Jump to content

Concerns About This Game


Recommended Posts

First off, there is so much this game does right, and is very fun and enjoyable to play. However, there are things that were in EHM 2007 that still plague this game, now!

1) Hits way too low: In real life, NHL leaders get close to 300 hits in a full season. In this game, it is well below that mark, as well as, so many players, even with high hitting and aggression ratings, never seem to hit, regardless how you coach them.

2) Shots blocks way too low: See above, near identical situation.

3) Defenceman leading league by a lot in shots: (Never noticed this one in EHM 2007) Nearly every team, seems to have defencemen getting the most shots, which as far as I know, after 25 years being an NHL fan, almost never happens, accept in rare cases.

4) Way too many untouchable players: It seems like every goalie on an NHL roster, backups included, is deemed a franchise goalie. In reality, there are maybe 5-7 franchise type goalies in the whole league. While I understand it is there to keep the Sidney Crosby's from getting traded, and keeps teams, keeping their stars. The reality is, anyone can be traded! If Wayne Gretzky, Mark Messier, Jaromir Jagr, Ron Francis, Ray Bourque, Brett Hull, Jari Kurri and Paul Coffey, and many more of the top point producers in NHL history can be traded, than indeed, ANYONE can be traded.

While unlikely, if a team offered Pittsburgh, 5 1st Rounders, a #1 Goalie, D-Man, and Center, (which I think would be a heavy over-payment, even for Crosby) and rights to some good prospects, Pittsburgh would most likely at least listen to the offer, if not be ecstatic at the offer they just received. In this game, untouchables, no matter the offer, can't be acquired.

Link to post
Share on other sites

  • SI Staff

The first two are aspects of the game play simulation that will continue to be tweaked in the long term. Unfortunately these are not the kind of issues that can be resolved just by fixing one line of code here or there, these require a lot of overall analysis and balancing in the 2D engine, so it takes a lot of time to finetune these things.

The third item on your list should actually already be rectified in the latest update as the shooting tendencies have been finetuned.

As for number 4, this one is quite hard judge as it will always depend on the situation of the team in the game as well as the players in question. Not to mention the financial aspect. I've seen many posts wondering why a team would reject a trade which seems logical to be accepted as it is massive overpayment, but if you look at the financial aspect, it would make no sense as it would put the other team in all sorts of cap problems.

No-one is actually truly untouchable in the game, everyone has a price when it comes to the trade evaluations. The problem is, trading for someone like Crosby, each piece you offer back in the trade needs to be fairly good in relation to Crosby's value itself to be appreciated by the other team. If they are in a "win now" mode, they are unlikely to value 1st round picks as much as roster players and won't be making trades which weaken their current roster even if overall the value of the trade would make sense (ie. getting back five 1st rounders, and a couple of bluechip prospects). However, if you catch them in a rebuilding phase they are more likely to be open to such trade offers as their priorities would be different and an offer like that would likely be considered and accepted as they wouldn't be as worried about maintaining the talent level of the current roster versus the future. But again, you cannot go with quantity over quality when offering something in return, as they won't consider lower round picks at face value when they are offered in return for a franchise player for example.

This has actually been one of my benchmark tests this year when balancing the trade evaluations, to make sure even key players like this are available if the return is good enough, so it has seen some heavy testing.

Link to post
Share on other sites

  • 2 weeks later...
The first two are aspects of the game play simulation that will continue to be tweaked in the long term. Unfortunately these are not the kind of issues that can be resolved just by fixing one line of code here or there, these require a lot of overall analysis and balancing in the 2D engine, so it takes a lot of time to finetune these things.

The third item on your list should actually already be rectified in the latest update as the shooting tendencies have been finetuned.

As for number 4, this one is quite hard judge as it will always depend on the situation of the team in the game as well as the players in question. Not to mention the financial aspect. I've seen many posts wondering why a team would reject a trade which seems logical to be accepted as it is massive overpayment, but if you look at the financial aspect, it would make no sense as it would put the other team in all sorts of cap problems.

No-one is actually truly untouchable in the game, everyone has a price when it comes to the trade evaluations. The problem is, trading for someone like Crosby, each piece you offer back in the trade needs to be fairly good in relation to Crosby's value itself to be appreciated by the other team. If they are in a "win now" mode, they are unlikely to value 1st round picks as much as roster players and won't be making trades which weaken their current roster even if overall the value of the trade would make sense (ie. getting back five 1st rounders, and a couple of bluechip prospects). However, if you catch them in a rebuilding phase they are more likely to be open to such trade offers as their priorities would be different and an offer like that would likely be considered and accepted as they wouldn't be as worried about maintaining the talent level of the current roster versus the future. But again, you cannot go with quantity over quality when offering something in return, as they won't consider lower round picks at face value when they are offered in return for a franchise player for example.

This has actually been one of my benchmark tests this year when balancing the trade evaluations, to make sure even key players like this are available if the return is good enough, so it has seen some heavy testing.

Will there be any tweaks to goalie fatigue and perhaps general injuries? As of now injuries are low and fatigue is a rare issue you'll have to face with yiur goalies.

Also are there any plans for making reputation improve/decline with a player's performance?

Link to post
Share on other sites

  • 3 weeks later...

Also regarding hits. The games (at least in NHL) should be more physical in the playoffs which leads to more hits (about 57 total per game vs 41 total per game during the regular season IRL according to the past 2 seasons)

I notice that the game have barely any hits during the all star game so could something similar be done the NHL playoffs making it more aggressive?

Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...