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NHL 16 News Post


The trial version of NHL 16 is available now (a day early) for EA Access subscribers. To start the download process, open up the EA Access hub, scroll over to NHL 16, click View in Store and download the trial.

For those of you that can download it, play a few games and let us know what you think!

REMINDER: You get 10 hours of gameplay, so make sure you exit out of the game if you are not playing. Don't pause and lose those precious minutes.

Game: NHL 16Reader Score: Vote Now
Platform: PS4 / Xbox OneVotes for game: 0 - View All
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Member Comments
# 241 BL8001 @ 09/14/15 09:02 AM
Quote:
Originally Posted by bad_philanthropy
Didn't I read somewhere they said they added a stick contact slider for 16?
Has any work been done to avoid pucks and sticks going through legs, net, board?

We are always adding improvements within physics for collision detection. We have also improved the detection of stick on stick & stick on body collisions to tune when pucks get dislodged/collide per game style. We have also added the ability to tune how stick on stick contact effects puck control from different angles to simulate the strength the defender would have vs. the offensive player. These are the types of improvements you can expect to see in NHL 16.
 
# 242 BigDisk @ 09/14/15 09:09 AM
Quote:
Originally Posted by BL8001
Oh dear...

2 game test, so it's still early but...

I start the game as the team I do not want to be. Play 1 period. Switch sides to the team I want to be and all my cpu controlled players play smarter.

The first time I tested it I said no way, no way at all...

Second game where it worked again...

Edit: it is actually a 2 game and one period test. It started when I was home as the flyers vs the bruins, I went up 1-0 on a real nice goal, then I herded cats on D for the rest of period 1 and 2, giving up 4 straight goals. So 3rd period I thought hmm what happens If I switch teams? Well, I didn't have to herd cats using the Bruins because my D held shape and didnt skate away from threats (that is my biggest gripe with this game, your cpu controlled defenders will constantly wander away from threatening situations).
After being somewhat surprised I tested it two more times, experiencing the improved D and player behavior.

I guess in some way you are tricking the cpu into not handicapping you doing this.
It didn't cross your mind maybe strategies were different on each team?
 
# 243 Tonic @ 09/14/15 09:10 AM
I've been saying the same thing for years regarding penalties. The reason we don't seen enough penalties is because the CPU is programmed to go for the hit much more frequently than to poke check or stick lift. I understand that they want big hits in the game to make it more exciting to the general public but it would be amazing if they could make this a slider for us to tune.
 
# 244 BigDisk @ 09/14/15 09:14 AM
Quote:
Originally Posted by BL8001
Money99, yes, each time I changed I was down a goal or 2.

One strange change, going back to when the nhl access started, my first handful of games the cpu always scored in the first minute, then the game was balanced a little until I scored then it would go back to robo cpu with braindead teammates for me. I was familiar with this pattern from previous NHL games.

Sat and Sun the cpu did not come out super aggressive and most games I played I scored first(I don't think this was a by product of me getting better). Then the "spirit" of the game would kick in and I would go down a few goals.

The thing that is most puzzling about playing offline is how little they do to even disguise what is happening. When you attack the cpu they all glom in front of the net, when the cpu attacks you your players extend towards the boards for no apparent reason leaving acres of space in the slot.

It feels like reverse magnetism, I switch to pull a player back into the slot to protect then switch to another guy who drifted towards the boards, then back to the other guy who starts drifting away the other direction then switch back, its exhausting. It's like the slot is a hill and they keep sliding down the sides of it.

It is so in your face, the contrasting differences, you go up the ice you see one thing, you come down the ice, another.
That "spirit" of the game is simply the other team's coach changing strategies to counter you. And you didn't adapt your style of play.

A simple tip : just notice the face-off formation. Whenever the computer's down by 2 goals, they usually start going aggressive, especially in the 3rd period. When they get a 2-3 goal lead, they'll go defensive. It's pretty simple man.

