* New * OFFICIAL NHL 20 Beta Review Thread

Discussion in 'EA NHL Series' started by LG-McDonald, Jul 26, 2019.

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How Do You Like The Beta So Far?

  1. Great!

    53.9%
  2. Terrible!

    46.1%
  1. Mxckie

    Mxckie Banana League Hero

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    5 hole on both CPU and human goalies also incredibly broken. Shots along the ice from any spot on the ice are basically the highest percentage shots in vs.
     
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  2. Deepblue2002

    Deepblue2002 Well-Known Member

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    I've played this game quite a bit and these are my thoughts. It is very apparent EA has listen to the players as they have moved away from catering to the less skilled players. Over the last few seasons gradually more and more people are complaining such as 19 when people complained about to many penalties since they spammed the fuck out of the RB button, Thus really showed who can play defense correctly.

    Goalies to I think are getting more exposed for cheating position letting the game make the saves for them in the past, offense people aren't getting screwed on terrible puck pickups in the past and can catch passes on the fly for forwards who are in great position. I haven't seen much issue with the passing if people tinker with pass assist which some people who played this game for a long time didn't realize it existed. You can no longer get away with forcing passes where if a D man or a center is in perfect position in the slot where in 19 it goes through you as if you weren't there with an easy tap it. Now if you are the right position cheesy forwards can't force those passes anymore especially those who look for the top cheese cross creases.

    I predict NHL 20 will see a huge increase in turnovers because of this since players break the game by forcing long bomb passes which will force players to play the game more realistically. I think people need are going to realize they cannot be good at any position anymore and must focus their skill on a natural position since the game has stepped up again in skill gap separating the better players from the weaker players.

    Hitting on the other hand seems as if you have to be more accurate with your hitting as players have better skating mobility thus making it tougher to lay out hits however that doesn't mean you can't play defense without hitting if people understand how to angle them and dictate which lanes you want them to take which if their streaking up the middle you want to force them to the outside which gives goalies better chances of making the save on a more difficult shot angle.

    Skating seems more smooth and the LT I'm glad is being taken out of the game because you cannot skate like that in real life and it's been abused for years. As someone who has played high level of hockey and officiate at a high level it's just not possible to do successfully. Bumping as a defense man is a overused abused tactic for the last few games and has forced me to play defense vs relying on unrealistic bumping where the fwd could never pick up the puck or make a pass while hitting the pass button in between contacts.

    Passing as well as I mentioned if people reduced the pass assist toner I promise it will help you alot, one touch passes and are more responsive thus bringing the cycle game to a new level along with quick breakouts. To those complaining about how defense can't play defense in 20 I'm sorry to tell you, but your just not either in good position or make the right decisions. Your job is to control the play in your zone, coming into your zone, take away passing lanes to force them into low percentage shooting lanes, Retrieve puck and quickly break the puck out as fast as you can with smart accurate passes. You cannot run them over going for hits / pinching every single time as a 6'9 enforcer D man, if you play the hit every time your going to get burned, if you chase your going to get burned, if your out of position your going to get burned, if you swing left to right going backwards when the forward changes position your going to get burned. Defense man my words to you start playing smarter and be more defensively responsible, quit forcing passes and be in better position
     
    Last edited: Jul 28, 2019
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  3. D1SCOFEVER

    D1SCOFEVER Chris Disco

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    GM CONNECTED 1000000000%
     
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  4. carlson10carlson

    carlson10carlson Member

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    Goalies get locked in animation from passes and most of the time it leads to a goal.
     
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  5. XxDempsey95xX

    XxDempsey95xX Well-Known Member

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    The passing is extremely sluggish and so are defensive recoveries although I do enjoy how they tweaked shots, and puck pickups; passing accuracy needs some serious improvement for the game to be playable imo. I’d also like to see EA introduce a journey-like mode to NHL much like the mode that already exists in FIFA, that would be either a massive upgrade to the already existing Be a Pro mode or a great addition to the game if introduced as it’s own mode. Hopefully they’ve already fixed these gameplay issues come release because technically we’re not even playing a beta, more like an alpha. The word on the street is that goalie’s are badly broken for human users and that makes for unreliable outcomes (skill doesn’t really matter as much..?). I think my favorite aspect of the gameplay from 19-20 beta is the improved interceptions especially from a dman perspective, if you’re covering the cross crease one-timer in front of the net you can be confident about intercepting that pass whereas in 19 you had to literally be standing on top of the opposition or LB(which can get you penalized).
     
