I realize this is a bit granular but I decided to hop in Online Team Play (OTP) just to see if anything had changed and honestly not a lot has. I know you are saying OTP is a wretched hive of scum and villainy and I agree but nothing happened that was an OTP specific problem. Players played their positions for the most part, played defense, tried to pass, etc. We did have multiple players quit after the first goal but everything can't be perfect. The main game was mostly five of us against two or three of them with CPU goalies.
So off the get go I am playing center and the opposing center is doing the hitching cheat faceoff that EA can't seem to fix (incredibly lazy this is still an issue). It took me a while to adjust but I managed to battle the guy to a draw on the faceoffs (I am normally like 65% in club, I blame rustiness and of course the other guy cheating). We outchanced the other team about 30 to 5 and I managed an assist (double rebound netmouth scramble so no skill involved) and a tip in goal (decent positioning but obviously a bit lucky). That was it for our scoring. I don't remember the other team's first goal but the 2nd was on a quick turnover in our zone that a CPU forward shot past our goalie from like the dot (no skill at all). The game went to three overtimes (because why wouldn't it?) and the game winning goal was a 5 hole goal off of a rebound from around the dot (no skill).
So just to summarize we outchanced the other team badly and lost in triple OT and 4 of the 5 goals in 5+ periods of hockey were not skill based. If it's in the game it's in the game.
I will try to play some with my club when I can get them back together but it is looking like play human goalies or just give up for this year because trying to score against the CPU is just laughably bad.
Friday, January 4, 2013
Saturday, December 29, 2012
NHL 13: The Return of the Dead Puck Era
Note: I meant to publish this back in November but I have had to deal with some family issues so it never happened. I am putting it out now because I still think it is worthwhile.
-------------------------------------
Back in the early 1990s up until the 2004 lockout the NHL went through a period of decreased offensive output known as the dead puck era. This time was epitomized by the play of the New Jersey Devils trapping their way to three Stanley Cups. The Devils would choke teams into submission and win games 1-0 or 2-1. Not to take away anything from Devils fans but this was dull unwatchable hockey for everyone else.
This year EA has managed to bring back the slog of those years with NHL 13. I have given them time to make a patch and put in multiple tuner sets to adjust the goalies but this is clearly the game they want us to play. A game where in our October playoff run our last three games ended up 2-1 in 4 overtimes (OT), 1-0 (3OT), and 2-1 (2OT). We got the banner but honestly we were wrung out and it was absolutely zero fun. I would say nearly all of those goals scored in the last three games (by both teams) were cheap rebound goals off of weak wrist shots from bad angles. Real chances including cross creases, solo shots from inside the hash marks, and shots off of nice passing plays in general were shut down like pregame warm up shots.
It is to the point where we crack jokes when we score a goal that looks like an actual hockey goal every two or three games. It it always something along the lines of, "Someone call EA they need to patch that out because it looks like hockey". I get that they don't want automatic goals but the percentages of high quality scoring chances that get stopped are not even close to realistic. The fantastic site behindthenet.ca had a really great post on NHL shooting percentages from particular zones on the ice. As you can see from the plot shots from below the hashmarks range from 15-35% effective. I haven't run the numbers but I would venture a guess that shots from those areas in NHL 13 are roughly 10% or less effective outside of breakaways. I would happily take good shots from that close in going in at 15-35%. Even worse in NHL 13 it seems to be random what goes in. Last night we had two shots from outside the hashmarks at 45 degree angles go in opposite side. Given that the goalie regularly stuffs 2-1s with perfect passes I have to call those both weak goals. This leads to the impression that scoring and winning is random.
So can teams be good at this game? Sure better teams find a way to win and we have been ranked as high as in the top 100 at times but our method is by playing crazy suffocating defense, letting super goalie clean up most of our mistakes, throwing tons of shots on goal hoping for rebound goals, and springing people for breakaways. I have heard it said the word fun doesn't mean anything and it is lazy to use it. However, in this case, what EA has given us is not fun.