You gotta change your own strategies whenever the other team's going aggressive, try having more nz pressure for odd-man rushes, but leave your D on a defensive setting. Basically, this gives more space between your forward and d-men and gives you a ton of space to work with.

There's a practice mode. I didn't try to work on strategies there, but I guess there must be a way for you to see what every strategy does.
 
# 245 BigDisk @ 09/14/15 09:20 AM
Quote:
Originally Posted by Tonic
I've been saying the same thing for years regarding penalties. The reason we don't seen enough penalties is because the CPU is programmed to go for the hit much more frequently than to poke check or stick lift. I understand that they want big hits in the game to make it more exciting to the general public but it would be amazing if they could make this a slider for us to tune.
Maybe tweaking the Aggressivity slider has a good impact on penalties... Will have to try this out.

But anyhow, let's do some Maths here. Let's say you play 5 minutes periods and penalties at full time. Basically, time played for each penalty = 2min x 4 = 8 minutes. So a single penalty gives you the equivalent of 4 penalties (at 4x pace, which 5 minutes period use, cause 5 x 4 = 20 minutes).

See what I did here?

Another example, you play 8 minutes periods? 20 / 8 = 2.5x pace. So, 2 minutes at "real-time" (penalty slider maxed) => 5 minutes of "in-game" time.

What I mean here is, I understand the frustration about having only 1 or 2 PP a game, but if you think about it with a pragmatic mindset, this is actually pretty realistic. Because of time dilatation, it results in a pretty realistic special unit percentage of actual (real-world) time of game. So yeah, PP opportunities will be super low in the Team Standings, but PP% should be higher (vs no time-dilation and more PPs), so it evens out in the PPG statistic.

It's just a way to twist your thoughts to not get so mad about this, if you will hahaha. I would rather have more penalties and less time dilatation on the PP.
 
# 246 Madwolf @ 09/14/15 09:28 AM
I think the problems with the AI are a bit exaggerated. They need to play better on defense, need better neutral zone play, and better awareness without cheating.

I don't really find the AI to be game breaking though. This year feels like a massive improvement.

The biggest frustration last year was awful goalie play, and lack of penalties. They mostly fixed the goalies out of the bix, and a tuner update is being released for penalties.
 
# 247 IowaAJ @ 09/14/15 09:53 AM
It's a fun game, I'm still learning what I can and Can't do. Defense is tough the computer moves the puck very quickly. I will try some of the advice given in here.
 
# 248 NHRHighlanders @ 09/14/15 10:19 AM
Be a GM Guy here..

I've been playing since Thursday and Heres a few things I noticed.

The simming is super fast. I love it. You can actually get through a season without waiting hours.

The player morale comes up alot, and makes you stop and actually work on it. Most of it is repetitive questions from the players or concerns, but you have to answer correctly - which i still find its a hit or miss.

Relating to player morale, you can't just blow up a team. For instance, when I started a Be a GM with Toronto, and decided to get rid of lupul/bozak/phaneuf, JVR went down to 81, Kadri went to a 82, Reilly to 83, Gardiner to 79 (JVR and Gardiner requested trades). Which is neat because you have to time when you trade players, and bring in certain players that they mesh with.

Having the AHL is nice, as you can make your top prospects have high ice time and their morale goes up and then they improve as a player drastically. I don't think they have AHL stats but i could be missing it.

Drafting is the Same as 15. (next gen)

Signing good players improves the morale of the team

Trading is harder.

Can't seem to think of anything more right now but ill add if i do.
 
# 249 Tonic @ 09/14/15 10:36 AM
Quote:
Originally Posted by BigDisk
Maybe tweaking the Aggressivity slider has a good impact on penalties... Will have to try this out.

But anyhow, let's do some Maths here. Let's say you play 5 minutes periods and penalties at full time. Basically, time played for each penalty = 2min x 4 = 8 minutes. So a single penalty gives you the equivalent of 4 penalties (at 4x pace, which 5 minutes period use, cause 5 x 4 = 20 minutes).

See what I did here?

