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Rethinking the Face-Off System For NHL 16

NHL 11 may be most remembered for exposing thousands of hockey fans to the HUT virus. But for players of Be A GM, Be A Pro, Online Versus, and the EA Sports Hockey League, that edition is more likely to be recalled as the last time that Electronic Arts made significant changes to its face-off system. While the simplistic "rock-paper-scissors" interface was considered an improvement by 2010's standards, the mechanics' inherent limitations and pre-scripted nature have started to feel antiquated in recent seasons.

If face-offs are an important enough part of professional hockey that the Nashville Predators would gladly send the Buffalo Sabres their first-round draft pick just to ensure that fourth-line grinder (and face-off expert) Paul Gaustad would take the majority of the team's defensive zone draws every evening, then surely it is worth expanding this neglected area of EA's NHL games.



How To Improve Face-Offs For NHL 16


Step #1 A face-off should start by having each centerman select a stance:

Hold down the right trigger for a forehand grip, or hold down the left trigger for a backhand grip. For left-handed centers, simply reverse those directions.

If the player does not pick a stance and place his stick on the ice, he will be sent out of the face-off circle, per NHL rules. A text prompt will appear on-screen urging users to hold down one of the triggers to begin a draw. This message could be permanently disabled in the options, but it would be turned on by default.

Step #2 After establishing a stance, the four face-button icons (X, circle, square, triangle) will appear on screen, though they will be grayed out with a clear silhouette. Each icon represents a teammate that you could potentially win the face-off to by pressing his assigned button once the puck drops. Tapping the button once will send a soft, controllable pass directly onto your teammate's stick. Holding the button down will have your teammate attempt to one-time a harder, less-predictable pass, and turn it into a shot on net, a dump-in, or a clearance, depending on whether you're starting in the offensive, neutral, or defensive zone.

Your teammates' icons will "light up" and display their full color as soon as the referee lets the puck fall. Users can disable these on-screen indicators if they wish, but by default, they are turned on to help beginners understand how to take draws.

If players just want to win the puck into a specific space on the ice instead of sending it straight to a teammate, they can flick the right joystick in any direction once the puck drops to aim the puck in that direction.




Step #3 Determining the outcome of each face-off should mostly be a matter of timing.

If one center beats the other center to the puck within a designated timing window, he will win the draw cleanly to his intended target. In this scenario, the accuracy of the winning center's pass will primarily depend on his face-off rating, but it can be further modified by whether or not the winning button press was held down (creating a hard, wild pass) or was quickly tapped (generating a soft, controlled pass).

If the two centers' timing registers outside that first designated "win" window, but one player is still slightly ahead of the other, then the winner's attempted pass might get deflected off course unpredictably by a clash of the centermen's sticks.

If the timing contest is simply too close to call, then the puck will get stuck in between the centers' bodies, and both will be temporarily neutralized while a dynamic scrum ensues and the other players jump in to retrieve the puck in real-time. The wingers and defensemen would not follow any pre-scripted tie-up routines like they do in NHL 15. As soon as the puck is touched by a non-center, the centermen will regain control of their players.

AI players' timing will be dependent on their face-off rating. Guys like Patrice Bergeron and Jonathan Toews will rarely draw early when controlled by the CPU. Weak face-off takers like Mike Ribeiro will be slower to react and more likely to get ejected for a violation.

If a user-controlled center gets disqualified, his four face-button icons will light up again, and he can simply pick whom he wants to substitute in for the draw. Back-to-back face-off violations will result in a two-minute minor penalty, per the NHL rulebook.

To prevent griefers from ruining Online Versus games by repeatedly drawing early on purpose, users will be booted from the game session and given an automatic loss if they commit three consecutive or nine total face-off infractions. Additionally, in Online Team Play, a majority vote will ask teammates if they want to move their center to a different position if he is thrown out of three consecutive or six total face-offs.




Step #4 Designed plays are a great way to score from face-offs in real hockey, but they're hard to perform in NHL 15, since the game offers only three preset formations for each zone of the ice, and it doesn't give you any control over how your teammates will react once the puck is put into play.

