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Attribute and Slider Effects  XML
NHL Series  > NHL® Series General Discussion
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Redshirt-EA
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Joined: 01/19/2009 12:47:23
Messages: 644
Location: Vancouver
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I appreciate you setting up an "out" for me, but I am afraid I can't pin it on anyone else (not even the faceless EA machine), the info comes from me directly and I stand by it. FWIW, it would not make me stupid if I was wrong, it would just mean that something unimaginably circuitous and bizarre is going on in the code. If that were the case it would not be the first time, but I am quite certain that is not.

One game to the next can have a totally different feel to it, just based on minor differences in how you play. It would be easy to feel there difference based on that and once the pattern is in your head keep seeing it (confirmation bias).

I don't want the thread to degenerate into a debate about this, lets take it to PM if you want to discuss and we can summarize for everyone if we manage to get anywhere (seems unlikely since we are both pretty dug in).

Regards.
IBYCFOTA


Joined: 10/29/2008 11:32:34
Messages: 1757
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I assumed you got the info from other people since it took you a few days to get the full list compiled. I still think you're a smart guy either way, but I really do think this slider affects gameplay. I'll make sure to thoroughly check again next time I'm on though in case my mind was playing tricks on me.
Redshirt-EA
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Joined: 01/19/2009 12:47:23
Messages: 644
Location: Vancouver
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It didn't take long to compile it, just to get around to compiling it while working on other things at the same time.
Bushibaloshi


Joined: 01/22/2009 08:17:27
Messages: 7
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"Shot Recovery
-How quickly the goalie gets up when after being down - currently no effect"

Currently no effect? So it doesnt mather if I have 70 or 90 in shot recovery when I play as a goalie in EASHL?
CanuckAddict

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Joined: 08/30/2006 16:48:07
Messages: 801
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Redshirt... you deserve a bonus!

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ODINcart


Joined: 11/04/2008 06:31:43
Messages: 48
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I'm glad this subject is being looked into. Hopefully it will lead to a process that will eventually fix any errors or omissions in the attribute system... and maybe even make a complete revision of it. I mean, if the programmers are to use an old code "forever", how long before this will cause yet more unwanted trouble?

And yes, there should be no attributes shown that do not have an effect on our players. That's just confusing and stupid.

Anyways...

I feel that checking happens faster and more resolutely when my player has a higher aggression value. It feels to me that when the aggression value equals the checking value the effect on physical play is the best. If the checking value is high and the aggression value low, then the player appear quite dead as the checks feel much slower and... "careless". There will be the occasional big hit, but it seems more a game of chance, as the player seems reserved and too often uses a long time to set the checking process in motion. This then results in a lot of missed checks. Maybe I'm wrong, but it sure feels like this.

I recall a situation that shocked me when I first started using a higher defensive awareness value. I distinctly remember that my player, in my own zone, automatically hooked the puck carrier and did a stick lift. I was just amazed. Still, I can't say I've ever seen this so blatantly done ever again. The reason I recall this so vividly is that this was a new experience at the time. A revelation. ... Or maybe I'm getting old and confused... At least defensive awareness seems to give us a better homing ability when trying to check the puck carrier.

What attributes affect [1] how fast a player gets up from the ice after a check and [2] how easily a player automatically bumps into / obstructs the puck carrier, causing him to stop?
OneTimerNimer

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Joined: 06/12/2008 21:57:29
Messages: 1449
Location: Michigan
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I'm curious, if you turn all of the sliders down does that mean everyone will play to their normal stats or will everyone's stats just be reduced?

http://www.easportsworld.com/en_US/clubs/501A0001/4215/overview
Zenn3k


Joined: 10/02/2008 16:00:29
Messages: 1634
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Aggressiveness: No effect on human players??

I noticed under my own testing that when this stat is pumped very high, almost everything my player hit, he hit with his elbow. However, with it low, I am able to make more hip-checks and body checks.

Are you certain this is accurate?

Thanks for the post though

http://www.easports.com/media/play/video/95270255

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DaHawks99


Joined: 12/18/2007 10:50:00
Messages: 252
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I'd like to know the difference between PRO and ALL STAR on the sliders. Does one give a ratings boost or take away from the CPU? I want to play where the players perform based on their ratings, and not a "boost"...
ozzyng2


Joined: 09/05/2008 22:37:09
Messages: 411
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> Aggressiveness: No effect on human players??
>
> I noticed under my own testing that when this stat is
> pumped very high, almost everything my player hit, he
> hit with his elbow. However, with it low, I am able
> to make more hip-checks and body checks.
>
> Are you certain this is accurate?
>
> Thanks for the post though

I think these are what they are suppose to do, I've mention in another post how I don't think shot accuracy affects anything and score more now that I have moved the points elsewhere and use the "Danglers" starting attributes for this.

In general, I think human/controller behavior over rides some of these.

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Shelemiah

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Joined: 09/27/2008 09:58:14
Messages: 440
Location: Canada
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Wow awesome guide man thanks for doing this

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Redshirt-EA
Developer

Joined: 01/19/2009 12:47:23
Messages: 644
Location: Vancouver
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> Aggressiveness: No effect on human players??
>
> I noticed under my own testing that when this stat is
> pumped very high, almost everything my player hit, he
> hit with his elbow. However, with it low, I am able
> to make more hip-checks and body checks.
>
> Are you certain this is accurate?
>
> Thanks for the post though

Actually, more Toughness will make you take more penalties, which is stupid in my opinion and will be changed for NHL10. I updated the notes to reflect that. Aggressiveness does not do this for humans, but because it makes the CPU (including teammates) check more it might lead to them taking more penalties indirectly.
Redshirt-EA
Developer

Joined: 01/19/2009 12:47:23
Messages: 644
Location: Vancouver
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> I'd like to know the difference between PRO and ALL
> STAR on the sliders. Does one give a ratings boost
> or take away from the CPU? I want to play where the
> players perform based on their ratings, and not a
> "boost"...

All-star is the most pure difficulty level in the sense that you are on a level playing field with the CPU. On Pro the CPU is actually disadvantaged.
Redshirt-EA
Developer

Joined: 01/19/2009 12:47:23
Messages: 644
Location: Vancouver
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> > Aggressiveness: No effect on human players??
> >
> > I noticed under my own testing that when this
> stat is
> > pumped very high, almost everything my player
> hit, he
> > hit with his elbow. However, with it low, I am
> able
> > to make more hip-checks and body checks.
> >
> > Are you certain this is accurate?
> >
> > Thanks for the post though
>
> I think these are what they are suppose to do, I've
> mention in another post how I don't think shot
> accuracy affects anything and score more now that I
> have moved the points elsewhere and use the
> "Danglers" starting attributes for this.
>
> In general, I think human/controller behavior over
> rides some of these.

I think accuracy is one of the more relevant attributes, but it probably depends a lot on how you play. If you are scoring a lot in close on dekes it is not quite as relevant. If you are shooting on the rush, or from mid to far range it will matter significantly. Take a 50 and a 99 shot accuracy player into practice mode and I think the difference will be very evident.
Redshirt-EA
Developer

Joined: 01/19/2009 12:47:23
Messages: 644
Location: Vancouver
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> I'm curious, if you turn all of the sliders down does
> that mean everyone will play to their normal stats or
> will everyone's stats just be reduced?

The sliders don't directly modify the attributes. They come into play where the effect of the attributes is calculated and do so in different ways depending on the slider. Some of them aren't about attributes at all, like AI Learning, and some affect multiple attributes, based on context (like Fatigue Effect).
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