Another example, you play 8 minutes periods? 20 / 8 = 2.5x pace. So, 2 minutes at "real-time" (penalty slider maxed) => 5 minutes of "in-game" time.

What I mean here is, I understand the frustration about having only 1 or 2 PP a game, but if you think about it with a pragmatic mindset, this is actually pretty realistic. Because of time dilatation, it results in a pretty realistic special unit percentage of actual (real-world) time of game. So yeah, PP opportunities will be super low in the Team Standings, but PP% should be higher (vs no time-dilation and more PPs), so it evens out in the PPG statistic.

It's just a way to twist your thoughts to not get so mad about this, if you will hahaha. I would rather have more penalties and less time dilatation on the PP.
That's an excellent point actually. I play with 8-10 minute periods (trying to find the sweet spot there). Obviously I'd rather have shorter, more frequent PPs but that does put it into perspective a little. Thanks!
 
# 250 BL8001 @ 09/14/15 10:52 AM
Yeah tweaking the aggressiveness slider is something to test. But what is the aggressiveness exactly? Just big hits?

Or will they be less aggressive to poke check and stick lift too?


As for the advice of maybe the strategy is different, I have not delved into the defensive strategy, but all of the times I have played against the CPU, it has clogged the slot and all of the teams I have used and I have not used the same team twice yet, have guarded the boards.
 
# 251 TDKing @ 09/14/15 10:56 AM
Played a couple games of EASHL drop in games. Eh... It was ok, had some fun but without the ability to improve my player and mess around moving attribute points around I see no reason to play this mode other than just to get a game in here or there. Nothing in this mode makes me what to spend hours and hours playing it, badges are just dumb.

Sent from my VS985 4G using Tapatalk
 
# 252 actionhank @ 09/14/15 12:46 PM
Quote:
Originally Posted by BigDisk
Maybe tweaking the Aggressivity slider has a good impact on penalties... Will have to try this out.

But anyhow, let's do some Maths here. Let's say you play 5 minutes periods and penalties at full time. Basically, time played for each penalty = 2min x 4 = 8 minutes. So a single penalty gives you the equivalent of 4 penalties (at 4x pace, which 5 minutes period use, cause 5 x 4 = 20 minutes).

See what I did here?

Another example, you play 8 minutes periods? 20 / 8 = 2.5x pace. So, 2 minutes at "real-time" (penalty slider maxed) => 5 minutes of "in-game" time.

What I mean here is, I understand the frustration about having only 1 or 2 PP a game, but if you think about it with a pragmatic mindset, this is actually pretty realistic. Because of time dilatation, it results in a pretty realistic special unit percentage of actual (real-world) time of game. So yeah, PP opportunities will be super low in the Team Standings, but PP% should be higher (vs no time-dilation and more PPs), so it evens out in the PPG statistic.

It's just a way to twist your thoughts to not get so mad about this, if you will hahaha. I would rather have more penalties and less time dilatation on the PP.
I think one of the issues people had was that it didn't seem to change, in relation to the time of the period you played. I'm hoping they can fix it with a patch, but EA's burned us before with patches. I can't get those bouncing pucks out of my nightmares.
 
# 253 RoyalBoyle78 @ 09/14/15 01:15 PM
Im loving the game I really am, but I play on true broadcast cam, and I have this stupid glitch where the players like flicker and it stays on for a while and goes off then on again. Am I the only one????? Please fix EA
 
# 254 jake19ny @ 09/14/15 01:27 PM
Quote:
Originally Posted by BigDisk
Maybe tweaking the Aggressivity slider has a good impact on penalties... Will have to try this out.

But anyhow, let's do some Maths here. Let's say you play 5 minutes periods and penalties at full time. Basically, time played for each penalty = 2min x 4 = 8 minutes. So a single penalty gives you the equivalent of 4 penalties (at 4x pace, which 5 minutes period use, cause 5 x 4 = 20 minutes).

See what I did here?

Another example, you play 8 minutes periods? 20 / 8 = 2.5x pace. So, 2 minutes at "real-time" (penalty slider maxed) => 5 minutes of "in-game" time.