Giving users the power to create their own customized face-off formations and record AI movement for set face-off plays would help bring more offensive creativity to the NHL series, just as it did when EA introduced custom set pieces to its FIFA franchise.

Step #5 As far back as the SEGA Genesis era, EA has always tried to artificially lower the number of face-offs in its NHL titles by encouraging goalies to pass the puck out of a covered position. This is not a proper hockey tactic, and as such, should no longer be encouraged in the series.

The problem could easily be rectified if the referees simply whistled plays dead as soon as the puck is swallowed up into the goalie's gear. Currently, the goaltender has almost two full seconds from the time he touches the puck to decided whether or not he wants to toss the rubber back out.

Goalie hand-passes not only have way too much power and accuracy, but they also have a bizarre invulnerability effect, which often prevents the puck from being intercepted by offensive players.




Plays like that should result in an offensive zone face-off for the attacking team every single time, not a totally unrealistic breakout and completely undeserved rush for the defending team.fil


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Member Comments
# 1 redsox4evur @ 01/13/15 11:21 AM
Chris, I really like this idea. Because it is hard to win faceoffs, for me anyways, no matter what player I am using. Even using a guy like Bergeron who is usually one of the top 5 players at FO% year in and year out.
 
# 2 snc237 @ 01/13/15 11:34 AM
While I think the faceoff system needs a face lift I'm not for this new one that is suggested. What the faceoff systems needs is to get rid of it's pre scripted events aka tie up. As well it need to let you have full control of your guy defensively when you lose and not have to wait 2 seconds until you can swich men.
 
# 3 milesizdead @ 01/13/15 12:13 PM
If timing is the biggest factor determining the win, lag online will be the biggest factor determining the win.
 
# 4 ASUBoy93 @ 01/13/15 12:46 PM
I am all for this proposed option. It provides a great new base for a long broken part of the NHL series. Hope EA either reads this or has someone looking at a similar option.
 
# 5 AdamJones113 @ 01/13/15 03:02 PM
Quote:
Originally Posted by milesizdead
If timing is the biggest factor determining the win, lag online will be the biggest factor determining the win.
Truth.

10char
 
# 6 SinisterAlex @ 01/14/15 01:46 AM
Quote:
Originally Posted by milesizdead
If timing is the biggest factor determining the win, lag online will be the biggest factor determining the win.
I was just about to post this.

This idea would work great in offline modes, but online not so much. Faceoffs would rely 100% on users connections rather than skill/ timing.
 
# 7 Skyflame21 @ 01/14/15 07:40 AM
I'm not sure why this wheel is broken in people's eyes. I think it's pretty good as is. This purposes idea seems like it was meant to be used during the PS2 era, not on the next gen games. Back to button selection to determine things, not a fan.

Stick with the current system in place. Peach setup has a distinct counter to the setup. If you read through the guid provide many places including here at OS. It's fairly easy to identify which way you should setup.

However with that. I would say that one team should have to identify first the setup then the second person goes much like in real NHL. If the first player fails to determine in a timely manner that player is kicked out of circle. Same goes for the 2nd player after the first designates.

The next step is to know your players well. Whether it's your team or the opponent in the circle against you. This will help knowing if you have the best chance to win said faceoff or is it better to try the tie up.

The current system is the most fun. It's the challenge of understanding the setup and how do I counter it.
 
# 8 actionhank @ 01/14/15 12:39 PM
Honestly, the faceoffs could definitely use work. There doesn't seem to be much to it, and your input honestly doesn't seem to matter. Timing and attributes don't seem to do much of anything. I like the idea of selecting forehand or backhand, and being able to do something like double-tap L2 to drop down to get lower (to a knee or two knees, maybe make it random and dependent on attributes. Higher reaction and faceoff skill would allow you to drop to one knee, bat the puck in a direction, and then more quickly get up, whereas a lesser skilled player might just drop to both knees in an attempt to hit the puck, be less likely to get the puck, and slower to get up).
I'm not really a fan of the hitting a button to select a player to pass to. I like the challenge of passing that the analog controls give you. I would much rather you use the right stick to swat the puck towards the player you want, and if you can cleanly win the puck, you could just pass it as normal, without having to swat it.

