NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions - Page 35 - Operation Sports Forums
Home

NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

This is a discussion on NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions within the EA Sports NHL forums.

Go Back   Operation Sports Forums > Hockey > EA Sports NHL
The Best Sports Gaming Year of All-Time
Arcade Sports Games Need a Revival
What Does a 'True' Competitive Setting Look Like in MLB The Show?
Reply
 
Thread Tools
Old 09-29-2015, 03:44 PM   #273
Rookie
 
OVR: 1
Join Date: Sep 2012
Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

Guys have you noticed that in ps4 the disc player starts spining making noise in cutscenes during a game?Do you get this as well or is it only me?
fleaman is offline  
Reply With Quote
Old 09-29-2015, 03:56 PM   #274
MVP
 
jake19ny's Arena
 
OVR: 0
Join Date: Mar 2011
Cool Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

This is how bad the CPU AI is under this new tuner. Your CPU teammates have never been the brightest but this is so bad now. I am the Rangers vs the Sharks. Sharks D man dumbs puck to the corner and I have control of Yandle and Pin the Sharks forward to the boards. Look at all 3 forwards clustered up and covering nobody. Hayes and Stepan look like they are whispering in each others ear or at the very least trying to skate through each other. Look at the wide open Shark heading to my net



Pinned player squirts puck out from between his legs to another uncovered Shark player. I switch control to nearest defender to cut off pass to no avail because my 3 defensively challenged teammates are still covering nobody in mid ice, Kreider lazily skates toward the wide open Shark who receives a perfect pass and puts in the back of the net.
jake19ny is offline  
Reply With Quote
Old 09-30-2015, 12:43 AM   #275
MVP
 
phillyfan23's Arena
 
OVR: 16
Join Date: Feb 2005
Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

Quote:
Originally Posted by Steven547
I understand what you're saying, but have yet to achieve anything close to "realistic". Taking out sliders, IMO, would be a good thing. I do want to see the different skill levels. That's the whole purpose of ratings. Raise the rating to increase skill level, decrease to lower it.

In your example with the goalies, it makes sense to help boost the better goalie, however, the "lower" goalie is still getting a boost which in turn, affects his game play...causing him to play on superstar level. A test I always run, is to play Team Japan. If you raise the reaction slider or any other goalie sliders, what you are doing is raising the rating of Japan's goalie, hence the "all star" gameplay that happens. Play game and get frustrated at how good Japan suddenly becomes.

When I play Pro Evolution Soccer or EA's FIFA, those games are pretty good realistically because there are hardly any sliders that affect the player and his ratings. Putting this game at "default", I don't think is "default" at all to have the game play according to ratings.

In the long run, we will all have our different opinions. I welcome any constructive feedback to help make this game better. I'm a position lock player...and my first game after the latest tuner....I was winning 6-0 as TOR over CAR....in the first period! To me, EA resorted back to arcade.
You are misunderstanding.... for example: on default ratings and default sliders a good goalie gives up 3 goals a game....a bad goalie gives up 4 goals a game. Ratings govern this...but the godd goalie currently is performing as a bad goalie if u compare him to.real life stats.

The low rated goalie is not performing like a lower rated nhl starter but he is performing like a fringe AHLer.

You raise the goalie sliders and you boost your top rated bhl goalies from a bad nhl goalie ( 3 goals a game) to an elite nhl goalie ( 2 goals a game).

And in turn you boost your lower rated goalie from fringe AHLer ( 4 goals a game) to a serviceable nhl starter 3 goals a game. With raised sliders the 83 ovr goalie is not playing like a superstar and they will perform as they should.

You said you want to increase rating to make the game difficult....what rating would you increase if you had no sliders as u proposed? If we had global edits we could....but sliders act as global edits. Theyre just named differently.

Sent from my GT-I9500 using Tapatalk
phillyfan23 is offline  
Reply With Quote
Advertisements - Register to remove
Old 09-30-2015, 08:52 AM   #276
MVP
 
OVR: 15
Join Date: Mar 2003
Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

just wanted to say even though this game has problems.
Its probably the best hockey game ive played.

before this- nhl2k3 and hitz pro were my faves.

next year they just have to redo the goalies with more sliders for them.
player separation
tighter gameplay
more play stoppages
boxscores for all season games
highlite show??
Splitter77 is offline  
Reply With Quote
Old 09-30-2015, 09:36 AM   #277
Hall Of Fame
 
Money99's Arena
 
OVR: 37
Join Date: Sep 2002
Location: Kingsville, ONT
Blog Entries: 6
Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

Quote:
Originally Posted by Splitter77
just wanted to say even though this game has problems.
Its probably the best hockey game ive played.

before this- nhl2k3 and hitz pro were my faves.

next year they just have to redo the goalies with more sliders for them.
player separation
tighter gameplay
more play stoppages
boxscores for all season games
highlite show??
That's some high-praise my friend!!!
I'm a HUGE fan of NHL2K3.

A highlight show would be fantastic! Maybe even plays of the week?
I would like the EA team to look at some of the Franchise options featured in NHL2K10.
I loved looking through the various team news seeing who was hot, injured, traded, etc.
It really immersed me into the universe.