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  6. NoThumb_Joe

    NoThumb_Joe Well-Known Member

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    Key Notes after first few games:

    Pro's:
    • Game plays super fast, or is that just me? Either way, I like the pace the Beta has.
    • I like the skating, to a point. some things are OP./
    • More gear for players to wear in world of Chel, and animations customization. (i personally think this is a worthless feature, they should be spending more time and effort in making the game better versus the cosmetics of a mode that is rarely played by us, but oh well, EA will be EA).
    • It looks like poke check and stick lift are finally fixed? IDK, less penalties taking by a penalty master (AKA ME). I have yet to get a pen is 6 games so.

    Con's:

    • My favorite term used my EA REAL IN GAME PHYSICS. What type of BS do they try to feed us? it seems like every year they go steps forward is the BS they feed us, and steps backward in how real hockey is played. But when your the only creator of hockey in the virtual world, what is there to stop you? *Cough Cough* bring back 2k....
    • Hitting seems weak, I mean, a 6'2" TWD should be able to take out a 5'7" sniper right? in all, there really is no hitting that I have seen yet, and players will have to rely on their defensive stick, this will lead to tons of poking and more penalties because of spam.
    • Seamless puck pickup, once again, back and hotter than ever.
    • Scoreboard location is not optimal for goalie play, also, remove the animations it gives off. If you're like me and have slight ADHD, you're screwed.
    • goalie interference? DO YOU EXIST?
    • Shooting seems weird, and slower than usual? IDK...
    • Why waste the time on the interface of 19 and bringing it into 20? It sucked then and it sucks now. bring back the old interface, fix your servers, make the game play and user experience better. IDK about you, but I just wanna play a game that's not broken... seems like they have gone down hill, drastically, since 17...
    • Backwards skating is still a thing... I understand lateral movement and pivots, but not backward skating in the neutral zone entering into an offensive attack...
    In all, once again, the BETA give's me hope, but at the same time, doubt. Two years in a row I have enjoyed the Beta, but in the end, they still found a way to screw it up. My brain probably enjoys the BETA because, well, its new.... but in the end... it won't matter. EA will find a way to screw this up. I have way more Con's to type like in front of the net battles not engaging ever for me, goalie animations still crap and returned to the NHL 18 little movements = snipers wet dream, etc... once again, backwards, never forward. whats the term? SSDD

    My Plea to EA is this. Stop worrying about the cosmetics, the true hockey fans will purchase this game, but for their sake, fix the servers, the animations, and game play as a whole before you try to appeal to an audience that will probably play the game for a month because it is new, and then never touch it until the next one. We play this game day in and day out. Listen to us, we know the game better than you do...


    Alright, I've spent to much time an effort on this... where is my beer.
     
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  7. Crankov

    Crankov Well-Known Member

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    Please don’t listen to the guys who say goalie is terrible. They are just used to getting bailed by EA. Goalies were able to come off of posts last year and still put a glove on pucks. They were able to sit on the goal line and be good.

    I honestly think there isn’t anything wrong with goalies. Just a few small tweaks. Don’t need to change anything drastically.

    Goalies have been overpowered for the past few years. But now it seems that if you cheat or sit back in your crease you will get punished.
    I like that covers take awhile to cover the puck. More realistic.

    I found out that if you challenge shooters, stay square to shots and read plays you will do good.

    So please don’t listen to the guys who got bailed out every yr.

    Just make sure the servers are better then last year
     
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  8. Deepblue2002

    Deepblue2002 Well-Known Member

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    I 100% agree with you, people chose to play goalie in the past because the game made saves for them. Now they are forcing you to make saves and now be forced to not sit deep in your net
     
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  9. Mxckie

    Mxckie Banana League Hero

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    Puck physics have taken 5 steps back to the tennis ball physics of NHL 14. Puck just bounces everywhere on dump ins, shots off legs and the goalies pads. I'm talking like 40 feet in the air. It's stupid.

    Goalies being frozen in place because of a person losing the puck in front of them/a pass is just stupid.

    Goalies no longer kick out their legs when a puck hits the pad so pucks are just hitting goalies pads and going in even if they're in position, which is sick.

