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NHL 11 News Post


What I liked in this video:
  • Goalies look improved from last year (they seem to actively follow the puck)
  • Hits look 10X better than in 10 and look more organic
  • Broken sticks in play look natural
  • Ice looks more real
  • TSN style scoreboard is way better than in NHL 10
Your thoughts?

Game: NHL 11Reader Score: 7.5/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 36 - View All
NHL 11 Videos
Member Comments
# 21 Redshirt_EA @ 06/17/10 01:50 AM
Quote:
Originally Posted by sharks
Do sticks maintain their size and handedness when a teammate passes it off? Please say yes.
As of yesterday, yes. Any video from E3 won't show that.
 
# 22 UwantRadie @ 06/17/10 02:54 AM
Quote:
Originally Posted by onlybygrace
Looks very interesting.

Looking forward to some presentation news already. Gameplay was already great so there is a lot of fresh additions to keep it that way.

This is an exciting time of year.
I agree about wanting some presentation news.. The score overlay already looks better.

I do however have to disagree that this is an awesome time of year... This month is just a giant "rhymes-with-rock"-tease.

NEXT month is the really exciting time of the year because the news is coming fast and furious on NHL and Madden and we will already have NCAA in our hands.

Then again, some people liked to be teased a bit before the pay off... play on.
 
# 23 UwantRadie @ 06/17/10 02:57 AM
Quote:
Originally Posted by SwinginAs12
hopefully that was a hint that winter classic is in
Me hopes so as well.

I mean, I dont know how this works (anyone got any clue?) but I would think it wouldnt be hard to just grab the version of Heinz Field from Madden. Again, I dont know if this is even possible, I am just spitballing.

Either way, it they were going to add it and add the real location for next year a custom stadium would need to be built... it's in Calgary.
 
# 24 Money99 @ 06/17/10 11:11 AM
I like the idea of canned dekes. But I really hope it's mirrored to the players attributes.

But one thing I'd love to see, is the ability to continue skating while deking. Again, this would depend on the players skating and puck handling abilities.
Also, for the better skaters, a 'juke' of sorts would be highly effective. The more dynamic players have a great side-step. And this would help with the new physics engine when stick-on-stick action, or other defensive methods, might be too effective.
 
# 25 bh446066 @ 06/17/10 12:21 PM
Quote:
Originally Posted by onlybygrace
Also...since its the rabbit is outta the bag on the user-celebrations, can you tell us whether or not there are realistic options for celebrations and that the CPU uses them appropriately so all the chicken littles can set their minds and hearts at ease???

???
If you only knew how hard you just made me laugh with that line...

I'm absolutely loving what Redshirt has been giving us on this forum. EA NHL has a new customer.
 
# 26 SwinginAs12 @ 06/17/10 01:39 PM
who cares about the one in calgary
 
# 27 Lightbringer719 @ 06/17/10 01:46 PM
I really hope only the star players can do the more advance dangles. I don't wanna see a plugger like Hal Gill all of a sudden deking like he's Wayne Gretzky's cousin or something.
 
# 28 shadox @ 06/17/10 02:40 PM
I just hope that these new features, which I will REALLY enjoy from what I've seen, adds to balanced gameplay with a bit more of variety.

Also like the new scoreboards.
I am really pumped for this one!
I would still love to hear about some little additions to the great dynasty mode!
 
# 29 UwantRadie @ 06/17/10 03:12 PM
Quote:
Originally Posted by bh446066
I'm absolutely loving what Redshirt has been giving us on this forum. EA NHL has a new customer.

Agreed... Gotta hand it to guys who "get it" and being involved with your customers/fanbase is a MUST these days.

I am not a 2K basher by any means (I have plenty of their games and still buy baseball and basketball from them) but their interactions with consumers is so bad...

They constantly try underhanded stuff... When EA cant put something into the game (like broken sticks for the last few years) we heard them say it wasnt in, and they even explained why. You dont get that from 2K.. In MLB 2K10, when EVERYONE was asking for 3 main things: unlimited roster edits, injuries & errors.. the could only provide 1... unlimitted editing... then they went a step further and neglected to mention that the one thing they were able to give us, comes with a pretty big glitch... the edited names arent edited on the Jerseys.

I mean, it is one thing to hide stuff like that when you are SELLING the game.. but not when you are PATCHING it for those that already bought it.

I know I went a little off topic, but that is a good example of the difference between the 2 companies and how they treat their customers.
 
# 30 UwantRadie @ 06/17/10 03:12 PM
Quote:
Originally Posted by SwinginAs12
who cares about the one in calgary
Calgarians?
 
# 31 UwantRadie @ 06/17/10 03:30 PM
Quote:
Originally Posted by jemens
There is one little detail I didn't like with previous version and based on current video it seems to be the same with NHL11.

I know pass speed can be adjusted and we had many threads about CPU pass precision. But if you look at footage 0:55 , I find that the pass animation is way too fast compared to real footage. Most of the times, real players are not lightning fast to aim and pass the puck. Maybe it's just the animation who don't have enough follow through but my feeling is passing decision (not puck speed) who be slowed down a bit.

What do you think guys ? is it just me or what ?

Mark

This is something I was concerned about as well... I play a lot of 3vsCPU and 4vsCPU and our user controller team ALWAYS has to look around and hesitate a bit as we do, becasue we are (almost) all human players... But the CPU doesnt. it sees the WHOLE ICE, ALL THE TIME! That needs to be fixed, too often, you would make a good read and be in position to "surprise" a player and possibly cause a turnover, just to have him pass it INSTANTLY to a teammate that he couldnt possibly know was there.

I just threw this idea together when I read your take on it.. THis is in NO WAY polished, just a an idea that is as rough as the MS Paint illustration I made to accompany it...


