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NHL 20 Thread

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I really wish EA would spend more development time bringing NHL back to the gameplay level of the previous generation and spent less time on the pointless game modes and aesthetics that they use for marketing purposes. Every year its the same, enough already EA!

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RPM tech speed and shooting:




With the introduction of RPM Tech in NHL 19, we delivered a revolutionary new skating engine that overhauled control and responsiveness. In NHL 20, we are building on that cutting-edge technology to deliver unprecedented improvements to how players interact with the puck to further increase the fluidity and authenticity of the game.

Last year the new RPM Tech skating system gave players a higher level of control over skaters, however there were moments when the player was pulled out of skating animations during actions such as shooting, passing or pickups. With new advancements in NHL 20, we have now integrated skating with those actions, allowing players to keep their stride and speed with control of the puck.


NHL 20 introduces the next major innovation in RPM Tech-powered gameplay with signature shots. Your favorite NHL stars now look and feel truly authentic with the trademark shooting-styles you recognize from the real world. Additionally, over 45 new contextual shot animations make shooting more lifelike as players use new tools to get the puck on net.


Every licensed player will be assigned their own shooting style to better match the real world look of their shot. Created players will also have that same option, giving you another level of customization to showcase your unique personality and style on the ice. Shooting styles have nuanced differences that take into account different windups, follow throughs, leg kicks, release points, and more to give each shooting style their own unique look.

DeKE Shots

In situations where you are coming in on 1-on-1, players now have multiple positions available to shoot while dekeing around defenders and goalies. As you drive down the ice, RPM total body tech will now understand if the puck is moving forehand to backhand, or backhand to forehand before a shot is executed. it will also take into consideration how close you are to the net and your skaters entry angle, giving you a suite of new shots in your arsenal to beat defenders and goalies.


This year player shots will change based on your distance from the net and the difference in power vs quickness that would be required to hit the net. Deke past defenders and drive closer to the net for quicker and snappier shots. Alternatively, utilize your power from the top of the circles by leaning into your wrist shots with more impact shots to stun the goalie.

NHL 20 is also redefining the way players can attack loose pucks. This year each shot is unique based on the incoming angle of the puck relative to the players position, you will now see a player position their hips, legs and stick differently if the puck is coming to their forehand or backhand side.

On the forehand, skaters will move to positions of strength to get behind the shot when the puck is not in an ideal position, resulting in stronger snap shots that come from redirects, rebound or loose pucks opportunities. On the backhand, skaters will now better utilize redirects in situations where they cannot angle themselves for a strong forehand shot.


One-timers have also been revamped as RPM Tech has made one-timer shooting more fluid, connected and realistic. New animations capture the differences when players are shooting high or low, and players will now position their hands and follow through based on the power, angle, and height of the shot.


Taking a full stop before shooting a one-timer will allow you to set up your shot with a higher degree of power and accuracy, while skating at full speed into a one-timer will impact your ability to accurately send the puck on net. A poor one timer pass or a player taking a shot too quickly from a poor position can lead to low quality shots that will be visible through new animations.


In NHL 20, new explosive transitions allow you to take the puck in stride, anticipate a turn before receiving the puck, and retain your speed allowing every player to make plays in motion. When receiving a pass players will change their angles and stick position when picking up the puck, giving you more control to seamlessly move into the next play and allow you to experience give-and-go’s without breaking a stride. Just like in real life the perfect feed will make it easier for a player to keep skating at top speed, whereas an mistimed pass will slow down your teams transition.

Passing locations have also been reworked - passing the puck up the wing will no longer send it into your teammates skates, but will now utilize angles where they can receive it on their forehand or backhand. Human players should feel less locked into pickups and should have the ability to adjust their speed or angle as a pass is coming. Adjust your speed and angle to open up lanes against opponents, slow down to avoid an offside or accelerate onto a puck and drive up the ice.

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Goalie threat analysis:



In EA SPORTS NHL 20 goaltenders now have the tools they need to take control of the game.


