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Tráiler oficial en el que Electronic Arts muestra y explica algunos de los aspectos más importantes del gameplay de su nuevo simulador deportivo.

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00:00Hey everyone, today I'm joined by Tyson Swatsky and David Pritchett from the NHL gameplay team.
00:11Today we're going to cover some commonly asked questions regarding gameplay, starting with a hot topic from NHL 25, the LT.
00:19How has that changed in NHL 26?
00:22Yeah, for LT or vision control, we didn't want this massive global change that impacted vision control across the board.
00:28We really wanted to focus on the abuse cases that we saw, so people using it on every zone entry.
00:35Things that we wanted to do to address that was for left trigger in general, we have a speed cap on it and a speed penalty,
00:41so that if you are choosing to use it north, just up ice endlessly off the rush, that it isn't as effective as just gating normally.
00:49So that was one of the key pieces we wanted to address.
00:51The other piece was using the pivot override mechanic, so where you can use the right stick and pick which way you want to pivot.
00:59People were spamming this down the ice and we wanted to add a consecutive penalty there,
01:04so that if you do it once, you're still rewarded for good timing, but the more you use it, the more you'll get more friction applied to you and slow down.
01:11To address the hip checking feedback, we really wanted to get rid of using it as a forechecking tool.
01:17That was the main factor, so the main adjustment that we did was we're taking and factoring in the power and the outcome of the hit
01:25based off of how much the player needs to turn.
01:28When you're using it on the forecheck, skating forward, spinning 180, you'll get penalized power-wise quite a bit.
01:34That allows us to keep the power for situations where you're back skating and angling players off to deliver hip checks and keep that strong.
01:42Yeah, I agree, Ty, and I also think that the game looks a lot more like real hockey now.
01:47It was being abused so often that the game just stopped kind of looking like real hockey,
01:52so by toning these things down and making them less effective in certain situations,
01:56the game now starts to feel a lot more like real hockey and of course look like real hockey too.
02:00For addressing reverse hitting, the main feedback was just the invulnerability
02:05and how easily you could skate through other players no matter the size difference.
02:09So for reverse hitters, this time around, we'll be able to have players stumble who are doing the reverse hit
02:16and absorb some of the contact but not just cleanly skate through the player as easily as before.
02:21Similar factors determine like height and weight, the relative speed of the players, the ratings, the timing.
02:27It's just not going to be as easy to breeze through as previously.
02:31The feedback that we got from the community, I mean, kind of boils down to there just being too many of them.
02:36I think there was around 70 X-Factors originally.
02:39As a result, what happened there is that they just kind of felt watered down,
02:42it wasn't super clear what a given X-Factor did or whether it did anything at all.
02:46And they certainly weren't all balanced.
02:47Like there were some that were clearly more impactful to our users like Elite Edges or Wheels than others, right?
02:54So the first thing that we did was we kind of distilled this down to the 28 most important X-Factors
03:00that we felt would provide the most impact.
03:03And we wanted to make sure that all 28 of these were viable.
03:06None of them would kind of be left on the sidelines.
03:08And I think we achieved that.
03:09In addition to that, you know, the other point that I want to make here is
03:12we've definitely simplified kind of the activation scenarios in the game.
03:16It's much more clear to the user through things like the UI that we use when an X-Factor is triggering
03:21so that you can learn how these things actually trigger in the game
03:25and how your opponent teams are equipped so that you can learn how to defend against them better.
03:30It's going to be much more obvious when these X-Factors are triggering in the game.
03:33And that's super important.
03:34Like we're using our indicators now to actually communicate what X-Factor is triggering
03:39versus kind of a generic icon.
03:41But also we have animations that are very specific to a lot of these X-Factors as well
03:46which kind of just show you through the body language of the various players
03:49that, oh, you're doing something kind of unique and special here.
03:52And this is super helpful not only to be able to see in the moment
03:56when a given X-Factor is triggering
03:57but also to be able to learn how your opponents are equipped
04:00and how they're utilizing these X-Factors
04:02so you can learn how to defend against them.
