NHL 25 Discussion

Arthur Morgan

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Jul 6, 2016
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I agree, Be A Pro might start at the outdoor rink – probably a nod to hockey roots. But yeah, you're right, EA won’t make huge changes in one year. Seems like another copy-paste job.

Also, I just can't see EA suddenly overhauling anything without a longer development cycle. As long as people keep buying, they'll stick to what works. We might get small improvements, but I wouldn’t expect any big revolution.:)
not buying this year I had enough lol
 

jgimp

Registered User
Sep 18, 2017
2,598
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Ripley, Ont
Question regarding roster sharing. Can you edit and create players on a roster that has been downloaded from roster sharing? I don’t feel like creating the 300 or so players that did in NHL22, but would like to know before buy this game (and system since EA decided to f*** us).
Primarily franchise player, sometimes BAP, so is this game worth it.
 

ViD

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Apr 21, 2007
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Power up icons also don't upgrade outside of the one level which is hilariously underhanded even by EA standards.

You want to keep Joe Thornton for theme team purposes? Oh golly guess you're gonna just have to get the new card we released for him.

I'd be shocked if this turn they took doesn't kill HUT, and by extension the game off entirely.
That’s the FIFA model and I like it more than having a card that keeps getting upgraded to 99.

The TOTY concept in HUT is the dumbest for a mode like that, “just get this type of card and you don’t need to do anything else - it will just get upgraded on its own.

What EA has done is a good way to slow down the progression of the cards when you previously had most of them as 99 by the end of February
 

Jakk123

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May 6, 2014
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Bratislava
Actually, I'm enjoying the game more than I did last year, but it's still a complete mess. It would be best to pause the yearly releases for a couple of years and do a major overhaul, but that's never going to happen.

There's so much wrong with the game that I don't even know where to begin. The people in charge absolutely don't understand how to make a balanced competetive game, they just keep adding new gimmicks every year.

Maybe it would be best to split the game into two like somene in this thread previously suggested, and have one game focused on competetive modes, with just basic skill stick controls, no unnecessary bullshit on top like the X-Factor abilities, and with focus on trying to simulate real hockey. But that's also never going to happen.

The franchise is in a sad state, and honestly even if EA stops making NHL games, I'm not sure someone else is going to try to fill the void. Hockey just isn't popular enough in a lot of countries.
 

ManWithNoName

Unregistered User
Jul 9, 2017
567
755
Gothenburg, Sweden
That’s the FIFA model and I like it more than having a card that keeps getting upgraded to 99.

The TOTY concept in HUT is the dumbest for a mode like that, “just get this type of card and you don’t need to do anything else - it will just get upgraded on its own.

What EA has done is a good way to slow down the progression of the cards when you previously had most of them as 99 by the end of February

We’re not talking about TOTY cards but Icons and X-factors. These are not upgraded automatically and none of them other than DD was at 99 in February.
 
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frightenedinmatenum2

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Sep 30, 2023
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The big problem with Franchise mode is that they don't look at how the majority of people play it, which is with heavy simming.

They need to re-evaluate how the mode plays when you sim. I think the way to do it would be to split the season in logical chunks, and have tasks be organized before and after each chunk. Then the result of the tasks sim during the next chunk.

So looking at the Senators current real life schedule, one chunk might be the first 5 games, which were almost all at home and took place over 10 days. The next chunk might be the one week road trip of 3 games.

You sim the first chunk, and then you're given a list of storylines or tasks that you have to deal with. So for example, Ullmark is hurt and Forsberg stinks so your A-GM says you should look for a backup goalie to replace Forsberg and gives you a list of teams with available backup goalies. You can set up all the pro scouting based on which goalies you want to scout during the next chunk. You can also place Forsberg on the block and request trade offers on him. You sim through the next chunk, and your A-GM comes back to you with what the market is on Forsberg, scouting reports for the backup goalies, and what the other GMs are asking.

Basically, all similar features and mechanics that are already in the game, but it changes the mode to where instead of random things interrupting the sim like "HEY DO YOU WANT ME TO GO SCOUT THE WHL OR SOMETHING?" or "THAT TEAM IS CALLING FOR THE 13TH TIME TO SEE IF YOU WANT LUKE SCHENN FOR SOME VARIATION OF A 5th and 6th ROUND PICK", everything would be set up so all that stuff happens at the end of each chunk and you go through it in a linear and strategic fashion.

