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I understand all of the angles in NHL 17

There are quite a wide range of suggestions and ideas within the thread and other threads that branch into this topic. Some just want the control back they had in past games by switching systems, others want more control within TPS, and there are a lot of ideas on how that can be achieved.

I understand all of the angles. I understand there are multiple factors that lead to different individuals fun factor within a game but the extreme comments don’t necessarily make a better point.

When we put out the Beta this year, it was an opportunity for everyone to play the game. Nowhere in the Beta did it show signs that we were changing our core skating engine, so we haven’t been trying to pull the wool over anyones eyes in this process.
In the old engine, there was never a sense of committing. That is a huge factor in hockey. Once you commit to a direction, you can’t just turn back the other way without some form of recovery, pivot and transition. I played those games a ton too, in highly competitive EASHL games and gave up 0 shots on plenty of occasions because of the accountability being so low.

It became an arms race between offense and defense of who could be more powerful with all players able to do all the dekes, pass just as well, shoot just as well, etc..
The accountability is now higher. Within that accountability, we can certainly give more control though and that was what some of the changes this year were all about. We could certainly have a better transition into precision skating (but that doesn’t mean that you would all of a sudden be able to go into a strafe or t-push from full speed either).

Those that find the new game fun to play on defense have learned the mechanics within the skating engine, look at their player from a physical perspective more than just a dot they are moving around on the screen and understand where they are committing to a pivot, etc.. They understand that they angle they are trying to take sideways, above or below that lateral line with vision control on is going to impact how their player needs to pivot and that it won’t be possible at speed to keep your shoulders square to the puck at all times but that you can keep the puck in the front 180 degrees by skating either backwards or forwards as needed.

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NHL 17 Official Gameplay Trailer

When the trailer focuses on more mascot garbage and a player “dabbing” in celebrations, I begin to inherently worry. three things needed to make the game sell every year… not that difficult 1) classic teams (as per the Nba2k tried and true formula). Hockey games used to have it… back when there was competition and the need to load and polish you package to the uttmost. Letting me play my ’94 Rangers against the ’77 Habs (probably the greatest team to ever take the ice), the hated ’84 Islanders or feared ’74 Broadstreet Bullies would make sell every real hockey fan from the start. I would buy 5 copies…

Just to pad the numbers in support. 2) return the OTP and NHLPA player development back to its traditional building and tweeking formula. I was so bored after a week, not being able to one, build my player in the style I wanted, and two, not have a reason to keep playing. To get great grades and points so as to be able to move up the ladder to legacy. 3) do the usual graphical and gameplay upgrades. Not that difficult. staying optomistic, but the trailer isnt making me feel to confident. for the first time since ’93, this will be a rental instead of a buy for me