04:04With the new X-Factors, we also wanted to make sure that we still have a variety of X-Factors
04:10for different player types as well.
04:12So power forwards get their abilities, playmakers, snipers, defensive and offensive defensemen
04:19still have tools available to them and then goaltenders, of course, as well.
04:23Player separation was another big piece of feedback we were hearing from the community.
04:27And one thing I want to touch on here is that we're using NHL Edge data
04:31this year for the very first time and what the NHL Edge data is
04:35is data that's collected from the players during every single NHL game
04:39using these infrared cameras and these trackers that they have on their jerseys
04:43and we now have access to that data.
04:45We are able to look at pieces of data for every single player in the game
04:49like shot speed, where they are on the ice
04:51and most importantly, as it kind of pertains to separation
04:54their acceleration and their skating speed as well.
04:58So when you have a player like Connor McDavid
05:00he's now obviously different than a player like Ryan Reeves
05:03or somebody like that.
05:04No shade intended.
05:05Ryan Reeves has a different set of skills, but you know where I'm coming from.
05:08So NHL Edge data is something that we're really excited about.
05:11It kind of affects a huge part of the game
05:13but definitely it pertains especially to player separation.
05:16To address the concerns around goalies getting stuck and locked into saves
05:21we allow goalies now to make saves out of saves
05:24and branching into more reactions out of those cases.
05:28We added in a new reflex style save to help in tight shots.
05:33That was one main problem with the goalie
05:35not being able to react to shots in tight.
05:37So we are able to get out in front of the puck more preemptively in cases
05:41and really jam against the post with new jam saves as well.
05:45In addition to that, we added a lot more in our 80 plus animations
05:49that we added this year for goalies.
05:51More reactions and just more behaviors to pucks just on net
05:55or going in the net.
05:56Reactions to getting scored on.
05:58That makes goalies much more aware of what's going on on the ice
06:02and makes it much more believable.
06:04If I can just say, I remember the moment when Carson
06:07we were all kind of sitting around his desk
06:09and he had this kind of new tech to show off
06:11about the saves being made out of saves
06:13and there was a shot on net, a slap shot from the point.
06:16There was a high tip right in front of the net
06:17and the goaltender originally thought
06:19that he was going to have to make a glove save
06:21and the puck went low after the tip
06:23and he kind of kicked out his left leg to make the save
06:26and we all were just like, okay, this is a trailer moment.
06:30This changes the game for us.
06:32Obviously, one of the big pieces of feedback
06:34that we get from the community every single year
06:36is how do we make our game play more like the real thing?
06:40How do we make the players on the ice
06:41feel more like their respective real world counterparts?
06:44We've already talked about the edge data a little bit
06:46but do you want to talk about, Tai, the attributes, the tendencies?
06:50Yeah, for tendencies, we basically look at players' archetype,
06:54the x-factors and their attributes and weigh-in tendencies
06:58and their player behaviors based off of those three things.
07:01So you'll see players who are more physical, lay the body more.
07:05Players who are more stick-check oriented,
07:08really look to deliver stick-checks off the rush
07:11and kind of angle players out,
07:13really trying to nail a lot of the player-specific differentiation.
07:17So you'll see there's like Makar kind of take the puck to the middle
07:21off of face-off with their elite edges looking for shots on net.
07:25And you'll see Drysaddle down low looking for the sharp angle shots.
07:29Ovechkin with one-timer in their particular top circles area,
07:33but really trying to deliver both authenticity and have the players utilize their skill sets and strengths.
07:40Thanks for that, guys. I'm excited to see how all these changes come to life in NHL 26.
07:45We're just a few days away. Any final thoughts before we wrap this thing up?
07:49And I just want to say thank you to everybody that's been providing kind of the feedback.
07:53We are absolutely listening.
07:54And we know that there's still a lot that we weren't able to answer right yet,
07:58but we are listening to everything.
07:59So really appreciate all of the feedback.
08:02Keep the conversation going.
08:03And we're going to see you September 5th.
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