For anybody who thinks this sounds too radical, the game ALREADY is set up this way, and people already play it this way for the most part. The problem is, there are only 3-4 chunks per season. The entry draft, re-sign, free agency, pre-season, and trade deadline. If you watch how most people who sim play this game, they usually blow through the entire season and only stop at those points, and then at the playoffs.

It could also really help the strategy and dynamic around trades. Trades in real life tend to be ongoing discussions that evolve and change over time. Values are also static based on leverage and how the situations play out. If they had a system where the season was designed into simmable chunks, it would open things up to have more of a fluid trade system where you could shop a player and solicit offers from multiple teams, and either lose or gain leverage depending on how it plays out, just like in real life.
 

Saskatoon

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Aug 24, 2006
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Saskatoon
The big problem with Franchise mode is that they don't look at how the majority of people play it, which is with heavy simming.

They need to re-evaluate how the mode plays when you sim. I think the way to do it would be to split the season in logical chunks, and have tasks be organized before and after each chunk. Then the result of the tasks sim during the next chunk.

So looking at the Senators current real life schedule, one chunk might be the first 5 games, which were almost all at home and took place over 10 days. The next chunk might be the one week road trip of 3 games.

You sim the first chunk, and then you're given a list of storylines or tasks that you have to deal with. So for example, Ullmark is hurt and Forsberg stinks so your A-GM says you should look for a backup goalie to replace Forsberg and gives you a list of teams with available backup goalies. You can set up all the pro scouting based on which goalies you want to scout during the next chunk. You can also place Forsberg on the block and request trade offers on him. You sim through the next chunk, and your A-GM comes back to you with what the market is on Forsberg, scouting reports for the backup goalies, and what the other GMs are asking.

Basically, all similar features and mechanics that are already in the game, but it changes the mode to where instead of random things interrupting the sim like "HEY DO YOU WANT ME TO GO SCOUT THE WHL OR SOMETHING?" or "THAT TEAM IS CALLING FOR THE 13TH TIME TO SEE IF YOU WANT LUKE SCHENN FOR SOME VARIATION OF A 5th and 6th ROUND PICK", everything would be set up so all that stuff happens at the end of each chunk and you go through it in a linear and strategic fashion.

For anybody who thinks this sounds too radical, the game ALREADY is set up this way, and people already play it this way for the most part. The problem is, there are only 3-4 chunks per season. The entry draft, re-sign, free agency, pre-season, and trade deadline. If you watch how most people who sim play this game, they usually blow through the entire season and only stop at those points, and then at the playoffs.

It could also really help the strategy and dynamic around trades. Trades in real life tend to be ongoing discussions that evolve and change over time. Values are also static based on leverage and how the situations play out. If they had a system where the season was designed into simmable chunks, it would open things up to have more of a fluid trade system where you could shop a player and solicit offers from multiple teams, and either lose or gain leverage depending on how it plays out, just like in real life.

I have been saying for awhile they almost need a trade mini-game. They could even use the framework of player conversations to have with other GMs. I am interested in Player A, what are you interested in from me? Have it take a few days for the other team to get back to you. And to get a good deal if takes a long time with lots of back and forth. Like if you offer Connor Bedard for a 7th round pick the AI takes it right away but for a good trade it is lots of negotiating. Heck you could make pro scouting more useful because you could scout the players the AI is offering.

Then keep the trade deadline and draft structure for quick trades at that time of the year.
 

frightenedinmatenum2

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I have been saying for awhile they almost need a trade mini-game. They could even use the framework of player conversations to have with other GMs. I am interested in Player A, what are you interested in from me? Have it take a few days for the other team to get back to you. And to get a good deal if takes a long time with lots of back and forth. Like if you offer Connor Bedard for a 7th round pick the AI takes it right away but for a good trade it is lots of negotiating. Heck you could make pro scouting more useful because you could scout the players the AI is offering.

Then keep the trade deadline and draft structure for quick trades at that time of the year.

Ultimately I think that the structure they have for GM mode doesn't lend itself to the actual real life mechanics of how things progress in the season. They have all these different features and they are completely disconnected from how most people play the game, which is they sim between 4 different key points in the season that EA has created almost like a stop sign telling you that you need to stop simming (draft, re-sign, fa, pre-season, TDL), etc.

