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    MartindalexC

    NHL 24: Community Playtest Gameplay Updates - Thoughts

    Hello SportsGamers, 

    The wait is almost over and in under a week (for the x-factor pre-orderers amongst us) we will have our hands on the new NHL 24. If the technical test was anything to go off, this new NHL will bring with a breath of fresh air to online gameplay that has gotten a little stale over the past few years. In the run up to this release, and with your feedback from the technical test, EA have released a change list that will be immediately active once you load up the game. You can of course find the full list of changes here, in essence though this post looks to provide an overview of what are the most interesting changes made by EA, as well as the impact I think that they will have, as such this is an opinion piece and so our views may differ. 

     

     

    Above: NoSleeves sits down with Lead Design Director Mike Inglehart to discuss the changes

    Hybrid Controls and Goalie Controls

    Whether it was previously planned and this announcement was an attempt at garnering good will from the community or not, NHL 24 will have the hybrid control scheme as an option for skaters, and goalies will be able to toggle whether they want the auto-positioning feature that was present in the technical test.

     

    Gameplay changes

    Pressure system

    Based on feedback from players during the technical test, EA have decided to tweak how much of an impact simply possessing the puck in the offensive zone has regarding building pressure by 30%. Meanwhile shots on net and big hits are now the “best way to build pressure”.

    In addition to this, teams must stay within the offensive zone more consistently too to maintain their pressure as the rate in which the meter decreases when the offensive team is not in the zone has been increased by 100%.

    Overall, these two changes when paired together mean that getting ‘full pressure’ will take more time, and / or require the offensive team to be more proactive about it, as opposed to simply pinging it around the boards and playing keep away. Personally, these are a great set of changes and should reward teams for being more clinical at managing their offensive opportunities than their opponents.

     

    Goalie fatigue system

    Personally, I only really tried goalie in club open practice so cannot really comment on the potential ups and downs on the tweaks mentioned.

    That said however, being able to see the current energy level of a goalie is a nice addition.

     

    Physics-based contact (hitting)

    Hitting has the potential to be a worrying change depending on how strong the general standard of hits are once everyone figures out the controls as big hits now deal slightly more stamina damage. One area that is a welcome change is that reverse hits will now result in an animation slow down from the player throwing the hit, additionally player size will have more of an impact, with smaller players being less likely to throw an effective reverse hit against bigger and stronger players. This change might incentivise players to trend towards larger players in order to account for this ‘mismatch’ on the ice, but it remains to be seen how effective reverse hits will be in actual competitive gameplay.

    Additionally, hip checks have received a nerf in low-speed situations, so you’ll be less likely to see someone getting absolutely rocked a hip check unless they are carrying some decent amount of speed with them.

    Lacrosse Deke

    Mercifully, the lacrosse deke has been reduced in its effectiveness – somewhat. It will now be tied to a player’s deking attribute, with higher ratings resulting in a faster execution, this however does not say whether it impacts the success rate of the deke so while someone with 60 deking will be slower than 99, they’ll both end up completing it – which in my opinion kind of misses a major part of the issue with it.

     

    X-Factor Tuning

    This is where the juicy changes are in my opinion.

    Close quarters has been nerfed (no this is not a drill keep calm) so that you now have to be within 20ft of the net for it to activate (how on earth it was originally 30ft and how anyone thought that was a good idea I’ll never know). In addition to this, the bonus accuracy when activated is reduced by 50%, with the superstar version by hit by a 75% decrease. All in all, a nerf to close quarters was needed and despite it taking a while for EA to get around to it, they at least have and hopefully means that it is in a good enough place to return to the competitive trait pool.

     

    Human goalies tuning

    Again, I have very (read: none-existent) experience playing goalie in the technical test, however one thing that immediately pops out and is quite frankly borderline crazy for EA to change in the way they have is the way the instinct system works. As a rough rundown for people who aren’t aware, one feature that has been added to goalies for NHL 24 is the ability to hold the right stick in a direction and loosely anticipate where a shot is going to go, anticipate correctly and they receive a bonus to their stats and a higher chance of saving a shot in that direction, anticipate incorrectly however and they would find themselves on the receiving end of an attribute reduction and thusly a reduction in the likelihood of saving the shot.

    In short, this gave goalies a risk-reward system to leverage against skaters and give them an edge based on in game knowledge and skill. Well, the risk part of the risk-reward system has been completely cut away with the reward part being buffed (to an unknown amount). Now, if a goalie anticipates incorrectly, they receive no penalty, while if they get it right, they get all of the upside.

    On it’s own removing the risk part probably isn’t the worst idea, goalies have a rough job at the best of times, however buffing the result of a correct anticipation is sketching me out and makes the system way too forgiving (well, completely forgiving let’s be honest). It’s fine to buff it, but keep the negative. On the flip side, it’s fine to remove the negative, but keep the reward at the same level. Doing both just seems like an overreaction and makes it ripe for it to be incredibly overpowered on release, then resulting in either a year of ridiculous stone wall goalies, or an overcorrection from EA about a month into release.

     

    Pokecheck

    During the technical test if you tried to poke check and then move off, you’d find that your player would take an age to start skating and consequently get blasted past by the puck carried like you were a pylon. To counter this EA have now reverted the speed loss to NHL 23’s level. Per EA’s own words, the recovery will still be lower (I presume they mean animation recovery), so while your player will still be slow out of the blocks if you mistime a poke and a pivot, you won’t lose that much speed if you do the poke while already skating.

     

    General Gameplay Tuning

    As anyone that played the technical will have noticed, the nets had a slight tendency to become knocked loose and be taken for a walk by passing skaters. To remedy this, the rate at which nets can become dislodged has been reduced for NHL 24. Additionally, the glass is less likely to break so random stoppages have been cut down on.

    One thing that has not been mentioned are the broken sticks that they added, as well as penalties like cross checking and elbowing. While these are good quality of life additions for offline play and add a bit of immersion, they are wholly inappropriate for online play and it is hoped that they don’t actually ship WOC with these additions activated as they are things that are random, and completely out of the player’s ability to control – which is for obvious reasons are not great in an esport situation.

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    What do you think of the changes? Are you happy with what you’ve seen or would you like to see further changes for the release of NHL 24?




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    As a goalie I should mention, that the new anticipation system takes ages to activate. I don't have exact timing but it was something like a whole second in beta so you can't react with it in fast one-timers or other hard situations.

    This means if they would add back the risk thing, you as a goalie would have 20 % chance to make the right anticipation (+ you get your saving ability lowered if incorrect) and you would have to do this a whole second before the shot which at least in Elite is impossible as the puck moves so fast. Anyone who can do math can see that it would be awful odds for the goalie and mathematically you should never use the system if risk is involved.

    Other side of the coin is that now you can keep it on all the time without penalty and it gives boost on one direction and by keeping it on, you wouldn't have to wait for the set up time it takes. Because of this the set up should be instant so goalies wouldn't have to hold the right stick whole game as it brings the same results.

    I did only some testing with this new anticipation system in beta as the energy was mostly learning the now optional goalie control scheme, but I did find it almost useless as the goalie would still hoover the puck in even if in rightly positioned and anticipated. Gotta test more after the buffs tho and they were only my own experiences.

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