What does this mean for me? I think I am close to being done with NHL 13. I am not sure if I am going back to 12 or just playing other games but as of right now the game feels more like work than entertainment at this point. The joy of setting up beautiful passing plays to score goals just doesn't exist anymore. We don't pass on a two on none anymore because the higher percentage play is shooting it yourself. That, in a nutshell, is an all encompassing indictment of how NHL 13 has failed us.
-------------------------------------
That was how I was feeling back in November. We are actually thinking about starting up again and our plan going forward is to never play with fewer than 4 players and always use a human goalie. That should fix most of the issues we have with the game.
-------------------------------------
Back in the early 1990s up until the 2004 lockout the NHL went through a period of decreased offensive output known as the dead puck era. This time was epitomized by the play of the New Jersey Devils trapping their way to three Stanley Cups. The Devils would choke teams into submission and win games 1-0 or 2-1. Not to take away anything from Devils fans but this was dull unwatchable hockey for everyone else.
This year EA has managed to bring back the slog of those years with NHL 13. I have given them time to make a patch and put in multiple tuner sets to adjust the goalies but this is clearly the game they want us to play. A game where in our October playoff run our last three games ended up 2-1 in 4 overtimes (OT), 1-0 (3OT), and 2-1 (2OT). We got the banner but honestly we were wrung out and it was absolutely zero fun. I would say nearly all of those goals scored in the last three games (by both teams) were cheap rebound goals off of weak wrist shots from bad angles. Real chances including cross creases, solo shots from inside the hash marks, and shots off of nice passing plays in general were shut down like pregame warm up shots.
It is to the point where we crack jokes when we score a goal that looks like an actual hockey goal every two or three games. It it always something along the lines of, "Someone call EA they need to patch that out because it looks like hockey". I get that they don't want automatic goals but the percentages of high quality scoring chances that get stopped are not even close to realistic. The fantastic site behindthenet.ca had a really great post on NHL shooting percentages from particular zones on the ice. As you can see from the plot shots from below the hashmarks range from 15-35% effective. I haven't run the numbers but I would venture a guess that shots from those areas in NHL 13 are roughly 10% or less effective outside of breakaways. I would happily take good shots from that close in going in at 15-35%. Even worse in NHL 13 it seems to be random what goes in. Last night we had two shots from outside the hashmarks at 45 degree angles go in opposite side. Given that the goalie regularly stuffs 2-1s with perfect passes I have to call those both weak goals. This leads to the impression that scoring and winning is random.
So can teams be good at this game? Sure better teams find a way to win and we have been ranked as high as in the top 100 at times but our method is by playing crazy suffocating defense, letting super goalie clean up most of our mistakes, throwing tons of shots on goal hoping for rebound goals, and springing people for breakaways. I have heard it said the word fun doesn't mean anything and it is lazy to use it. However, in this case, what EA has given us is not fun.
What does this mean for me? I think I am close to being done with NHL 13. I am not sure if I am going back to 12 or just playing other games but as of right now the game feels more like work than entertainment at this point. The joy of setting up beautiful passing plays to score goals just doesn't exist anymore. We don't pass on a two on none anymore because the higher percentage play is shooting it yourself. That, in a nutshell, is an all encompassing indictment of how NHL 13 has failed us.
-------------------------------------
That was how I was feeling back in November. We are actually thinking about starting up again and our plan going forward is to never play with fewer than 4 players and always use a human goalie. That should fix most of the issues we have with the game.
Monday, November 5, 2012
NHL 13: Build of the Week -- Power Forward
Today I am featuring a Power Forward build.
Power Forward
Legend 3
5'10"
180lbs
11" Skates
Regular Flex
2nd Curve from the bottom
Deking: 83
Hand Eye: 82 (+8)
Off Awareness: 81
Passing: 70
Puck Control: 81 (+5)
SS Accuracy: 77
SS Power: 70
WS Accuracy: 77 (+8)
WS Power: 80 (+5)
Aggression: 82
Body Check: 87
Def Awareness: 78
Discipline: 80
Faceoffs: 65
Fighting: 65
Shot Blocking: 78
Stick Check: 80
Acceleration: 82 (+8)
Agility: 78 (+8)
Balance: 75
Durability: 66
Endurance: 78
Speed: 82 (+8)
Strength: 74
First off, let's get this out of the way, I have not been a fan of the power forward since NHL 11 when speed/acceleration were essentially broken and it was the only build to run. I am going to be comparing this to my grinder build since that is my favorite build right now.