So while trades could have mini-game mechanics, I don't think that's a pure solution. If I want to trade my superstar for a big package of picks and prospects, it should be something that evolves over weeks or months and the game mechanics should deliver options or choices that have actual consequences to how it plays out.

The actual game mechanics are mostly disconnected from simming and they expect you to come up with your own way to incorporate them. Which is both good and bad, but the game would be more immersive if they chunked out the sims and directly engaged you in the elements.
 

kanucks25

Chris Tanev #1 Fan
Nov 29, 2013
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Anybody know what to do in Franchise mode this year? For those that sim only, don't actually play.

In previous years it didn't seem difficult to win the Cup every handful of seasons at least, while winning the President's Trophy pretty much every season.

In NHL 25 I can just barely make the playoffs, sometimes miss, and if I do make it I'm out in round 1.

And the better my team gets on paper, the worse it performs lol. My top-6 forward and top-4 D are all like 88+ overall with +3 or +5 chemistry yet the team always sucks lol. I had a better record while trying to rebuild with misfit 82-84 overalls all over my lineup.

I read that apparently the Poise stat is really important and you should have 80+ for all players. I took a look and my team average is like 85 so that can't be it either.

Any ideas?

Okay so for anyone curious, I did end up figuring it out a bit.

I read somewhere that trades can mess up team chemistry and that seemed to do the trick for me. Once I stopped tinkering and ran the virtually the same roster and coach for a couple seasons, the team took off. Note that this is separate from the actual Team Chemistry rating that is shown in game, which was always listed as "Poor" for me for all 25 seasons even when I was winning Cups lol.

Earlier on I was trading left and right whenever a player wasn't performing and it seemed like the more I traded the worse my record got regardless of how good the roster was on paper. Even having high +3 or +5 chemistry on lines doesn't seem to matter as much anymore.

Another thing is stacking the team doesn't matter at all. Better to have 82 or 83 overall guys on your third line so they are playing their listed role instead of having 90 overalls composing your entire top 9.

Lastly, most players won't grow unless you increase their role overtime. So if you have a top elite prospect, you can start him on the 4th line but he'll always be stuck in the low 80's until you move him up to the 3rd then the 2nd then the 1st (can be over multiple seasons).

(to be clear, this is for full sim only, I don't play any games)
 

Gaud

Registered User
May 11, 2017
1,711
668
OMG lost my shit yesterday lol
trying to get through a challenge where all i have to do is get a certain player to do three perfect one timers. Easiest way i found is to make the player skate to the O Blue line on his off side, pass it to the other player on the opposite side, pass it back for a one timer,.

however, those black little circles that indicate that he is in position for a true one time NEVER SHOW UP! I had countless one timer goals, but not one of them qualified. I rebooted and that seemed to do the trick, but man - nothing worse than retrying challenges on things that are just not happening.

I had something similar last year where top corner goals didnt count towards top corner goals last year (left or right)
 

Slats432

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Jun 2, 2002
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The big problem with Franchise mode is that they don't look at how the majority of people play it, which is with heavy simming.

They need to re-evaluate how the mode plays when you sim. I think the way to do it would be to split the season in logical chunks, and have tasks be organized before and after each chunk. Then the result of the tasks sim during the next chunk.

So looking at the Senators current real life schedule, one chunk might be the first 5 games, which were almost all at home and took place over 10 days. The next chunk might be the one week road trip of 3 games.

You sim the first chunk, and then you're given a list of storylines or tasks that you have to deal with. So for example, Ullmark is hurt and Forsberg stinks so your A-GM says you should look for a backup goalie to replace Forsberg and gives you a list of teams with available backup goalies. You can set up all the pro scouting based on which goalies you want to scout during the next chunk. You can also place Forsberg on the block and request trade offers on him. You sim through the next chunk, and your A-GM comes back to you with what the market is on Forsberg, scouting reports for the backup goalies, and what the other GMs are asking.

Basically, all similar features and mechanics that are already in the game, but it changes the mode to where instead of random things interrupting the sim like "HEY DO YOU WANT ME TO GO SCOUT THE WHL OR SOMETHING?" or "THAT TEAM IS CALLING FOR THE 13TH TIME TO SEE IF YOU WANT LUKE SCHENN FOR SOME VARIATION OF A 5th and 6th ROUND PICK", everything would be set up so all that stuff happens at the end of each chunk and you go through it in a linear and strategic fashion.

