NHL 11 Gameplay Fixes Addressed
EA Sports have posted an NHL 11 blog, discussing some of the gameplay fixes that will be addressed in the game.
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Did anyone else read this? Not a ton of specific information, but I caught this nugget:
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Hmm odd.. I never experienced some of the "bugs" listed there like players freezing in a wrist shot or the CPU not going after the puck on icing.. and so many players are underrated??? So many are overrated in the game based on the ratings!!!
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They were hesitant about the AI. Meaning it's either greatly improved or not touched.
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Great to get some news about '11'!
The thing that caught my eye was about improving the AI controlled defense, for the cpu and User. Hopefully it will be quite a bit more aggressive. Imo, it's a pretty good sign that EA Canada, right outta the gate, starts it's hype about '11', by talking about gameplay. And fixing issues people had with last years game. Can't wait for more info. |
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I hope they incorporate locomotion into the engine this year. It's far too easy to stop and change directions or whatever, especially for the computer.
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I just hate when people complain about the pokecheck. It is very effective now as it should be. I can average 2.46 PPG since the latest tuner and Im not complaining about the pokecheck...
Just gotta have a high hockey IQ like me.. Puck support is key |
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Agreed the only reason everyone spams the poke check is because of all the gold glove/gold skate heroes who have their balance and puck control through the roof and can't be knocked off the puck.. hence the constant poke checking... Making the poke check effective has actually made people play a more team game and pass more.. now if they changed the ratings and made checking better/more realistic then there wouldn't be so much of a need for it but it is what it is.
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I think they maybe altering the poke check due to the new slider setting they said they would be adding for stick lifts and poke checks. I don't exactly remember what it said.
But I'm really interested in the fix for the defensive AI, should be interesting. |
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CPU AI and CPU Trade Logic are my two big things. Hopefully they're able to get both of those to the level they should be at by now.
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Hopefully they can balance puck control/balance/deking with checking/bumping/poking/lifting. As it stands now, it's good to OK in some situations, but poor in others. I know from my hockey-playing days -- granted I was no dangler -- it was easier to control the puck the closer it was to you and the less you moved it. It often seems the opposite in NHL10; if you deke all the way to one side or back & forth quickly, you're practically untouchable (with ratings playing some part). I think some of it can be addressed through tuning. I mentioned before that puck control at zero loosens things up quite a bit offline, including players losing the puck when deking too drastically or even when making sharp turns (usually lower-rated players). To me that says lowering puck control globally is a good place to start. However, when you factor in the variety of situations that affects, you start to see it's more complicated than a simple tuning adjustment. Man, I'm going to have a blast talking shop at community day. And maybe I'll actually learn enough about how the game really works under the hood to know what I'm talking about for once. :) |
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If you know how to play real hockey, you should know that there isnt always alot of time and space. It isnt always figure skate your way to the slot.. With the way the poke check is now, I actually have to pass the puck which I love.. fast quick decisions are key not just speed |
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I hope they improve puck physics in NHL 11. If you watch a real hockey game, the puck doesn't just glide around on the ice all the time. It pops up, turns over, rolls on its side, basically anything - especially along the boards. In NHL 10, 99% of the time the puck is either in the air or flat on the ice. Makes gameplay feel just a little bit scripted.
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they should just tune the game with two options: arcade or simulation. make the first for the whiners who want a bunch of button mashing (blades of steel, or whatever) and then the second mode for people like us here who want the hard core stuff.
i really like the game as is, but until shot totals for the CPU climb it's nearly unplayable once you get the controls down and hone your skills... |
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can they make online ranked as playoff hockey instead of the damn shootout.
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I think this is a big one for NHL '11'. The puck physics imo took a nice jump from '09' to '10'. And I'm hoping the same thing happens for '11'. With hopefully ever increasing lifelike puck physics [and hopefully player as well] would go along way towards the less perfect play we have now. Ie...more strange bounces of the puck, pucks jumping over sticks, etc. For me anyway...the NHL game is so dang close to unreal good. If we could just have a bit more of an organic feel to this game...I'd be in video game hockey heaven. |
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So much needs to improve in this game. There needs to be a FIFA 08 switch to the actual gameplay because as of right now the entire NHL game is animation based. Get real body interaction and collision detection implemented. I'm sick of the checking animations primarily. A player taking an odd semi-erect posture and then shoving with two hands at about neck height is not a hit. It's not how they teach you to hit. No one hits like this besides 13 year olds in rec leagues. Lets get this game on the right track like FIFA did in 08 and start making bodies react to eachother without checking animations.
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Another issue is that defense/offense players don't have near the agility in real life that they display in this game. So, you get people rushing to the offensive player to spam the poke or the check, where in real life, they'll hang back and impede the offensive player's progress and opportunity. This is the whole purpose of skating backwards. The ability to put your stick out and impede process. In the game now, you can be as effective (if not more) skating forwards. This is further ruined by the inability to dump the puck - get to it and the defenses magic ability to switch directions and hit full stride and then their behind the back/accurate passing out of corners. This is the biggest flaw in the game. |
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they really just need to up the aggressiveness of the defenders by about 200%
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Good to see some early news on NHL.
What I'd like to see is more discrepency between teams' play styles. Right now offline, most of the games against the CPU play out the same way. There's really only a couple of teams that I can think of that actually play close to their real-life counterpart. Give each team more of its own identity and I think that will help make the game feel less scripted. Aside from that, I'm good with some tweaks to dump-and-chase and checking (still too powerful). I'm a casual fan and player but I really enjoy this series. |
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That's one of the main things game play wise, I hoping for with '11'. Being able to skate from end to end on nearly every rush up ice just isn't very realistic. If nothing else...I'm hoping maxing out the aggression sliders will do the trick with this years game. |
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Hopefully the issues that have prevented me from continuing my Be A GM are corrected: scouting assignments during the playoffs freezing the game (found a way to work around this, but it shouldn't be there), my free agents not signing (nor rejecting offers) until right before the next season begins (again, I've worked around it by waiting until right before the next season begins, but it I shouldn't have to), the off-season free agent pool only being populated by my free agents after that 5-day exclusive period, and (ultimately), not being able to sign any free agents during the next season as it freezes the game (I can get around this by not signing any free agents at all, but I have holes to fill). I assume that since these issues weren't addressed in a patch and have more-or-less been ignored (I'm not the only one experiencing them), they will be corrected in NHL '11.
I haven't played NHL '10 much since I've been frozen out of my Be A GM. I like Be A Pro, but I was really getting into Be A GM. |
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If it's not too much trouble Kestrel, write up those GM mode bugs as clearly and with a much detail as possible then PM it to me. I'll take it along to the CD event. I may put up a GM/BAP feedback thread as well.
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I play 20 min periods as well. |
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And for the most part, I get pretty accurate stats. |
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Of course I take the time to watch all the cut scenes, and check out the stats between periods. Kind of a nut for stats...and it gives my hands a chance to rest. |
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Good ones... HA! :) I never posted my sliders after jumping to Superstar, maybe I can get them up sometime soon. IMO you have to use manual passing to get a good offline game.
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I just hope offensive AI is improved too. I want my team-mates to learn on how to be open. They never are, and the CPU has to stop turning back at my blueline, it's so unrealistic and annoying
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