Offensively this build is fairly solid top to bottom, decent shots, decent hand eye, decent deking, and reasonable puck control. It is slightly better than the grinder in this category.
Defensively it seems to hit better than the grinder even with similar checking numbers but also has a worse stick check and defensive awareness. It does seem to scoop up pucks somewhat better than the grinder at similar aggression levels.
Athletically it can take a hit well, maybe somewhat better than the grinder. However, this is offset by significantly worse skating. Even dropping a couple of points in agility makes the build struggle to turn. Perhaps going to 9 inch skates would help but would also limit the speed and acceleration of the build which is already worse than the grinder. Playing this build I found myself a step behind the play a lot which hurt defensively and offensively.
So in summary I am not a huge fan again but I could see this working if you like to work the walls and camp in front of the net for garbage. Just don't expect to out run or out turn many people with this build.
Friday, October 26, 2012
NHL 13: Build of the Week -- Two Way Defenseman
This week we have a two way defender build that should allow you to keep the front of the net clear and yet also chip in a bit offensively.
2 Way Defender
Legend 2
6'0"
195lbs
11" skates
Regular Flex
2nd Curve from the bottom
Deking: 77
Hand Eye: 79 (+8)
Off Awareness: 77 (+5)
Passing: 82
Puck Control: 78 (+5)
SS Accuracy: 77 (+5)
SS Power: 82
WS Accuracy: 69
WS Power: 65
Aggression: 79
Body Check: 82
Def Awareness: 85
Discipline: 82
Faceoffs: 65
Fighting: 65
Shot Blocking: 79
Stick Check: 82 (+5)
Acceleration: 82 (+8)
Agility: 81 (+8)
Balance: 75
Durability: 65
Endurance: 80
Speed: 81 (+8)
Strength: 75
I have noticed that once you get a decent number of points (say legend 1) you really start running out of places to spend them for a lot of these builds. It really comes down to how you configure your boosts. It makes +3s even more important than before because the cap is a hard limit whereas in NHL 12 you could look at the costs of something and see if that +3 bought you more than a +5 somewhere else.
So to that end the entire offensive category outside of the wrist shot attributes are maxed. I debated between having higher deking vs. the higher hand eye and went with hand eye. I think 84 is just a bit too low to one time a shot. If you are a team that plays catch and then shoot then 84 is probably enough and you can spend that boost on deking or somewhere else. The slapshot is reasonable and there are spares for the wrister even.
Defensively everything is maxed that is important and the rest went into shot blocking.
Athletically this is a pretty strong build with good skating attributes, endurance, and even a moderate amount of balance and strength. The high level skating will allow you to stay with quick forwards and the balance and strength will help you against an aggressive forecheck.
Monday, October 15, 2012
NHL 13: Build of the Week -- Grinder
I teased this earlier on Twitter but I really do think this may be the One True Build™* for NHL 13. I will list the reasons in a minute but first here is the build:
Grinder, Legend 2
5'10"
180lbs
11" skates
Regular Flex
2nd Curve from the top
Deking: 80
Hand Eye: 82 (+8)
Off Awareness: 75
Passing: 70
Puck Control: 78 (+5)
SS Accuracy: 70
SS Power: 65
WS Accuracy: 76 (+8)
WS Power: 78 (+5)
Aggression: 81
Body Check: 84
Def Awareness: 85
Discipline: 80
Faceoffs: 65
Fighting: 65
Shot Blocking: 66
Stick Check: 85
Acceleration: 84 (+8)
Agility: 80 (+8)
Balance: 65
Durability: 65
Endurance: 80
Speed: 84 (+8)
Strength: 65
From memory those checking/aggression numbers seem a bit off compared to what I was getting in game but it is maybe a point or two so it doesn't really matter. Everything else seems in order.