    Honestly all they had to do for goalies from 19 to 20 was just add in these new cover animations for when the puck hits your chest and the ability to control rebounds and it seems like they touched everything they didn't need to touch. Goalie was the least of the problems with NHL 19, which can be showcased by the goalie stats in SV% being 10% higher than the normal in other games.
     
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  10. bonwl

    bonwl Well-Known Member

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    Things I've learned from this beta: This community is extremely toxic and needs to cheer up a bit.

    But we all knew that already

    This is the best NHL product ever released and if you took a few minutes to read the patch notes, you'd see that it's far from the finished product. EA NHL is trending heavily in the right direction.
     
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  11. LG McDonald

    LG McDonald Director of Hockey Operations

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    I am heading to Vancouver today to play and updated version of NHL 20. If you haven't read the change notes yet as to what I will be playing check this out!

    https://www.ea.com/games/nhl/nhl-20...&utm_medium=social&cid=59273&ts=1564350849623

    Shooting:
    - Fixes to shot model when shooting manual one timers to improve cases where shots sometimes weren't as powerful as they should be.
    - Fixes to shot model when shooting one timers where the incoming pass angle is perpendicular to their facing and wasn't accounting for them still getting their hips around and through the shot before contact, making the shots weaker than they should be. This was seen the most when taking wheelhouse one timers off the rush when still in motion (in 090, out 000)
    - Fixed an issue where players couldn't take a rebound shot after a one timer or their own shot and a rebound.
    - Improvements to the direction and how a player rotates into a one timer shot. Worst cases were when they would go the wrong way and spin fully around before taking the shot rather than turning through the pass direction and when they would start to rotate away before rotating towards the puck.
    - Updated logic for slapshot selection based on the players current angle to the net and the direction they are skating. This also improves where the player releases the puck to give them a chance at the most ideal shot from that angle.
    - Improvements in selecting the slapshot animations for the angles requested.
    - Update to shot logic to prioritize shots from the best location so they aren't reaching or getting jammed unnecessarily.
    - Improvements to the line a player takes in their one timer solve towards the near post. Prevents them from drifting away from the pass and solving it too late and also diminishing their angle to the net. We also don't want to see them cut in too far and hurting the amount of open net they have as well.
    - Tuning down variable for acquire puck distance for one timers. Since we now solve to a specific spot and can get there with the skate model, we don't have to rely on a big radius. We also added logic this year where we can Miss or Abort the one timer if the player or puck doesn't follow the solved path by getting disrupted.
    - Improvements to the possible outgoing shot angle for certain shot animations to limit odd cases where the outgoing angle was quite disconnected from the shot. We want to be responsive to what the user updates but not beyond realistic levels.
    - Improved logic for when/how tuck shots would trigger relative to distance to net especially.
    - Improvements for how slow speed one timers solve relative to the incoming puck angle relative to the player and the angle in which they want to shoot it.
    - Tuned slow speed one timers to allow them to execute more often when they should and reduced the extreme upper body rotations that were allowed at times.
    - Fix to allow a player to manually windup faster after they pass the puck as they were sometimes blocked for a set period of time. This is most important in player locked modes using manual one timers in give and go scenarios.
    - Some improvements for when a player can turn to a more ideal one timer angle based on their current speed to the angle.
    - update to logic for how we blend into shots from out of layered pickups to improve aesthetic quality of shot releases
    - Logic improvement for one timer rebounds, giving priority to shots that can be released quicker.
    - Fix for one timers from saucer passes not executing because the player was considering the puck to be too high to one time, not thinking it was going to be on the ice by their contact point.
    - Fixes to not drive the player to an offside position out of the zone when solving for one timers.
    - Fix for cases where blending to a shot out of protect puck was allowing unnatural quick blends to puck positions that wouldn't be possible in that short of time.
    - Improvements to ai goalie logic when the puck is behind the net so that they position themselves better in the way they read the puck carriers intentions.
    - Various save database tuning.
    - Updated logic for looking at when a pickup and one timer are possible so that if the one timer is too far in the future, the player will play a proper catch and release one timer instead using a pickup. Most extreme cases of this would fix cases where the player would let the puck go by them to play a one timer on a bank off the boards.
    - Improvements to getting player into the proper angle and position to one time the puck based on incoming and outgoing angle requested rather than trying to update in the shot/release as the body angle is most important before setup.
    - Improvements to look for passes from deke nodes to respect puck positions and requested angles better as well as improve visual fidelity.
    - Tuning for how quickly a player can turn to shoot when using slapshot windup to spin around and shoot the puck from backskate.
    - Added ability to tune one timer shot selection and improve player facing as they prepare to take the one timer and when and how they choose to windup before the shot. Variables are off by default but being tested and will be turned on as we tune and improve the logic as needed. One of the conditions limits the start of a shot animation to wait until player is closer to their ideal facing range. Fixes floating and awkward windups for players that start a long animation while still getting into position. Another is if there is not enough time, the player will go into more of a half windup and fixes the case where a player quickly blends to the top of the windup in an unnatural way. Also added the ability to weigh how quickly the puck can reach the net into the shot selection scoring so that it isn't just about how quickly you can contact the puck if another shot could be more powerful and make up for the time putting the puck in the net itself faster.
    - Update to shot model on rebound one timer shots to consider the puck behavior more and how easily the player could handle the puck to shoot the rebound. Ability to shank the shot at the bottom end is in there as well but not turned on.
    - Fixed an issue for a player taking multiple shots in a row without the puck.
    - Fixed an issue where a slapshot wouldn't solve and would force a pickup to solve instead of a shot.


