in an area behind the net, I aim in front of the net, and the puck magically slams back behind the net and rims around the boards" glitch pass? :shakehead

Second- Body Positioning: Yet another massive issue in this game. And again, another mufti-faceted issue. A) God-awful AI body positioning in just about every game situation. B) More abysmal body positioning when Human controlling a player. Again, I'm an elite EA NHL skater. I know the system like the back of my hand. Yet, there are many times where I'm lining up my player for a one-timer or a 3rd man/trailer pass reception and the body positioning of the player completely ruins the play. C) Just the overall crappy and clunky skating animations that are forced upon you in all situations. Absolutely frustrating.

Third- Player faces and player models: I've long complained about the sad lack of accurate (and more up to date) player faces. NOTHING takes you out of the experience like scoring a goal with someone and then seeing their generic EA NHL face that's been in the game for 7 years. Complete lack of immersion and authenticity. That's not even mentioning the horrific player models that have been used for the last 7 years as well.

Fourth- Hitting: More ugliness. First off, I enjoy the heck out of some of the over the top hits, but there are just too many unrealistic body movements and reactions to hits. Animations need to be significantly re-imagined and revamped. Not to mention adding wayyyy more contextual hits. Something the series has always lacked.

Perhaps more importantly though, is just the overall engine. It can be incredibly awkward to throw hits in many situations. It just doesn't feel right. There are countless times during a game where I am aiming perfectly at a player, I hit the stick, and my player does the crap stiff legged cross-check animation and just rides the animation for multiple feet before completely missing the hit. The physics need to be redone significantly here as well.

There are many other minor issues and complaints I have, but that's for another time down the line.
 
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Trap Jesus

Registered User
Feb 13, 2012
28,686
13,457
All Blocked Shots count - right now only if you do the sliding block or standing block they count. Like in real life you should get a blocked shot if you get in the way of the shot, simple as that.

Sliding block not a tripping penalty - Happens a lot lately, even though I slide to block a shot, and succeed in blocking a shot, someone trips over me and I get a penalty.

Vote Kick EASHL - too many trolls, require the vote of atleast half of the players to get kicked off the team. If its a 6 man team, 3 votes needed, if its a 3 man team, 2 needed, etc.

Actually didn't know that about all of them not counting. I thought my totals seemed low for how often I try to clog up shooting lanes.

For me, the standard block animation is the one that leads to penalties. If a guy's anywhere in the vicinity of where I'm trying to block the shot, he ends up going flying over my back. Definitely an annoying aspect of shot blocking.

I can't see your last point happening. It's just way too easy to abuse, and it would lead to a lot of issues, despite the obvious advantage of being able to get rid of trolls. The last thing you want is people that don't deserve to be kicked get kicked. A lot of people play EASHL drop-ins together, and I can easily see a group of Legend 3s simply kicking someone with lesser attributes.
 

molsonmuscle360

Registered User
Jan 25, 2009
6,587
12
Ft. McMurray Ab
I emailed EA, I'm not sure if they do anything about it, but I sent them a link to this thread in hopes they will at least skim. I'm completely sick and tired of the piss-poor quality of EA NHL when they put so much effort into their other games.

To the email you sent, it's way to late in the development cycle to add new things. They are in the bug crushing phase at this point, especially since they are working on a new engine.

And the reason why NHL seems a little below the others quality wise, is because they have the smallest team at EA Sports, probably by a long shot.
 

UncleRisto

Not Great, Bob!
Jul 7, 2012
30,982
26,012
Finland
Okay, I'm going to go through a whole lot of offline mode things.

They should definitely do something about the attributes. I think showing attributes in stars from 1-5 would work. And have the attributes show things that are important in team building.

They could be:
Shot
Vision (that may include passing)
Defensive play
Skating
Physical play
Faceoffs
Poise/Leadership
Fighting
etc.

Vague terms like that with no specific ratings.
This would bring something new to team building as you'd have to think about line chemistry and player roles.

