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NHL 11 Hands-On: Be a GM Impressions

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Old 09-03-2010, 12:18 PM   #41
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Quote:
Originally Posted by nddurst
My question is less about Be A GM mode than it is about actual gameplay. I'm sort of surprised I haven't seen anything on this topic as of yet.

Penalties...

Are penalties improved in NHL 11? What I mean is, when you play against the CPU AI, will you actually get 3-4 powerplays per game? In 10, I would go for multiple games without a penalty getting called either way (with the penalty and aggression sliders maxed).

Thanks!
Have you been getting the updated Tuner Sets and how long are your periods? I don't have this problem on the CPU side and I only have their slider at 5/6 (I've ranged anywhere between 2-10 powerplays a game).

It's a slight problem on the player side even with the max slider when I don't commit any penalties personally but that's kind of expected.
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Old 09-03-2010, 12:51 PM   #42
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Re: NHL 11 Hands-On: Be a GM Impressions

You know what would rock? If your BaGM and BAP were transferable to next years game.
I hope we see that for NHL12. Nothing sucks more than building up a franchise or BAP just to start from scratch 12 months later.
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Old 09-03-2010, 01:20 PM   #43
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Re: NHL 11 Hands-On: Be a GM Impressions

Quote:
Originally Posted by Money99
You know what would rock? If your BaGM and BAP were transferable to next years game.
I hope we see that for NHL12. Nothing sucks more than building up a franchise or BAP just to start from scratch 12 months later.
Didn't Redshirt at one point last year mention something about that being something they wanted to look into about possibly implementing? I could be wrong but I'm almost positive an NHL dev mentioned that was something they wanted to possibly pursue.
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Old 09-03-2010, 01:50 PM   #44
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Re: NHL 11 Hands-On: Be a GM Impressions

I would have traded all these improvements for mutiplayer franchise play and customizable season length, but that might just be me.
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Old 09-03-2010, 01:55 PM   #45
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Re: NHL 11 Hands-On: Be a GM Impressions

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Originally Posted by NHLandPESFan
I would have traded all these improvements for mutiplayer franchise play and customizable season length, but that might just be me.
Yeah pretty sure its just you.
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Old 09-03-2010, 02:01 PM   #46
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Re: NHL 11 Hands-On: Be a GM Impressions

Multiplayer Franchises are hit and miss. I'm quite happy that the online focus is on the EASHL.

Last edited by Inhocmark; 09-03-2010 at 02:01 PM. Reason: Voodoo hit the quick reply key
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Old 09-03-2010, 02:10 PM   #47
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Re: NHL 11 Hands-On: Be a GM Impressions

QB,

Hows the free agent logic? Are top players being left in the free agent pool at the end of the year like in 2010? i.e. Toews, Kane, being left in the F.A. for years on end.

Hows the simulation engine? Are players acheiving realistic stats, such as surpassing 100 points or more than 40 goals. This has been a problem in 2009 and 2010.

Thanks in advance!
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Old 09-03-2010, 02:28 PM   #48
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Re: NHL 11 Hands-On: Be a GM Impressions

Quote:
Originally Posted by superjew887
QB,

Hows the free agent logic? Are top players being left in the free agent pool at the end of the year like in 2010? i.e. Toews, Kane, being left in the F.A. for years on end.

Hows the simulation engine? Are players acheiving realistic stats, such as surpassing 100 points or more than 40 goals. This has been a problem in 2009 and 2010.

Thanks in advance!
Not to quote myself, but...

Quote:
Originally Posted by Qb
Feel free to post questions and I’ll answer what I can, when I can. Remember, it’s community event impressions only for now, so I don’t have sim results.
Unfortunately I was not able to sim complete seasons at the event in May, so I cannot answer your questions. In fact, I haven't had the time to sim any seasons yet with the retail version, so I don't even know the answer to your question.

When talking with Gurn Sumal at the event, I specifically asked him about the free agent issue and sim results. He said the free agent issue should be corrected and some small tweaking was done to the sim engine. He also added they'd love to build a bigger, better sim engine that would open up new possibilities for future versions. It's just a matter of priorities as to when that happens...
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