    Passing:
    - Improvements to pass locations based on the acceleration of the player so it will pass to where they are starting to accel to or stop.
    - Update to pass logic to be able to pass to a player by their left or right shoulder to where they can receive the puck more naturally on their forehand or backhand depending on the most ideal incoming angle and preventing players from passing into and through a players legs where they would need to stop their stride to play a more awkward pickup and can instead retain their skating and pick up the puck more naturally.
    - Improvements to passing and one timers so the player can receive the puck properly in stride and not stop their momentum or turn in unnecessarily.
    - Added the ability for the ai to use the new stick offset for passing that humans are using. It is a cvar that can be turned on once approved as working better. This prevents the ai from passing through a players body and to where they would prefer to receive the puck instead, giving a higher chance of being able to receive the puck in motion and more ideal shooting locations.
    - improved pass targeting in one timer situations.
    - Add default stick offsets to be used for all non-one timer passing situations, rather than using an animation stick offset which was at the mercy of whatever skating was doing instantaneously.
    - Remove the logic which was allowing the user to override the one timer target with the LS as it wasn't obvious enough for players when they were asking to lead a player to their backhand vs pass to a one timer position. Players still have the ability to lower pass assist and also manually lead further with manual saucer passes.


    Pickups:
    - Improvements to detect if a player should play a leaning pickup layered animation based on what they are going to be doing in skating as they go further into the pickup. This should improve some bad arm and shoulder blends during layered pickups.
    - Fixed cases where players could enter other states such as winding up for a slapshot when they should actually still be in a pickup state. This will fix cases where a player could be in a windup and still controlling the puck as well.
    - Improvements for receiver to account for pass error in their skating direction and still try to receive the puck as naturally as possible.