Would be nice if EA gave their NHL team a lot more resources for things like this.
Considering they shared the fighting engine from FN with the NHL and UFC teams, I wonder if implementing a 'Highlight Show' engine across all their games would be possible?
(I realize how ignorant I am when it comes to programming. For all I know, I'm asking the devs to split an atom with a universal Highlight Engine)
Money99 is offline  
Reply With Quote
Old 09-30-2015, 12:19 PM   #278
MVP
 
phillyfan23's Arena
 
OVR: 16
Join Date: Feb 2005
Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

after the latest tuner ( sept 30? )....cpu misses passes again just line NHL 15 and no more ping pong cpu robot passing. As some may remember, when I first played nhl 16 pre patch/tuner, it was painfully obvious how perfect and pinpoint the cpu was in passing. Well after playing one game, with the tuner it is now obvious the cpu passing is back to nhl 15 levels or at least close to it.

I'm on my 2nd game now and in the first shift ALONE, the cpu controlled maple leafs have made 3 errant passes . THREE! that's really a great sign.

Money99....I am a 2k3, 2k5 and 2k10 fanatic, and I enjoyed nhl 15 more than those 3 titles as a complete gameplay package. Hopefully, now that the cpu ai passing is taken care of, the other new gameplay features of nhl 16 could propel it past nhl 15.

Last edited by phillyfan23; 09-30-2015 at 02:08 PM.
phillyfan23 is offline  
Reply With Quote
Old 09-30-2015, 12:46 PM   #279
MVP
 
actionhank's Arena
 
OVR: 4
Join Date: Jan 2010
Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

Quote:
Originally Posted by Steven547
I feel EA has lost touch with creating a SIM game. Why? Because the focus seems to be on sliders and adjusting what they do or the affect they have on the game. Whatever happened to letting the game play out according to player ratings?? If I have a player with a high pass accuracy rating, but I decrease the pass accuracy slider, that basically washes out the ratings. This game seems solely based on the sliders and not ratings, which makes it NHL Hitz 2015.

The tuner notes focus on sliders. Why have ratings if they mean nothing at all? Goalie reaction should be rating based, not a slider. Why do you think a lot of the text based sports games are pretty close to accurate? No sliders....based on ratings.

I have DEF always scoring from the point because SHA slider is 3 or more.

If EA could tell us how to adjust the sliders so the game is ratings based, things would be good. But it's been silence from EA again.
As others have pointed out, the sliders and attributes should work together. They should function like they do in other games and help to enhance the experience, and fine tune it to what a user wants, without having to go through and adjust individual ratings.

I think at a middle setting, the tuner should have little to no affect on the gameplay, with only attributes controlling things. Say you had pass accuracy on a 0-6 slider, and a player with an 80 rating in passing. Leaving the slider in the middle of the bar would mean only that 80 rating affects that. A guy with a 90 might complete 95% of his passes, a guy with 80 might hit around 75% of the time, and someone with a 30 rating might only have a 20% passing percentage, ignoring the potential (I honestly don't know if EA factors any other factors in, so this is just a hypothetical) of influence from things like defensive pressure, skating speed, body position, and things like that (ice condition, in a perfect world).

So, then you take the slider and move it down to 0 (maybe a -3 to +3 scaled would make more sense?) then the attributes are all pulled down with it, with the extent of the pull being exponential. So, that guy who was a 90 overall suddenly has his percentage dropped to 90%, not huge, but still a change. The guy at the 80 rating sees a drop to around 65%, and the 30 rated player might see a drop to 10% or lower. The lower the rating to begin with, the heavier the toll is for the slider adjustment. Likewise, if you adjusted it all the way to the right and had the slider maxed out, that 90 rated player could now be sitting at 98%, the 80 player at 85%, and that 30 player could get a boost all the way up to 70%. These obviously aren't real numbers, I'm just trying to make an example of how I think a slider should affect ratings in game.

That way, moving the sliders actually has an affect that helps to distinguish the ratings. Higher rated guys move less up and down, so they stay exceptional in their ratings. Lower guys on the other hand are more heavily affected. Slider moves down will more negatively pull their skills, and moving the sliders up will help to raise their skills to make them more comparable with higher level players.

Things like this would give people the ability to fine tune the game, without having to individually edit players. If you thing everyone passes too well, you could just drop the passing slider and see the majority of players have a harder time, while playmakers who are dominant in passing wouldn't see a big change. Moving the slider up would mean more of your players are more evenly matched with superstars, so people could more easily make the game realistic or more arcade oriented depending on what they want.

As you said, it would be nice if EA discussed how they work, and how to adjust them to get the desired results. Currently it's a game of trial and error, and the results aren't always easy to notice. Penalties seem almost random depending on the game, with the slider not seeming to increase or decrease the probability of a penalty happening, or a penalty being called when it does happen.

Edit: Shogunofharlem, that is the greatest username.

Last edited by actionhank; 10-01-2015 at 12:13 AM.
actionhank is offline  
Reply With Quote
Old 10-01-2015, 04:34 PM   #280
Rookie
 
OVR: 2
Join Date: Nov 2008
Re: NHL 16 Available Today For Xbox One & PlayStation 4, Post Your Impressions

Example of passing difficulty in online HUT:



A right handed player from behind the net passing to a left handed player in front of the net.

I can't aim any better, if I could we would not need vision control.

Why would it pass to the player who's further away and not open at the time of the pass. Please tell me its not because the open player is TWF, while the other is a SNP

Video at regular speed:


Slow Motion:
Ziostilon is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Hockey > EA Sports NHL »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 12:03 PM.
Top -