I think players of the same skill level and skill set could feel more similar to each other as long as different player types would feel a lot different, e.g. fast skaters would all feel pretty much the same but you would really notice it when the guy is a bad skater. Now you're able to snipe with scrubs if you know when, where and how to shoot. There should be guys that really can't hit the net and so on. If you have players who are good passers but have a terrible shot, you have to match players more to make line combinations work.

Here are some things I would like to see implemented:

Team building/Line combos
- A sniper's production would suffer with no playmaker on his line. At the same time sniper-playmaker combos would make real dynamic duos.
- A 3rd/4th line with three grinders/defensive players would really grind guys out and shut them down but wouldn't contribute much offensively. A line with 3 snipers or 3 playmakers would really struggle with chemistry.
- An offensive player with crappy linemates would ask for a bump up the lines/request better linemates/demand a trade.
- A young team with no leadership (older guys) would melt in the playoffs and at the ends of games more easily. An inexperienced goalie would also be more likely to melt.
- Players should be classified as Top-6/Middle-6/Bottom-6 to help building lines. This classification would also replace the overall rating.

Here it is for forwards:
Superstar
Top-6 forward
Middle-6 forward
Bottom-6 forward
Enforcer
Fringe NHLer
Same for the AHL
Prospect

FA
- Premium FA's would refuse to sign if the top-6 is already stacked. This would make stacking up a line-up with 85's impossible. Older players would be willing to accept a smaller role for a contender for a last chance at the Cup.
- Crappy teams would have to overpay for top FA's. Fully rebuilding teams would have to be a longer process as a bottom feeder can't just sign a bunch of superstars.
- Other factors may also affect FA interest like playing next to a superstar, coaching staff or your own reputation.
- CPU has to do a better job at signing its players. CPU lets top goalie prospects walk because there is no room on the roster. They also do a horrible job at managing lines. CPU often has 4 top-6 centers all playing center with horrible wingers.

Draft/Potential
- Potential ratings should be changed. They are too concrete and I hate how they drop to red stars. A "Potential ceiling/Potential floor or whatever" would work IMO. This would be shown as "Ceiling: Top-6, Floor: AHLer". This way you could either draft boom or bust players or draft safely. You couldn't predict potential as easily either. Also, I think the age for potential progress should go up to 30 maybe. There are quite a lot of late bloomers that come into the league as 27-year-olds etc.
- Boom or bust players (who should mostly be smaller or overagers) would sometimes drop and you might even find them in the late rounds. However, a boom or bust player taken in round 7 would most likely bust.
- Player attributes should be more important when it comes to drafting. If a prospect is a poor skater or weak physically he would be more likely to bust so you would have to beware of taking future career AHLers in round 1.
- The new attribute system would make drafting for need easier.

General thoughts on gameplay
- AI is obviously stupid.
- Powerplay and pulling the netminder should be more advantageous. AI needs to forecheck when the team has six skaters out and aim to maintain pressure by going deep into the zone/d-men pinching when on the PP.
- The game needs to feel more intense in general. There is too much space to skate around with the puck, maybe narrow down the ice. The physics of hitting/contact need to be revamped. Battles for the puck, hooking, stick checking etc. don't feel authentic.
- Skating is awful. Needs more explosiveness among other things.

Customization
- Being able to relocate a team with a created team
- Expansion draft with a created team
- Team creation needs a full overhaul. All logos need a fitting name for one.
 
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NewLife

Registered User
Apr 29, 2011
4,543
357
Oslo
They can and should improve in several areas, on top of my head.

