Yeah, I can agree the game plays a bit "looser" now. Passes aren't tape to tape. Also noticed dump & chase seemed to work a little better.
I really wish they would have fixed the sim stats though, but oh well.
Something easy to fix for a patch #2 if there is one....when you simulate a game in Be a GM, that damn "SIMULATING" box on the calendar covers up the team's record you are playing against. All that screen real estate, and they put it over the one thing that's useful to see.
Any opinions on cpu defensive aggression? I believe they said it was going to be harder to enter the offensive zone, that the cpu was going to try and force more dump-ins?
Yep Rosco, I'm very interested also in hearing if there's a noticeable difference with this too.
I'm hoping there is...and that it goes both ways, Human and cpu.
Any opinions on cpu defensive aggression? I believe they said it was going to be harder to enter the offensive zone, that the cpu was going to try and force more dump-ins?
I've so far noticed that they get more aggressive sooner (ie; if you're down 2-0 and it's early in the 3rd, etc.). I wouldn't say they're more aggressive on average, but they start taking more chances sooner, instead of just in the last two minutes (this is all on Superstar/Default).
I also notice they are making a few more coverage mistakes now than they used to. Centres are leaving the forward in the front of the net a bit more often. Wingers who are backchecking through the neutral zone will come off their man sooner, leading to passing opportunities through the neutral zone. It could be called more aggressive, but if that's the case, it's dumb aggressive because they're leaving open holes without really closing other holes.
Any opinions on cpu defensive aggression? I believe they said it was going to be harder to enter the offensive zone, that the cpu was going to try and force more dump-ins?
Isn't this something that was going to be applied with the upcoming Tuner, not the patch?
So I played one game, using Rogie's sliders (version 1.00 tuner). My thoughts:
CPU was better at cycling the puck and seemed to have more of a purpose than before. They were also more aggressive and better at stopping me from cycling when I had the puck. Time on attack was almost even for the first time in I don't know how long. Passing was a bit more difficult for me I felt. I thought it was actually easier for me to enter their zone than before, as I could skate in with 4 guys around me and not have them try anything. That may have had more to do with them having a healthy lead though. I haven't lost this significantly, this early on for quite awhile.
I used the franchise I've had rolling for awhile now and the XP glitch is gone and my guys were putting attribute points where I wanted them or at least somewhere other than fighting and faceoffs.
Isn't this something that was going to be applied with the upcoming Tuner, not the patch?
Possibly... a few of the items Redshirt mentioned for the patch were also tied to the upcoming post-patch tuner. I know the friction & success rate of the diving pokecheck was one of them and perhaps the CPU aggression at their defensive blueline was as well.
Possibly... a few of the items Redshirt mentioned for the patch were also tied to the upcoming post-patch tuner. I know the friction & success rate of the diving pokecheck was one of them and perhaps the CPU aggression at their defensive blueline was as well.
It is, here it is from the patch details.
Quote:
There are also several bug fixes made possible by the patch that will be activated through the next tuning update, these include:
Enabling auto-backskate setting to work in online games.
Reducing the ease of losing an edge and falling down while skating without the puck.
Fix problem where players will fall easily again immediately after losing an edge a first time.
Increase how aggressive AI defenders are on the rush making it less easy to gain the zone by skating wide on them every time.
Increase friction when diving and reduce the effectiveness of diving poke checks at knocking the puck away from the puck carrier.
Increase the acceleration and top speed of a player using push puck, which had been lowered to prevent the push puck exploit (mentioned above).
Can someone confirm that stats are still screwy in be a GM?
Yes, I simmed a season, Ovie had 32 goals. Stamkos had 21. Crosby ended up with 51 however. Crosby ended up with 101 points, and #2 had 90. Forget who it was however. Only like 6 guys greater than 40 goals.
If I have time, I'll run another sim, and post the actual stats.
Yes, I simmed a season, Ovie had 32 goals. Stamkos had 21. Crosby ended up with 51 however. Crosby ended up with 101 points, and #2 had 90. Forget who it was however. Only like 6 guys greater than 40 goals.
If I have time, I'll run another sim, and post the actual stats.
What EA markets this game as, is exactly what's broken and had been broken for years. It's a shame because that is the one area that really brings this game down. Not everyone has time to play a full NHL schedule. And when the stars aren't even getting over 30 goals or not even reaching 80 pts a season, it's bad. The statement "maybe next year EA will address this" is about 3 years over used.
Yes, I simmed a season, Ovie had 32 goals. Stamkos had 21. Crosby ended up with 51 however. Crosby ended up with 101 points, and #2 had 90. Forget who it was however. Only like 6 guys greater than 40 goals.
If I have time, I'll run another sim, and post the actual stats.
awful-
hitz pro had a better sim engine than that.
i wish they could just steal 2k's sim engine
....where teams with homecourtadvantage win every homegame of the playoffseries by a margin of 20-30 pts ?
Maybe the NBA series, but the NHL2k series was pretty good with it's SIM engine. That's the one thing that kept people playing it. Like I said, not everyone has time to play a full NHL schedule game by game.
What EA markets this game as, is exactly what's broken and had been broken for years. It's a shame because that is the one area that really brings this game down. Not everyone has time to play a full NHL schedule. And when the stars aren't even getting over 30 goals or not even reaching 80 pts a season, it's bad. The statement "maybe next year EA will address this" is about 3 years over used.
Remember NHL 2004? Guys would lead the league with like 300 points if you played with 10-minute periods. It was nuts.
I'm happy with the game, though. Gameplay is the biggest issue for me and they've done a great job this year.
Yeah, the game's not perfect, but it's still enjoyable. The Cpu roster managment and the sim engine leave plenty to be desired, but realism is overrated anyways . It was OK to be arcadish when we played Techmo Super Bowl, NHL 94, Baseball Simulator, or Double Dribble. All games that most of us grew up on and loved dearly. Why? Because the gameplay was fun.
Yeah, the game's not perfect, but it's still enjoyable. The Cpu roster managment and the sim engine leave plenty to be desired, but realism is overrated anyways . It was OK to be arcadish when we played Techmo Super Bowl, NHL 94, Baseball Simulator, or Double Dribble. All games that most of us grew up on and loved dearly. Why? Because the gameplay was fun.
My two favorite games of all time. Man, I need to buy a NES just so I can play those again.
Yes, I simmed a season, Ovie had 32 goals. Stamkos had 21. Crosby ended up with 51 however. Crosby ended up with 101 points, and #2 had 90. Forget who it was however. Only like 6 guys greater than 40 goals.
If I have time, I'll run another sim, and post the actual stats.
My guess is that the problem is that the sim engine is distributing goals based on the players surrounding the aforementioned guys. Ovie and Stamkos both play with high powered offensive teams and hence their stats are cut down using this approach. Crosby plays on a team with mostly crap up front, hence he racks up good point totals.
I used to work on the sim engine / player ratings for the old Hockey League Simulator from Bethesda Softworks in the early 90's. Wish they'd give me a crack at EA's product because obviously the people they have working on it now are clueless. We used to use formulas that calculated the number of shots on goal generated by each line and then you broke down the goals, assists etc based on the skills of each player on that line. So if you had a stacked lineup you generally got more shots, more scoring, and if the logic made sense you would get a reasonable distribution of stats. We also had ratings which told whether each player was more likely to shoot or pass, which gave a more realistic breakdown of goals and assists.
Of course, with EA's sim engine, it doesn't even look like the CPU pays attention to the lines that have been set, which is a MAJOR FAIL in my opinion.