So what makes this the One True Build™? Let's cut right to the chase and look at athletics. Even at Legend 2** you have skating attributes better than any other player type in the game. Specifically acceleration and speed are both two points beyond what you can get out of any other build. Even agility is within two points of every other build and better than some. But back to speed and acceleration. Speed and acceleration are basically everything in this game, they let you get in on the forecheck faster, get back on the backcheck faster, and give you more room and time on offense because you aren't as pressed by people pursuing you from behind. You can actually slow down after building up a gap and get away a decent shot or pass or pull up and set it up in the zone with less worries of being defended.
As you can see on defense it is super solid and you don't need a single boost there unless you play center. For playing center the changes I make are +8 on faceoffs on the stick with just a single +5 wrist shot accuracy. Max stick check, faceoffs, discipline, defensive awareness, and then dump the spares into aggression then checking. Offensively and athletically the build is the same (outside of the lost wrist shot power and accuracy). Notice, you can hit 95 in faceoffs as a center which you can only do as a grinder or a two way forward so it makes a good center build.
Now I am sure you are looking at this offensive setup and saying, "How can you do well with those attributes?" The answer lies in what works offensively for NHL 13. For all intents and purposes you can't score from outside the hashmarks since two tuners ago so you don't need an amazing shot. The passing attribute and passing in general is mostly broken in this version so you don't need great passing. The hand eye is competitive with all other player types. The puck control looks weak but if you can keep the puck away from people you don't really need much. Also, you won't lose the puck from small bumps with this setup even with the base balance and strength. The amount of deking is fine for almost anything. Breakaways are not really a problem for this build especially with the extra speed.
This build is very similar to the dangler in NHL 09. By that I mean the dangler had two extra points of speed that you couldn't get with any other build. Dangler was not the best offensive build but with the extra speed you almost felt like you couldn't play anything else. I think grinder is in the same boat based on the inherent speed and acceleration advantages it has.
* That isn't trademarked I am just having some fun.
** I have already looked at some numbers for Legend 3 and will do a separate post once I hit that level and do some testing but how does 94 speed sound?
Grinder, Legend 2
5'10"
180lbs
11" skates
Regular Flex
2nd Curve from the top
Deking: 80
Hand Eye: 82 (+8)
Off Awareness: 75
Passing: 70
Puck Control: 78 (+5)
SS Accuracy: 70
SS Power: 65
WS Accuracy: 76 (+8)
WS Power: 78 (+5)
Aggression: 81
Body Check: 84
Def Awareness: 85
Discipline: 80
Faceoffs: 65
Fighting: 65
Shot Blocking: 66
Stick Check: 85
Acceleration: 84 (+8)
Agility: 80 (+8)
Balance: 65
Durability: 65
Endurance: 80
Speed: 84 (+8)
Strength: 65
From memory those checking/aggression numbers seem a bit off compared to what I was getting in game but it is maybe a point or two so it doesn't really matter. Everything else seems in order.
So what makes this the One True Build™? Let's cut right to the chase and look at athletics. Even at Legend 2** you have skating attributes better than any other player type in the game. Specifically acceleration and speed are both two points beyond what you can get out of any other build. Even agility is within two points of every other build and better than some. But back to speed and acceleration. Speed and acceleration are basically everything in this game, they let you get in on the forecheck faster, get back on the backcheck faster, and give you more room and time on offense because you aren't as pressed by people pursuing you from behind. You can actually slow down after building up a gap and get away a decent shot or pass or pull up and set it up in the zone with less worries of being defended.
As you can see on defense it is super solid and you don't need a single boost there unless you play center. For playing center the changes I make are +8 on faceoffs on the stick with just a single +5 wrist shot accuracy. Max stick check, faceoffs, discipline, defensive awareness, and then dump the spares into aggression then checking. Offensively and athletically the build is the same (outside of the lost wrist shot power and accuracy). Notice, you can hit 95 in faceoffs as a center which you can only do as a grinder or a two way forward so it makes a good center build.