-Most prospects coming into the draft is overagers (20 years old) should be 18/19 if they not have slipped through

- Way to few true quality prospects, no prospects every worth to hold on to after round three

- Be able to make trades during the draft, not only before every round

- Picks should change in value depending on if it's a deep draft or not

- Junior stats would be nice

- Player must be should be able to grow (in height and weight)

- NCAA would be ****ing awesome
 

Mr Lebowski

Go Flames
Feb 18, 2014
3,536
0
Toronto
Biggest need is College and euro prospects

Also boom or bust Players

More realistic trades

Better boardplay

Players in later rounds can still make it in the NHL

Being able to relocate and new uniforms after 5 years

Should be able to start a gm mid in the middle of the year based on the real standings

Higher I.Q of CPU players

Realistic team preformance, like snipers do well with playmakers and young guys need leaders, old teams gets tired

Heart rating for players and they win more battles

Real coaches and being able to fire them

Less injuries

Instigator penalty

Hybrid icing

Harder to deke
 

UncleRisto

Not Great, Bob!
Jul 7, 2012
30,982
26,012
Finland
Also, I like the rumor about changing the commentators (although I don't really like Emrick's voice). Since they have already been adding the Wednesday Night Rivalry ads and the "NBC Matchup" thing, I wonder if they could just put in the NBC CGI's and all so that the whole thing looks exactly like an NBC broadcast. NBC would get some nice visibility and the fans would just like the advertising cause it looks authentic.
 

99GoHabsGo99

MontrealCanadiens200
Sponsor
Oct 6, 2009
7,497
817
Charlottetown,PE
www.youtube.com
Don't know if this has been posted. First info coming out tomorrow.

http://fansided.com/2014/05/03/first-nhl-15-info-coming-monday/#!Ij432

we%20so%20excited.gif


Don't let us down EA.. (I'm sure they will :shakehead )
 

542365

2018-19 Cup Champs!
Mar 22, 2012
22,333
8,715
This should probably go on NHL 16 wishlist since they can't really add anything to the game right now, but I would love to see them take a crack at Signature Skills like those featured in NBA 2K series. So many options with the NHL

Clutch performer-Tie game or down by one late in the third, this player receives a boost of 2 in each shooting category.

Shot blocker-Player that excels in blocking shots. Gives the team a stamina boost for every block shot.

Super grinder-Each big hit lowers the opposing player's stamina significantly.

Playmaker- Passing with this player gives a slight boost in shooting accuracy and power to the player receiving the pass.

Stretch pass- Dman great at moving the puck up the ice. Player receiving the stretch pass gets an increase of 2 to each shooting category for 5 seconds.

Breakaway speed-Fast player. When on a breakaway, both hands and shot increase.

Point shot maestro- Guy with a knack for getting the puck through from the point. Higher chance of shots getting deflected on goal.

Etc. etc. I could go on forever. So many options that would make both Be a Pro and Be a GM more enjoyable. Would make each player unique.
 

axman15

Registered User
Sep 6, 2012
391
567
Toronto
Fix the glitch where when I'm coming in on a rush, one of my wingers can't stop and goes in ahead of me, causing an offside. Can't stand this. It's happened to me countless times, most recently in the final minute of a game down by 1. These are NHL players, it's not like they ever accidentally go offside in a game.
 

LiquidSnake

Registered User
Jun 10, 2011
31,513
2
Vancouver, BC
Injuries carrying over in EASHL games would be great.

Would also like your online guys be able to Max out much higher or have certain attributes only improve after leg 3.
 

Boragina91

Registered User
Mar 13, 2012
691
2
When playing as goalie, stop putting the goalie into save animations. There is abosolutely no point in allowing the option to play in net if the game will force you into stupid animations.
 

David71

Registered User
Dec 27, 2008
17,240
1,620
vancouver
Absolutely, 110%, AGREE. NHL11,12,13,14 were all carbon copies of NHL10. They would hype up AI or physics and I never once in owning all of the games listed above (except NHL14, I refused) witnessed an ounce of improvement, especially in AI. Now that we have witnessed what the next gen consoles can do for sport games (i.e. NBA2K14 and MLBTS14) I expect nothing less than a brand new build from EA in their NHL series, no excuses!!!

every year us customers expect the same. but its all ******** marketing from ea's side. improved physics? same crap. id like to see the AI improve better. especially the defense. they stand there like robots
 

David71

Registered User
Dec 27, 2008
17,240
1,620
vancouver
the only thing for customers to see the game improve. IS NOT TO BUY THE GAME. sales will go down. why waste ur time buying a 60 dollar game that is the same thing as the previous years? then maybe ea will wake the **** up and see?
 