For anybody who thinks this sounds too radical, the game ALREADY is set up this way, and people already play it this way for the most part. The problem is, there are only 3-4 chunks per season. The entry draft, re-sign, free agency, pre-season, and trade deadline. If you watch how most people who sim play this game, they usually blow through the entire season and only stop at those points, and then at the playoffs.

It could also really help the strategy and dynamic around trades. Trades in real life tend to be ongoing discussions that evolve and change over time. Values are also static based on leverage and how the situations play out. If they had a system where the season was designed into simmable chunks, it would open things up to have more of a fluid trade system where you could shop a player and solicit offers from multiple teams, and either lose or gain leverage depending on how it plays out, just like in real life.
Interesting, and more on that. What if assistant coaches pop up every so often with..."Nurse and Stecher have been struggling together. -5 over the last 3 games. Should we shuffle the d?" or "Our powerplay is 1 for 15 in the last 4 games. Should we change it up?"
 

frightenedinmatenum2

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Sep 30, 2023
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Interesting, and more on that. What if assistant coaches pop up every so often with..."Nurse and Stecher have been struggling together. -5 over the last 3 games. Should we shuffle the d?" or "Our powerplay is 1 for 15 in the last 4 games. Should we change it up?"

That is what I am getting at. That is sort of what they already have with coaching discussion (you can tell him to play so and so on the top line, you can talk to a player and ask them to try a different position and they will come back to you and respond), but I think that stuff would integrate much better if there was more of a linear way to play the game.

Whatever features they have like meetings, scouting, trades, etc - they would flow and integrate much better in the game if the sim was chunked out.
 
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Slats432

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Jun 2, 2002
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That is what I am getting at. That is sort of what they already have with coaching discussion (you can tell him to play so and so on the top line, you can talk to a player and ask them to try a different position and they will come back to you and respond), but I think that stuff would integrate much better if there was more of a linear way to play the game.

Whatever features they have like meetings, scouting, trades, etc - they would flow and integrate much better in the game if the sim was chunked out.
I have always thought they could do way more with interaction with the GM. Franchise mode could be way better. I don't remember which game had the blackberries at trade deadline with a bunch of offers? What about something you could toggle on/off with "Player X asks for a trade." and you don't have to but his morale tanks. (Nick Robertson).
 

kirby11

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Mar 16, 2011
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Buffalo, NY
The big problem with Franchise mode is that they don't look at how the majority of people play it, which is with heavy simming.

They need to re-evaluate how the mode plays when you sim. I think the way to do it would be to split the season in logical chunks, and have tasks be organized before and after each chunk. Then the result of the tasks sim during the next chunk.

So looking at the Senators current real life schedule, one chunk might be the first 5 games, which were almost all at home and took place over 10 days. The next chunk might be the one week road trip of 3 games.

You sim the first chunk, and then you're given a list of storylines or tasks that you have to deal with. So for example, Ullmark is hurt and Forsberg stinks so your A-GM says you should look for a backup goalie to replace Forsberg and gives you a list of teams with available backup goalies. You can set up all the pro scouting based on which goalies you want to scout during the next chunk. You can also place Forsberg on the block and request trade offers on him. You sim through the next chunk, and your A-GM comes back to you with what the market is on Forsberg, scouting reports for the backup goalies, and what the other GMs are asking.

Basically, all similar features and mechanics that are already in the game, but it changes the mode to where instead of random things interrupting the sim like "HEY DO YOU WANT ME TO GO SCOUT THE WHL OR SOMETHING?" or "THAT TEAM IS CALLING FOR THE 13TH TIME TO SEE IF YOU WANT LUKE SCHENN FOR SOME VARIATION OF A 5th and 6th ROUND PICK", everything would be set up so all that stuff happens at the end of each chunk and you go through it in a linear and strategic fashion.

For anybody who thinks this sounds too radical, the game ALREADY is set up this way, and people already play it this way for the most part. The problem is, there are only 3-4 chunks per season. The entry draft, re-sign, free agency, pre-season, and trade deadline. If you watch how most people who sim play this game, they usually blow through the entire season and only stop at those points, and then at the playoffs.