Now I am sure you are looking at this offensive setup and saying, "How can you do well with those attributes?" The answer lies in what works offensively for NHL 13. For all intents and purposes you can't score from outside the hashmarks since two tuners ago so you don't need an amazing shot. The passing attribute and passing in general is mostly broken in this version so you don't need great passing. The hand eye is competitive with all other player types. The puck control looks weak but if you can keep the puck away from people you don't really need much. Also, you won't lose the puck from small bumps with this setup even with the base balance and strength. The amount of deking is fine for almost anything. Breakaways are not really a problem for this build especially with the extra speed.
This build is very similar to the dangler in NHL 09. By that I mean the dangler had two extra points of speed that you couldn't get with any other build. Dangler was not the best offensive build but with the extra speed you almost felt like you couldn't play anything else. I think grinder is in the same boat based on the inherent speed and acceleration advantages it has.
* That isn't trademarked I am just having some fun.
** I have already looked at some numbers for Legend 3 and will do a separate post once I hit that level and do some testing but how does 94 speed sound?
Friday, October 12, 2012
NHL 13: Build of the Week -- Tough Guy
Was going to do power forward or offensive defenseman next but played this last night and it is fresh in my mind so I am going with Tough Guy today.
A quick note the NHL 13 player creator here is wrong about the point values on offense for the Tough Guy so if you try to recreate this there you won't be able to.
Tough Guy, Legend 1
5'10"
180lbs
11" skates
Regular Flex
2nd Curve from the bottom
Deking: 75
Hand Eye: 79 (+8)
Off Awareness: 69
Passing: 70
Puck Control: 73 (+5)
SS Accuracy: 73
SS Power: 70
WS Accuracy: 75 (+8)
WS Power: 73 (+5)
Aggression: 87
Body Check: 87
Def Awareness: 78
Discipline: 75
Faceoffs: 66
Fighting: 65
Shot Blocking: 73
Stick Check: 80
Acceleration: 80 (+8)
Agility: 76 (+8)
Balance: 73
Durability: 67
Endurance: 78
Speed: 80 (+8)
Strength: 80
I know I set this build up somewhat small but I like to be quick. It is definitely more durable than a sniper but I still get destroyed at times despite the 80 strength and 73 balance. You do notice the lower skating attributes to some extent but it isn't as bad as I would have thought.
Defensively you basically have everything maxed even at Legend 1. It does fine getting in lanes and knocking down passes and the pokecheck works well. At this point I see little reason to use any defensive boosts other than for faceoffs as a center.
Offensively this build is amazing at picking up loose pucks. This is probably due to the aggression rating. It has pretty terrible puck control but frequently I would lose the puck then pick it right back up again so it wasn't much of an issue. The shot is okish and since it is hard to score from anywhere but under the hashmarks it mostly doesn't matter. Hand eye is just below where I like it (90) so receiving passes isn't as smooth as it should be but it works out most of the time since the build will just scoop up the bobbled puck and keep going.
For this year this build is pretty viable which is kind of a sad statement on NHL 13 more than anything but it is pretty fun for working the walls and crashing the net.
Thursday, September 27, 2012
NHL 13: Open Letter to EA
Dear EA,
I like a lot of what you have done with NHL 13. The new skating is great and small guys can't run over guys twice their size now so those are both good. Despite the fact I really enjoy the cross crease I like the fact you have made it not automatic like every version before. I like the new matchmaking system and the penalty for backing out. I like that playing defense is easier overall and not just because of the crazy goalies (more on that in a bit).
There are some problems though. While making the cross crease less effective is something to strive for making it less effective than a wrist shot from the top of the circles is not. There is almost zero reason to pass the puck to set a guy up for a one timer anymore. There are basically three semi-reliable ways to score against cpu goalies now. Rebounds, cannon toe drags, and breakaways. Not saying other methods don't work ever but honestly those are the high percentage options and what everyone goes to. Make the cross crease 50% effective not 10% (I would even take 30%). It is already far harder to get passes through in the first place with the active sticks (something else I like) so at least reward people who manage to do it.
