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Attribute and Slider Effects  XML
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Redshirt-EA



Joined: 01/19/2009 12:47:23
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I will still be updating this a bit since some of it is pretty sketchy, but here is the first pass...


PLAYER ATTRIBUTE EFFECTS


Offensive Attributes

Wrist shot accuracy
-Accuracy of all shots other than slapshots

Wrist shot power
-Power of all shots other than slapshots

Puck Control
-Related to the deking effect of shooting, good puck control prevents the loss of accuracy
-Ability to keep the puck when bumped or there is stick to stick contact on the puck carrier

Deking
-Quality of loose puck dekes
-Speed of right stick deking
-Effect on shot accuracy while deking

Slap Shot Accuracy
-Accuracy of slap shots

Slap Shot Power
-Power of slap shots

Passing
-Magnitude of the effect on quality of passes outside of the player's field of view (see Off.Aware)
-Also affects the likelihood of pass interception, e.g. a good passer affects opponents ability to intercept passes. This is old stuff, I do not like this artificial approach at all, it should just affect the quality of the pass and the opponents should deal with the puck based on their own situation and attributes. This is part of the cause of the weirdness you sometimes see where players won't intercept pucks it seems they should.
-Automatic saucer passes for humans
-Other effects on CPU passing

Off. Awareness
-Field of view is for making passes, passes to players outside field of view are slowed (see Passing)
-Affects CPU player decision making when passing

Deflections
-Affects the quality of deflections off slap passes.
-Ideally this would have more of an effect on whether the deflection connects in the first place and on how well placed the deflected puck is. Should be improved for NHL10.


Defensive Attributes

Balance
-Ability to resist hits and keep control of the puck

Checking
-Ability to hit
-CPU decision to hit

Defensive Awareness
-Pass interceptions
-Reaction time for defensively deflecting passes away
-For CPU, more effort on when backchecking

Discipline
-Takes fewer penalties, for humans this affects calls that would randomly occur on hits (like elbows)

Face-offs
-Better chance of winning face-offs

Shot Blocking
-Bad shot blockers get the standing shot block, good ones get the sliding one which reduces the screen effect.

Aggressiveness
-Tendency of CPU player to body check
-No effect on human.


Athleticism Attributes

Acceleration
-Forward acceleration

Agility
-Turning ability

Speed
-Top speed

Toughness
-Fighting ability
-Increased tendency to take penalties (I don't like this, it will be gone for NHL10)

Endurance
-Recover from fatigue more quickly

Durability
-Ability to withstand injuries




GOALIE ATTRIBUTE EFFECTS


Goalie Reflex Attributes

Angles
-How far out the goalie comes to challenge
-Quickness reacting to a pass

Breakaway
-Modifies save ability on breakaways (essentially a modifier on Agility for this case only)

Five hole
Glove High
Glove Low
Stick High
Stick Low
-Quickness making saves to the respective region


Goalie Puck Control Attributes

Passing
-Goalie pass and clearance strength

Poke Checking
-Likelihood of the goalie attempting a poke check (CPU only)

Puck Playing
-How aggressively the goalie will go out to play a loose puck

Rebound Control
-Modifies how far the puck bounces off the goalie when it hits him

Shot Recovery
-How quickly the goalie gets up when after being down - currently no effect


Goalie Athleticism Attributes

Agility
-Quickness making saves in general, combines with region attribs (5-hole, glove high, glove low, stick high, stick low)
-Acceleration moving around the crease

Aggressiveness
-Should be how far he comes out to challenge, but it is not working currently because it is tied to Angles instead

Durability
-Not used in game because goalies do not get injured currently

Endurance
-Not used in game

Speed
-Speed moving in the crease and when skating

Vision
-Reduces the likelihood of the goalie being screened



SLIDER EFFECTS


Basic

Game Speed
-Makes everything in the game faster

Puck Control
-How easily players lose the puck

Fight Difficulty
-Damage done by CPU punches

Fatigue Effect
-How much fatigue effects skating attributes (Speed, Acceleration and Agility)

AI Learning
-AI player (on human or CPU team) adjustment to repetitious success
-0 means it is off altogether


Skating

Fatigue Recovery
-Rate of recovery of energy when idle on the ice, on the bench and at stoppages of play

Player Acceleration
-Scales the acceleration of all players


Checking

Hitting Power
-Ease of getting big hits

Aggression
-Broken, does nothing

Poke Effectiveness
-Ease of successfully poke checking the puck away


Passing

Pass Speed
-Puck speed on passes

Saucer Pass Speed
-Puck speed on saucer passes (RT)

Pass Interceptions
-Global modifier on the chance of pass interceptions for both teams