It would be cool to have the analog stick allow you to make slight movements in the dot, similar to moving your batter around the box in baseball games. If you scoot too far forward, drop to a knee too soon, or swat at the stick too soon, you would get tossed.

All of those little things would go a long way towards adding some depth. Guys like Sobotka instantly become more valuable when they're solid defensively, and can win faceoffs. You obviously would want to make sure they get sent out on defensive draws and PK draws, and it would add some challenge to waiting for the puck drop and not messing up to make sure you don't get your best faceoff guy tossed.
 
# 9 AdamJones113 @ 01/14/15 12:59 PM
I agree faceoffs need to be changed, if at least slightly...

But EA still has right wingers taking key draws while the center freezes on the wing. So I don't see it coming.
 
# 10 ericromain @ 01/14/15 10:31 PM
Back when the faceoffs were completely revamped for NHL11, prior to that the old button spam method was essentially unchanged since the genesis era. I'm actually happy with the current state, but there's certainly room for innovation. I think the biggest issue with faceoffs is that i think they are influenced by connection speed.

I respectfully disagree with #2. I don't like the idea of an on screen silhoetted buttons appearing on screen. I think simulation video games should continue to trend away from on screen display elements. I think pointing with a stick is the most organic way of choosing a direction for now.

#5 is a bit off topic, but I agree with your sentiment of removie the 'goalie pass bubble'. Actually i think this is a new issue compared to the ps3/360 era. I used to intercept goalie passes constantly in previous titles, but for whatever reason the game took an arcady step backwards this year, it's definitely reminiscent of the old title pass bubble.
 
# 11 jyoung @ 01/16/15 02:28 PM
Quote:
Originally Posted by ericromain
I don't like the idea of an on screen silhoetted buttons appearing on screen.
That is why I would make the icons an option that can be toggled on or off. Newer players could keep the icons on until they understand the controls. Experienced players could simply turn them off.

Quote:
I think pointing with a stick is the most organic way of choosing a direction for now.
You could still use the joystick if you want to with this proposed setup. The face buttons would just be one of two possible ways to win the puck. Plus this new joystick method would be much easier to use since you'd only have to flick the stick in the direction that you want the puck to go, instead of sweeping it across 135 degrees diagonally like you have to currently. In the current system, I probably miss-aim at least 75% of my backhand passes and 25% of my forehand passes to the slot man in the aggressive formation because of how awkward and imprecise it can feel to drag the joystick down to the diagonal left/right position in the split second that you have to make your move. And it's really hard to perform one timers from face-offs in the current system, since you have to go from left/right, to a diagonal down, to back up again, all in one extremely quick motion. The face buttons would make it much easier to send the pass to the exact person you want to and a ton easier to perform a one-timer whenever you want to.
 
# 12 mjavon @ 01/17/15 02:50 PM
I cannot for the life of me win a realistic amount of faceoffs. I never had any problems in NHL 11 or 13 on the ps3, but just got this for my ps4 and I'm lucky to win 5% of the draws against the CPU. I've watched YouTube tutorials, I've lowered the CPU faceoff difficulty all the way down and I still suck. What the hell am I doing wrong?!
 
# 13 actionhank @ 01/19/15 12:38 PM
Quote:
Originally Posted by mjavon
I cannot for the life of me win a realistic amount of faceoffs. I never had any problems in NHL 11 or 13 on the ps3, but just got this for my ps4 and I'm lucky to win 5% of the draws against the CPU. I've watched YouTube tutorials, I've lowered the CPU faceoff difficulty all the way down and I still suck. What the hell am I doing wrong?!
I found when i was messing with the sliders that it seemed to go from me winning too many (set around 3/6) to getting destroyed on faceoffs (4/6.)

Some things in the NHL series i just can't get a realistic setting to.
 

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