For these images, Imagine that the player is facing straight up, with his back obviously straight down...

Spoiler


To control the "decision" making time... we can allow the instant passes in directions that the player can "see" (Green), while having him take a half second when passing in the direction of the Red area.. almost as if he had to glance over there real quick before passing.

Keep in mind this "chart" isnt meant to be anything special or a commentary on anything.. Please avoid "Gretzkeys green area should be bigger" comments, It was just meant to show a lot, a middle and a few.

Also the idea could be expanded on in many ways, like adding a yellow area on each side that still requires time, but maybe less so.

*I read a blog (want to say Madden) a while back that discuss the possibility of giving players "eyes" and only having them react to what they can see.. The technology was pretty intense (and a bit boring if you arent into that stuff) but it looked and sounded cool. unfortunately it seemd a few years off from being game-ready.
 
# 32 Money99 @ 06/17/10 04:01 PM
Quote:
Originally Posted by UwantRadie
This is something I was concerned about as well... I play a lot of 3vsCPU and 4vsCPU and our user controller team ALWAYS has to look around and hesitate a bit as we do, becasue we are (almost) all human players... But the CPU doesnt. it sees the WHOLE ICE, ALL THE TIME! That needs to be fixed, too often, you would make a good read and be in position to "surprise" a player and possibly cause a turnover, just to have him pass it INSTANTLY to a teammate that he couldnt possibly know was there.

I just threw this idea together when I read your take on it.. THis is in NO WAY polished, just a an idea that is as rough as the MS Paint illustration I made to accompany it...


For these images, Imagine that the player is facing straight up, with his back obviously straight down...

Spoiler


To control the "decision" making time... we can allow the instant passes in directions that the player can "see" (Green), while having him take a half second when passing in the direction of the Red area.. almost as if he had to glance over there real quick before passing.

Keep in mind this "chart" isnt meant to be anything special or a commentary on anything.. Please avoid "Gretzkeys green area should be bigger" comments, It was just meant to show a lot, a middle and a few.

Also the idea could be expanded on in many ways, like adding a yellow area on each side that still requires time, but maybe less so.

*I read a blog (want to say Madden) a while back that discuss the possibility of giving players "eyes" and only having them react to what they can see.. The technology was pretty intense (and a bit boring if you arent into that stuff) but it looked and sounded cool. unfortunately it seemd a few years off from being game-ready.
This is EXACTLY what I've been requesting for a long time.
It would help stop the berserker mode and greatly help separate the great players from the bad.
Good stuff.

P.S. Love Brett Lindro's poor vision. Wonder what Ken Baumgartner's would have been.
 
# 33 UwantRadie @ 06/17/10 04:17 PM
Ha!

I was gonna go with "Either of the two lesser Ferraro Brothers" but went with Brett instead... also was it Bret? with only 1 T?
 
# 34 UwantRadie @ 06/17/10 04:41 PM
Quote:
Originally Posted by Bama83
Great stuff. I completely agree.

The computer simply needs to behave less like a computer and more like a person. The HOF passing mode is truly obnoxious.

It's like robo-QB in NCAA football.
Yeah, I am a tad long winded...

You put it perfectly... Another example.. and I hope this isnt EVEN MORE PREVALENT with the physics.. is that when pucks getted batted up into the air, even just a bit, the CPU knows the EXACT trajectory and landing spot and always comes away with it.
 
# 35 onlybygrace @ 06/17/10 06:24 PM
Quote:
Originally Posted by UwantRadie
Calgarians?

I prefer Albertanites.
 
# 36 BoarWarrior27 @ 06/18/10 02:20 PM
awesome I loved NHL 10 and NHL 11 looks sicks I can't wait. I am just hoping that it is easy to obtain a new stick after yours breaks.
 
# 37 Qb @ 06/18/10 02:46 PM
Quote:
Originally Posted by BoarWarrior27
awesome I loved NHL 10 and NHL 11 looks sicks I can't wait. I am just hoping that it is easy to obtain a new stick after yours breaks.
You can get a new stick by skating to the bench.

*****

I think you guys hit on some good points with the passing. The description of the offensive awareness attribute says it begins to work along these lines, but it's more of an accuracy/speed penalty for passes outside of the "green areas" in Radie's diagrams. That's why you sometimes get those terrible little dinky passes to no one when using assisted passing.

But I think that is just scratching the surface of the issue. Finding ways to make the CPU play more "human" has to be one of the greatest challenges in making these games.
 
# 38 ch46647 @ 06/18/10 03:18 PM
How is the new passing where it passes when you release the RT instead of when you press it down like in previous versions?
 
# 39 UwantRadie @ 06/18/10 03:38 PM
Quote:
Originally Posted by Qb
But I think that is just scratching the surface of the issue. Finding ways to make the CPU play more "human" has to be one of the greatest challenges in making these games.
Oh I agree... I think we are YEARS away from that. Right now it is just about finding the best possible way of "cheating" the system to make it seem like they are acting human.
 
# 40 Qb @ 06/18/10 03:39 PM
Quote:
Originally Posted by ch46647
How is the new passing where it passes when you release the RT instead of when you press it down like in previous versions?
IF they made changes to the passing system, I can't talk about it yet. Sorry.

But I know there was a lot of confusion about manual passing in NHL10. Contrary to what some say, you didn't have to hold R-trigger/R2 to get a pass equivalent to a normal assisted pass (they improved it a lot with the patch). You had to press the trigger completely, then release it, which can be done rather quickly. If you only partially depressed the trigger very quickly, then you get the softer/slower passes (which were great for one-timers or close quarters).

At the beginning of this video, Rammer attempts to dispel the myth:

http://www.easports.com/blogs/inthec...-demo-feedback
 


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