Goalie Passing
-Modifies the effect of the goalie passing attribute, making goalies pass harder and CPU goalies more likely to make long passes


Shooting

Shot Power
-Global scale on shot power for both teams

Shot Accuracy
-Global scale on accuracy for both teams

Shot Blocking
-Global scale on Tendency of players to block shots for both teams


Defense

Hook Effectiveness
-Not used

Penalty Shot Frequency
-Modifies how likely an infraction that is evaluated as a penalty shot is to actually get called a penalty shot

Goalie Cover Puck Frequency
-Makes goalies want to cover up the puck more

This message was edited 2 times. Last update was at 04/06/2009 14:13:39

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Buster02P


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Joined: 11/06/2006 09:52:17
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Wow this is AWESOME, thanks Jason.

The people of this community have been asking for this since day 1.

Thank You.

Peace

ToriofStavanger



Joined: 04/15/2008 06:43:15
Messages: 57
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What about stick and blade selection vs wrist shot accuracy/slap shot accuracy?

What if I have 85 on slap shot power and 85 slap shot accuracy and choose the Forsberg blade, how many points do you gain in accuracy and power?
DaHawks99



Joined: 12/18/2007 10:50:00
Messages: 253
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These are awesome, but one question, do we assume that 0 is OFF for all the gameplay sliders? (Or easiest?) Like for hitting power, if I put it at 0, it's EASIER to get a big hit or harder?

Thanks!
oilersguru

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Thanks for taking the time to write this up Jason.

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herbbelvedere



Joined: 12/11/2008 07:44:34
Messages: 19
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Much needed post, great job and thanks for taking the time to do
Redshirt-EA



Joined: 01/19/2009 12:47:23
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Location: Vancouver
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> These are awesome, but one question, do we assume
> that 0 is OFF for all the gameplay sliders? (Or
> easiest?) Like for hitting power, if I put it at 0,
> it's EASIER to get a big hit or harder?
>
> Thanks!

Good point. 0 means off a few cases, like AI Learning or Penalties (in the Rules sliders), but generally it just means the lowest value we let you tune to. I don't think hitting power goes to zero, but I will add those details when I make the next revision to the notes. In all cases I think that a lower slider value means LESS of the effect, but if anyone thinks that anything is backwards or that sliders have other effects post it here and I can confirm it.

Cataloging the effects was a very worthwhile process for me -- for one I discovered a few that do not work properly and others that work in ways that I do not really like. As I have mentioned in the other thread we want to make the sliders better for NHL10 and that should start with fixing all the things that are there. Same goes for the attribute effects -- everything should do SOMETHING and if it is CPU only it should not be something you can spend points on unless we make it very clear that it won't do anything for you playing as a human.
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skyline5gtr



Joined: 08/28/2007 18:47:20
Messages: 327
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this is awesome jason thanks alot, a question about goalie. Angles, since the player controls how far he comes out is this attribute useless as well for humans?
Redshirt-EA



Joined: 01/19/2009 12:47:23
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> this is awesome jason thanks alot, a question about
> goalie. Angles, since the player controls how far he
> comes out is this attribute useless as well for
> humans?

Yep.
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LuGer33

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The amount of broken and/or useless sliders is a bit disturbing, lol. I look forward to better customization in this year's installment.

This message was edited 1 time. Last update was at 01/25/2009 15:43:54



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DaHawks99



Joined: 12/18/2007 10:50:00
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Thank you, sir. As far as "backwards", I really haven't see much difference between Hitting power at 0 and it maxed. I still get big hits just as easy on each setting.

Anyway, thanks for the info!
Bahnzo



Joined: 10/12/2007 16:10:45
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> Shot Blocking
> -Bad shot blockers get the standing shot block, good
> d ones get the sliding one which reduces the screen
> effect.

Can I ask how this relates to EASHL? IE: it seems to me that more shot blocking gives a human player a better chance of blocking both on their feet and when sliding. Is that indeed the case?
DaHawks99



Joined: 12/18/2007 10:50:00
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Sorry, one more quick question and I'll stop.

As far as the sliders, and rating "boosts", if I wanted to play a game on position lock or BAP, but wanted to have the players play according to their ratings, would that be PRO diff? Or is All Star the way to go? And how do those affect the sliders?

Thanks. I'm done.
darkflame_100



Joined: 09/16/2008 17:23:19
Messages: 14
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checking doesn't always have to be a big hit. so if you put points into checking, will this also increase the likelihood of swiping the puck away when you do a pokecheck?
Redshirt-EA



Joined: 01/19/2009 12:47:23
Messages: 442
Location: Vancouver
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> The amount of broken and/or useless sliders is a bit
> disturbing, lol.

Me too.

> I look forward to better customization in this year's
> installment.

Me too.
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