    Goalies:
    - Improvements to logic for how the future puck position and the goalies position relative to their net for when to look for a cover.
    - Improvements to goalie cover logic and coverage, specifically on pucks right behind them.
    - Fixes for human goalie covers where auto covers wouldn't trigger reliably.
    - Fixes for human goalie covers where manually requested covers weren't solving if the goalie was trying to move and was forcing the goalie to stop moving before a cover could solve.
    - logic improvements to help settle goalie on the post in reverse VH if the puck is on the side of the net.
    - Fix to ensure the goalie's motion is not heading into net when coming off post from VH.
    - Improved logic for goalie's behavior (facing angles, decisions to hug the post and new animation data/coverage) when puck gets in around post/goal line.
    - Improved goalie logic on breakaways for how/when they commit to angles and their ability to push hard to fully cover the near side post once the puck carrier has shown commitment to that short side.
    - Improvements to when ai goalies will play pre-emptive saves to take away the net when they don't have time to push over and then react. Should improve cases where they would over commit when they didn't need to.
    - Fix for some cases where players wouldn't take one timers when the puck was near the boards.
    - Fix for goalie blend issues that caused them to duck in their motion.
    - handled an the extremely rare case of a human goalie acquiring the puck while idle in desperation side poses
    - Added goalie ambient animations after the whistle is blown from several cover puck positions.
    - Reduced how quickly goalie will spin to face the puck behind him, as they have plenty of coverage for covers behind/beside them now.
    - Update to improve goalie pickups behind their net and near the boards.
    - Physics update to help improve goalies cover consistency.
    - Updated goalies blocker material to better reflect the material it is actually made of. It was set to be too soft before which hurt some deflections during blocker saves.
    - Added ability to tune where a user goalie would want to send the puck relative to their angle to the net when redirecting the puck out of danger. This may be needed due to the various positions user goalies find themselves in deep to their net, off line with the incoming puck angle, etc. and not wanting redirects to end up more dangerous.
    - Added a fix for user goalies redirecting pucks into their own net.
    - Improved audio hooks for glove saves for audio to be able to represent what they see better in how they talk about it.
    - Refinements for AI goalies cover logic. Tightened distance checks when puck is to side or behind the goalie, as we have less coverage reach to those areas and reduced time looking for a cover if they want to move laterally.
    - Fixes to goalie puck tracking.
    - Fixed logic to prevent goalie from getting hung up on one side of the net when they should be moving to the other.
    - improved ai goalie responsiveness when looking for covers around the net/crease.
    - Fixes to improve goalie behavior on dead pucks in around the posts and goal line
    - Fixed coverage and logic for goalie stick redirects to make them more reliable.
    - Fixes to goalie cameras where Puck Visibility is hindered with certain Goalie Cameras when the puck is behind the net.
    - Improvements to where goalies were staying in redirect saves too long on deflections/puck path changes.
    - Improvements to the directions the goalie would want to redirect the puck relative to their current position in the net and the incoming angle and position of the puck relative to them.
    - Fixes to consistency around goalies trying to pickup the puck around the net and/or through the net so that they all behave as expected.
    - Removed some old reactionary saves that looked like controlled chest/gut acquires so that they don't look like failed controlled saves. Goalies should play flinching blocking saves instead in the cases they don't have enough reaction time/control to hang on.
    - Added fix to goalie pickups by setting the blend off rate for the signature layers so that they blend off before the contact frame.
    - Various fixes for goalie cover puck logic.
    - Fix for when a goalie is moving above a certain speed, so they can try solving again sooner when the relative puck position has changed.
    - Improvements to how goaltenders hold the post when the puck is at sharper angles and limit how anxious they are to move off the post which potentially gave up the short side too easy.


    Physics/Collisions:
    - Improved muscle setup for goalies and how they look when they fall. Should also fix issues where they would get pushed out from the net when falling.
    - Fix some issues where you would visually see the puck raise up above the ice before it made a collision.
    - Fixed some cases where the goalie would shake when making contact with the ice due to physics.
    - Fix to reduce phantom collisions leading the puck to drop for players against goalie by using the more accurate method developed for player vs player last year.
    - Updated the stick on goalie test to limit phantom collisions.
    - Fix to prevent players from chopping the puck through the net. Added a new test to stick on net collision detection for fast stick movement.
    - Various puck physics improvements around the net.
    - Improvements to players skating in and around the net and the impacts on puck control. Trying to allow players as much freedom as they should have skating behind the net without losing the puck due to lack of fidelity in control but also ensuring they can't exploit it and cause weak goals through puck warps and over control.
    - Fix for rare cases of incidental contact with players legs and the net not registering properly for losing the puck.
    - Fixed issues where the puck would stop dead before a potential stick collision with the goalie due to when the update was happening in the frame.
    - Fixed issues with odd puck losses due to physics.
    - Fix to avoid puck warps along the boards when the puck is possessed and corrected by the board.
    - Update to allow us to prevent sticks above the ice from behind from causing puck loss on incidental stick on stick collisions.
    - Fix to issue that still allowed stick collisions with the puck through the net.
    - Fixed an issue where the puck could get poked out of the goalie's glove.
    - Improved collision detection between the puck carriers stick and net to find the balance between puck control/fidelity and puck loss when the collision is deserving/the puck gets too far from the stick.
    - Fixes where updated drop puck logic was running incorrectly and players could drop the puck on shots and passes when their stick made even slight contact with the boards.
    - Fixed issue where the pucks Y velocity was not correct in physics. This will most noticeably fix cases where the puck would go out of play too easily after a collision.
    - Added a fix to allow a player that is blocking the goalie by diving in Ones to be pushed away to avoid interferences with the goalie for game balance.
    - Increased cases where some puck collisions were causing the puck to freeze on bad contacts.
    - Fixed issues where a player is blocking another from getting up for game balance purposes..
    - Solved a case where the puck was going through the net mesh.
    - Consistency improvements to physics reactions, with specific interest in the balance of stumbles that allow players to keep control of the puck vs lose it.
    - Improvements to collision detection to avoid phantom collisions from the stick.
    - Improved rare cases where during a pickup, the puck could go through the boards causing a whistle.
    - Solved a case where the puck could go through the net after scoring.
    - Fixed an issue where sometimes when hit while going to the bench, the goalie would get stuck in butterfly and never reach the bench.
    - Improvements to physics solve to decrease the chance of phantom collisions with the puck.