Another problem is passing. The passing stat seems to do basically nothing this year from what I can tell. I can make the same passes and have my passes screw up the same way with 70 passing as my center running 95. The fact the passing is so wonky combined with the lack of one timers working results in many fewer passes. This is especially true in the offensive zone where you are mostly better off trying to score solo or generate a rebound rather than setup another one timer that either gets picked off or magic goalie stops.
Then there is the fact that cpu goalies and even human goalies tend to let in the worst possible shots despite being in position. You setup five beautiful three player passing plays that should leave the goalie scrambling for cover but he calmly knocks the chance away. Next time down the ice you throw a weak wrister from the goal line and it is in the net. I don't mind some variability in scoring but this amount is unreasonable.
The new pokecheck is amazing but seriously overpowered. It needs to be toned down just a bit. I appreciate it a lot playing defense but it is annoying when trying to score. It also leads to less setup in the offensive zone because most players are worried about losing the puck constantly.
I would harp on penalties here but it seems like the latest tuner has made the officials actually call interference and boarding more often. I do think the incidental contact needs to generate penalties though. A lot of people are abusing it.
I think all of these changes have made the game an overall less skill based game. And if not less skill based definitely less team based. It has turned into who can cheese the most wristers or rebounds rather than skillful passing and setting up chances. It rewards 1 on 1 play rather than teamwork. In general people dislike guys going one on one and dancing and trying the toe drag or deke all the time (you guys have even said you don't like this) but this year that is all that happens because passing is a terrible option most of the time.
Thanks for reading and hope you take some of this into account when planning future tuners and patches.
Sincerely,
Xaroc
I like a lot of what you have done with NHL 13. The new skating is great and small guys can't run over guys twice their size now so those are both good. Despite the fact I really enjoy the cross crease I like the fact you have made it not automatic like every version before. I like the new matchmaking system and the penalty for backing out. I like that playing defense is easier overall and not just because of the crazy goalies (more on that in a bit).
There are some problems though. While making the cross crease less effective is something to strive for making it less effective than a wrist shot from the top of the circles is not. There is almost zero reason to pass the puck to set a guy up for a one timer anymore. There are basically three semi-reliable ways to score against cpu goalies now. Rebounds, cannon toe drags, and breakaways. Not saying other methods don't work ever but honestly those are the high percentage options and what everyone goes to. Make the cross crease 50% effective not 10% (I would even take 30%). It is already far harder to get passes through in the first place with the active sticks (something else I like) so at least reward people who manage to do it.
Another problem is passing. The passing stat seems to do basically nothing this year from what I can tell. I can make the same passes and have my passes screw up the same way with 70 passing as my center running 95. The fact the passing is so wonky combined with the lack of one timers working results in many fewer passes. This is especially true in the offensive zone where you are mostly better off trying to score solo or generate a rebound rather than setup another one timer that either gets picked off or magic goalie stops.
Then there is the fact that cpu goalies and even human goalies tend to let in the worst possible shots despite being in position. You setup five beautiful three player passing plays that should leave the goalie scrambling for cover but he calmly knocks the chance away. Next time down the ice you throw a weak wrister from the goal line and it is in the net. I don't mind some variability in scoring but this amount is unreasonable.
The new pokecheck is amazing but seriously overpowered. It needs to be toned down just a bit. I appreciate it a lot playing defense but it is annoying when trying to score. It also leads to less setup in the offensive zone because most players are worried about losing the puck constantly.
I would harp on penalties here but it seems like the latest tuner has made the officials actually call interference and boarding more often. I do think the incidental contact needs to generate penalties though. A lot of people are abusing it.
I think all of these changes have made the game an overall less skill based game. And if not less skill based definitely less team based. It has turned into who can cheese the most wristers or rebounds rather than skillful passing and setting up chances. It rewards 1 on 1 play rather than teamwork. In general people dislike guys going one on one and dancing and trying the toe drag or deke all the time (you guys have even said you don't like this) but this year that is all that happens because passing is a terrible option most of the time.
Thanks for reading and hope you take some of this into account when planning future tuners and patches.
Sincerely,
Xaroc
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