What I mean here is, I understand the frustration about having only 1 or 2 PP a game, but if you think about it with a pragmatic mindset, this is actually pretty realistic. Because of time dilatation, it results in a pretty realistic special unit percentage of actual (real-world) time of game. So yeah, PP opportunities will be super low in the Team Standings, but PP% should be higher (vs no time-dilation and more PPs), so it evens out in the PPG statistic.

It's just a way to twist your thoughts to not get so mad about this, if you will hahaha. I would rather have more penalties and less time dilatation on the PP.
I only wish you were right because then we could just adjust the penalty time scale slider and correct the issue but this theory is not new going back to at least NHL 14 and even on 20 min periods people were only seeing 0-2 penalties a game. Additionally I have tried over the years maxing and minimizing the aggressive slider to no avail. It's something deeper that they really need to fix for us.
 
# 255 MizzouRah @ 09/14/15 02:01 PM
For penalties.. on 0 there should be no penalties, maxed out there should be a ton, regardless of how many minutes you are playing - I mean, isn't that what a slider is for, a min and max setting and finding that sweet spot for what you are wanting?

Madden FINALLY fixed their penalty sliders after many, many years.. it's time NHL does the same.
 
# 256 adayinthelife @ 09/14/15 02:25 PM
Quote:
Originally Posted by MizzouRah
For penalties.. on 0 there should be no penalties, maxed out there should be a ton, regardless of how many minutes you are playing - I mean, isn't that what a slider is for, a min and max setting and finding that sweet spot for what you are wanting?

Madden FINALLY fixed their penalty sliders after many, many years.. it's time NHL does the same.
They should be that way, but never will be that way as long as we have these slides that only actually have 3/4/5 levels rather than 0-100. It's an issue across the board for this series - player/team ratings using what equates to a 80-95 scale, sliders only having what is essentially "low, medium, high" options, which also don't seem to ever work consistently.

The lack of customizability in this series vs. most (all?) other sports titles really hurts the game.
 
# 257 Gerg04 @ 09/14/15 02:36 PM
Quote:
Originally Posted by TDKing
Played a couple games of EASHL drop in games. Eh... It was ok, had some fun but without the ability to improve my player and mess around moving attribute points around I see no reason to play this mode other than just to get a game in here or there. Nothing in this mode makes me what to spend hours and hours playing it, badges are just dumb.

Sent from my VS985 4G using Tapatalk
With a group of us it's really really fun. Way better than drop-in games full of puck-hogs and defensemen playing out of position because they're too pissed they didn't get a forward spot
 
# 258 PittPens1787 @ 09/14/15 02:42 PM
Two questions for Be A GM players out there:

1) Can you see AHL player stats? Someone mentioned you can't but I believe you can play the games so I'd hate fro them not to keep AHL stats

2) Can you play Be A GM with a created team (after subbing them in for a real team)?
 
# 259 canucksss @ 09/14/15 02:48 PM
Quote:
Originally Posted by adayinthelife
They should be that way, but never will be that way as long as we have these slides that only actually have 3/4/5 levels rather than 0-100. It's an issue across the board for this series - player/team ratings using what equates to a 80-95 scale, sliders only having what is essentially "low, medium, high" options, which also don't seem to ever work consistently.

The lack of customizability in this series vs. most (all?) other sports titles really hurts the game.
THIS!

I dont know why EA limits the sliders from 0-6 instead of 0-20 or 0-50 or even 0-100? Higher ratings provide more flexibility.
 
# 260 Splitter77 @ 09/14/15 04:09 PM
Quote:
Originally Posted by MizzouRah
For penalties.. on 0 there should be no penalties, maxed out there should be a ton, regardless of how many minutes you are playing - I mean, isn't that what a slider is for, a min and max setting and finding that sweet spot for what you are wanting?

Madden FINALLY fixed their penalty sliders after many, many years.. it's time NHL does the same.
hitz pro had sliders like that. they worked amazing
 


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