    Skating:
    - improvements to vision control consistency.
    - Vision Control during manual windups now behaves the same as regular offensive vision control off puck making it more consistent as players switch between the two.


    Penalties:
    - Improvements to goalie interference logic.
    - Fixes for cpu penalty sliders to improve consistency throughout the slider scale.
    - Fixes for cases where a penalty was sometimes not given after the user attempted a dive block at the AI and tripped them.


    Offensive AI:
    - Improvements to ai logic considering offside and their motion nearing the offensive blueline.
    - Fix to help tone down bad behavior in offside pass cases. Should now use correct pass speed in passing analysis offside checks. Player will make better decisions if they are definitely going to be offside.
    - Fixed cases where the ai will rush into the offensive zone causing an offside.
    - Fixed cases where players were drifting too wide at times rather than driving in towards the far post.
    - Fixed cases where ai skaters over-skate in the offensive zone instead of stopping earlier for one timer options relative to the net and defenders.


    Defensive AI:
    - Fixed an issue where the ai and near side defenseman specifically would frequently leave the zone instead of holding the blue line when the puck was shot on net or loose low in the zone..=
    - Improvements to ai defensive skill stick logic and the angles they look to defend with it.
    - When defending against a breakout, the defending AI may turn to face the rush before they have a good gap and results in giving up a breakaway.
    - Improved issues in 2 on 2 scenarios where the defender guarding against the open offensive skater would stop up early and allow the open offensive skater to skate in for an tap in one-timer.
    - Improved some cases where the AI defenseman will leave the front of the net to pursue the puck carrier and leave an opposing player undefended in front of the net.
    - Fixed an issue where an ai defender would move to defend the middle of the ice instead of covering against the breaking winger along the boards.
    - Improved cases where an ai defender that was defending against a breakout, would turn to face the rush before they had a good enough gap which was resulting in giving up odd man rushes and breakaways too easily.
    - Improvements to defensive ai coverage on the penalty kill in regards to cases where they were too aggressive to help defend the puck carrier and would leave the front of the net.


    Misc:
    - Fix for referees not behaving properly during faceoffs/puck drop.
    - Removed post whistle avoidance logic that was causing more player jitter than the collisions it was meant to avoid.
    - Various crash fixes.
    - Fixed cases where AFK logic could potentially kick users for bad teamplay in Ones.
    - Corrected blends when passing, shooting and picking-up to improve fidelity.
    - Fix to ensure goalie changes properly when user changes a scenario first and then the goalie in goalie practice.
    - Fixed cases where players would unintentionally stick lift because the action would carry over if they were to lose the puck. when trying to protect the puck using the same button.
    - Fixed an issue where batted pucks and bat downs weren't solving properly.
    - Fixed an issue where players pinned in boardplay were losing the ability to make a play on the puck too easily (i.e. couldn't kick it).