Constable

corona fiend
Mar 17, 2014
3,390
115
Okay, I'm going to go through a whole lot of offline mode things.

They should definitely do something about the attributes. I think showing attributes in stars from 1-5 would work. And have the attributes show things that are important in team building.

They could be:
Shot
Vision (that may include passing)
Defensive play
Skating
Physical play
Faceoffs
Poise/Leadership
Fighting
etc.

Vague terms like that with no specific ratings.
This would bring something new to team building as you'd have to think about line chemistry and player roles.

I think players of the same skill level and skill set could feel more similar to each other as long as different player types would feel a lot different, e.g. fast skaters would all feel pretty much the same but you would really notice it when the guy is a bad skater. Now you're able to snipe with scrubs if you know when, where and how to shoot. There should be guys that really can't hit the net and so on. If you have players who are good passers but have a terrible shot, you have to match players more to make line combinations work.

Here are some things I would like to see implemented:

Team building/Line combos
- A sniper's production would suffer with no playmaker on his line. At the same time sniper-playmaker combos would make real dynamic duos.
- A 3rd/4th line with three grinders/defensive players would really grind guys out and shut them down but wouldn't contribute much offensively. A line with 3 snipers or 3 playmakers would really struggle with chemistry.
- An offensive player with crappy linemates would ask for a bump up the lines/request better linemates/demand a trade.
- A young team with no leadership (older guys) would melt in the playoffs and at the ends of games more easily. An inexperienced goalie would also be more likely to melt.
- Players should be classified as Top-6/Middle-6/Bottom-6 to help building lines. This classification would also replace the overall rating.

Here it is for forwards:
Superstar
Top-6 forward
Middle-6 forward
Bottom-6 forward
Enforcer
Fringe NHLer
Same for the AHL
Prospect

FA
- Premium FA's would refuse to sign if the top-6 is already stacked. This would make stacking up a line-up with 85's impossible. Older players would be willing to accept a smaller role for a contender for a last chance at the Cup.
- Crappy teams would have to overpay for top FA's. Fully rebuilding teams would have to be a longer process as a bottom feeder can't just sign a bunch of superstars.
- Other factors may also affect FA interest like playing next to a superstar, coaching staff or your own reputation.
- CPU has to do a better job at signing its players. CPU lets top goalie prospects walk because there is no room on the roster. They also do a horrible job at managing lines. CPU often has 4 top-6 centers all playing center with horrible wingers.

Draft/Potential
- Potential ratings should be changed. They are too concrete and I hate how they drop to red stars. A "Potential ceiling/Potential floor or whatever" would work IMO. This would be shown as "Ceiling: Top-6, Floor: AHLer". This way you could either draft boom or bust players or draft safely. You couldn't predict potential as easily either. Also, I think the age for potential progress should go up to 30 maybe. There are quite a lot of late bloomers that come into the league as 27-year-olds etc.
- Boom or bust players (who should mostly be smaller or overagers) would sometimes drop and you might even find them in the late rounds. However, a boom or bust player taken in round 7 would most likely bust.
- Player attributes should be more important when it comes to drafting. If a prospect is a poor skater or weak physically he would be more likely to bust so you would have to beware of taking future career AHLers in round 1.
- The new attribute system would make drafting for need easier.

General thoughts on gameplay
- AI is obviously stupid.
- Powerplay and pulling the netminder should be more advantageous. AI needs to forecheck when the team has six skaters out and aim to maintain pressure by going deep into the zone/d-men pinching when on the PP.
- The game needs to feel more intense in general. There is too much space to skate around with the puck, maybe narrow down the ice. The physics of hitting/contact need to be revamped. Battles for the puck, hooking, stick checking etc. don't feel authentic.
- Skating is awful. Needs more explosiveness among other things.

Customization
- Being able to relocate a team with a created team
- Expansion draft with a created team
- Team creation needs a full overhaul. All logos need a fitting name for one.

Under draft, make it so there are some diamonds in the rough in the later rounds as well.
 

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