It could also really help the strategy and dynamic around trades. Trades in real life tend to be ongoing discussions that evolve and change over time. Values are also static based on leverage and how the situations play out. If they had a system where the season was designed into simmable chunks, it would open things up to have more of a fluid trade system where you could shop a player and solicit offers from multiple teams, and either lose or gain leverage depending on how it plays out, just like in real life.
MLB the Show has some stuff like this where scouting is a once a week or once every couple of weeks pop-up and it shows how you've received more information on currently scouted players. You also have a chance to re-assign scouts to different regions or focus areas in terms of player positions and/or strengths (i.e. prioritizing fielding vs. hitting for infielder prospects). They also have pop-ups when you hit certain goals to get more sponsorship money and/or strengthen your team/fan approval as the team owner or manager. I'd assume their trade block is similar except I haven't put anyone on it yet.

There's also pre-game lineup stuff that comes into play as was mentioned elsewhere--you might get a message like "X player is hitting .310 over their last five games, do you want to have them hit higher in the order?" or "Your center fielder is somewhat fatigued due to playing several days in a row, it might be a good idea to give him a day off." All of those little touches add up to much more significant immersion for franchise players.
 

Slats432

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Jun 2, 2002
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MLB the Show has some stuff like this where scouting is a once a week or once every couple of weeks pop-up and it shows how you've received more information on currently scouted players. You also have a chance to re-assign scouts to different regions or focus areas in terms of player positions and/or strengths (i.e. prioritizing fielding vs. hitting for infielder prospects). They also have pop-ups when you hit certain goals to create new partnerships and/or strengthen your team/fan approval as the team owner or manager. I'd assume their trade block is similar except I haven't put anyone on it yet.

There's also pre-game lineup stuff that comes into play as was mentioned elsewhere--you might get a message like "X player is hitting .310 over their last five games, do you want to have them hit higher in the order?" or "Your center fielder is somewhat fatigued due to playing several days in a row, it might be a good idea to give him a day off." All of those little touches add up to much more significant immersion for franchise players.
What about cut scenes of players playing in the SHL or whereever? Also I do like the coach cut scenes after a big goal. That is new.
 

frightenedinmatenum2

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Sep 30, 2023
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Another thing is that scouting is a good feature, but the way it is integrated goes against how people currently play the game.

As I mentioned before, most people sim through big chunks of the season and don't feel like simming day by day and long-term planning.

Instead of imposing that sort of manual method, they should just give you points that build up during the season. As in, you open up the trade screen and maybe you have 100 points and that is good enough to uncover a certain amount of attributes for whichever players you're looking at. Maybe veterans cost less to uncover because they are more known quantities, or players in your division cost less to uncover because you play them more.

So instead of having to plan weeks ahead of the TDL and think maybe I want a top 6 forward, and set up all your scouting, it's more intuitive that you can go to the TDL screen and assign your scouting at the same time as you start looking to see who or what is available.

I have no problem with the more long-form scouting system, but it doesn't match the actual trade mechanics of the game, which aren't long-form. You don't contact Ottawa and say we really like Claude Giroux, are you open to dealing him? Get an opening price. Scout for two or three weeks. Go back and forth. Then make a trade. You click Claude Giroux. It tells you the exact value it will take to get him. The value is not dynamic, and you either do or don't fill up the bar.

So the idea would be that in theory your scouts are working all year as scouts usually do, but instead of planning who or what they scout ahead of time, you can plan it after the fact at the trade screen. I wouldn't do it this way if they had more of a long-form trade mechanic, but this would work better with their current trade screen.
 

frightenedinmatenum2

Registered User
Sep 30, 2023
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Orange County Prison
Why do you keep pretending you know how "most people" play this mode?

Where are you getting this information from?

More geared from discussing it and watching it on YouTube for a decade.

How many people do you know who deep sim each game outside of the playoffs, keep track of every detail manually as would be required to integrate most of the features, and go back and forth between short sims and manually integrating all the different features (hot dog prices, morale conversations, etc).

I'm not advocating for taking away the freedom to play the mode day by day manually, what I am saying is that with how most people seem to play in my observations, they should change some of the way the features are integrated into the sim to give them more purpose
 

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