    Threes & Ones:
    - Fixes for ai protect puck behavior in Ones Now.
    - Fixes in Ones Now so that the ai won't see the goalie in possession of the puck the same as a player that they can check.
    - Disabled Fatigue in Ones Now. A choice on the modes side. It will still be a part of Ones Online.
    - Added context for end of game pressure for ai to shoot for Ones Now for players that are behind and have more urgency to try and score.
    - Fixed an issue where ai players in Ones Now were spinning the wrong way.
    - Fix for the puck drop position in Ones not randomizing after the first drop.
    - Various ai improvements for Ones Now licensed player specific behaviors and tendencies.
    - Fixed a few cases where you would see the puck warp to start plays after a whistle or goal in Threes before the start of the next possession.
    - Fixed cases where a goalie would clear the puck right into the path of an opposing player.
    - Improvements to make the ai goalie less vulnerable in cases where the puck is loose around the net, even when getting picked up by teammates. Goalie should stay down when the puck is close, even if his own teammate has it. Goalie shouldn't get back up until they know their teammate has control and is out of danger.
    - Fixes to cases where the puck was warping on first pickup in Ones.
    - Fix to Threes scoreclock to make it real time.
    - Improvements to puck release points for signature slapshots to make them more reliable due to their unique contact positions.
    - Fixed a case where the goalie would get stuck standing idle behind the net after passing the puck.














    ---------------------------------------------------------------------------------------------------




    I am still looking for any feedback you while I am at this event! Please be specific on what you do and don't like!

    Thanks
    -Brodie
     
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  12. gtpursuit

    gtpursuit Well-Known Member

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    After playing more games as a D man as I am in LG, I find it is even more frustrating then 19 as hits don’t have much affect, poke checks and stick lifts are very hit and miss, stick lifts are whiffing like slap shots in 19 total miss. Feels like the defenseman don’t have much to work with anymore. So many times being in best position and sticks go through my player. May be time to give up playing D.....as it seems to be a weakening position to be in, with so much inconsistency. Sure I do see improvements with the forward position.
     
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  13. FOZZYBEAR

    FOZZYBEAR Well-Known Member

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    Good stuf . I'm not sure I might of missed it but have you had the puck passed around the board and it just stops?
     
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  14. LG McDonald

    LG McDonald Director of Hockey Operations

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    [​IMG]

    These are my build change suggestions too. Adding to this I'd like to see TWF be able to get as small as 5'9 170, Grinder get to as small as 5'10 185, and sniper be able to get to 6'2.

    Any feedback let me know!
     
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  15. Kanji 9r

    Kanji 9r Well-Known Member

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    I agree wholeheartedly. It’s really frustrating when opposing fwds sticks slice through the defenseman. Hits are ridiculously soft but the skirting bumps from little 5’8” 188lb fwds push a 6’3” 215 lb defenseman so far out of position and off balance.
     
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  16. Celtic x 38

    Celtic x 38 Well-Known Member

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    As long as they dont screw up the poke checking to where i can havea guy in front of me, poke at him, get nothing but stick and puck, and have the guy flop forward into me, tgen im fine with the basics for now. Goalie sliding is a little excessive but that could just be anadaptability issue.
     
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  17. a Living Pylon

    a Living Pylon Keyboard Warrior

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    I haven't been able to play as it won't start (That is how you can tell it is an EA product, right?)

    From what I have heard:
    Slapshots and one-timers will be the new cross-crease.
    Goalies getting the shaft.
    More stupid penalties.
    Dangling/dekeing is a complete 50/50.

    So is it true? If it is just a tweaked version of 19 I don't know if I want to waste money.
     
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  18. Birdinals29

    Birdinals29 I’m not good. I know

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    Goalie needs to be improved... Camt cover the puck, and simply are way to slow. Also I know they held out on us on the animations... But they could have given a few glove side ones.
     
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  19. PROfesser waLsh

    PROfesser waLsh Well-Known Member

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    You can really feel the reduced endurance in this game, and with all the penalties my guy is completely gassed way more often. Yes I glide a lot to try to recover stamina (and stand still when i can). I prefer having more stamina.
     
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  20. gundamfreedomx

    gundamfreedomx Well-Known Member

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    Improve initial pass speed by 20%.
    Increase height/weight slider for hitting to 80%.
    Increase acceleration of player models to 30%.
    Speed deking attribute to 40%.
    Increase slap shot power to 60%.
    Increase hitting assistance 10%.
    Remove body/ stick collisions.
    Speed up backwards crossovers by 25%.
    Increase pass power to 70%.
    Remove height restrictions to every player build.
    Increase goalies ability to save five hole shots.
    Add backhand wrap animation.
    Reduce friction to puck when interacting with boards.
    Increase injuries time to a whole game.
    Fix animation where the goalie gets sniped from short side while in position.
    Increase goalie screen effect to 70%.
    Allow for defense to hit/ box out forwards out of the crease.
    Increase poke checking radius to allow for defenseman skating backwards.
     
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