In NHL 19, goalies did not have an expansive tool set to control the puck - too often resulting in soft rebounds and scoring chances. In NHL 20, goalies in position and in control, will have the ability to take over the game with all-new controlled saves, redirects and a whole new suite of covers. Additionally, AI controlled goalies are more aware of threats on the ice, impacting their positioning and how they handle the puck.



In the past goalies would play blocking saves with their body regardless of how easy the puck was to handle or how prepared they were. Now based on a goalie’s skill (attributes), how in control/position they are before a shot arrives and the reaction time they have (speed/distance of the shot) they can make controlled saves to hang on to a puck, pinning it against their chest, collapsing in to hang on in their mid-section or making a more controlled glove save so that they can avoid giving up a rebound and control the play. Goalies can then choose to hang on or play the puck if they have enough control and it’s viable from where/how they pinned/hung onto the puck.


In addition to controlled saves, goalies now have the ability to control the outcome and redirect a puck depending on the situation. The ability to redirect the puck with control will be based on a goalies attributes, how in control they are, and the reaction time they have in each situation. In the past goalies could kick out juicy rebounds, even on pucks that were slower on net that they could have controlled. You will now see goalies use their sticks, leg pads and blocker to control and send the rebound away from danger (i.e. a stick redirect up into the corner glass, a blocker punching the puck out away from danger, or a leg pad kicking the puck out to the corner or out in front depending on where the incoming opponent threat is).

With these new tools, goalie differentiation by skill will be even more apparent. Some of the best goalies will be able to hang on to or direct harder shots with little reaction time away while weaker goalies may still give up juicy rebounds on shots they could have handled.

NHL 20 introduces a whole new suite of covers for goalies, adding to their overall coverage by giving them the ability to cover the puck out of more positions. Goalies can also now resolve covers without having to reset and start again, making them more responsive in the mechanic. They are more authentic and responsive in their animations by being increasingly direct to the puck, and in the postures they use to protect the puck and themselves.

Goalies also have unique covers from butterfly, dropping down from standing set positions, reverse VH on both sides, VH from both sides, hug post from both sides, and new covers from various desperation saves. Additionally, goalies can cover the puck with their glove or pin the puck against the side of the net with their stick or blocker.

AI goaltenders in NHL 20 are more aware of threats around them, impacting their positioning and their ability to deal with different scenarios. AI goalies will be more aware of the threat of the puck carrier to score, impacting when and how they challenge the shooter vs. stay deeper in their net. This will lessen the chance of over-committing when the only threat is a pass or shot for a rebound. As the puck carrier becomes more dangerous, getting in closer to the middle of the ice and the net, especially if the player is on their forehand, you will see goalies challenge them more aggressively, increasing the need for the puck carrier to move the puck to open up a better scoring chance.


Goalies positioning and aggressiveness to track the puck and cut down on shooting angles will also be impacted by their teammates defensive positioning. Defensive AI has been updated to add more logic to identify the threat of the puck carrier to have a good chance to score with a shot. This may change their defensive positioning to stay closer to goal side than the direct passing lane. This allows them to gauge whether a rebound threat is more dangerous than a pass to a player with a weaker one-timer. As the one timer threat becomes more viable, the defensive players position will be tighter and heavily favor the direct passing lane.

These improvements will narrow the windows in which the offense has to make choices and will increase the need to work for good shooting positions and passing lanes, ultimately leading to more earned goals.

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37 minutes ago, -Vintage Canuck- said:

Gameplay trailer is out.



Still looks like crap

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Nothing here is of interest to me outside of the goalie redirection/threat detection. Looks a lot better. Couldn't care less about authentic looking skating and signature shots.

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On 7/16/2019 at 9:50 AM, -Vintage Canuck- said:

Gameplay trailer is out.

After watching the trailer I am more intrigued.


I was probably going to buy it anyways (I always do) but now it looks like they have tweaked a few of the things that bugged me.  I'm actually starting to look forward to the release.

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Things that’ll still suck this year - 


- Feels slow 

- Fights 

- Faceoffs 

- Face animations 

- Tripping/high sticking penalties 

- Unrealistic sim stats (if McDavid plays with Marner and Kucherov, none would be a ppg)

Edited by Guest

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So in the gameplay trailer for 19 they didn't show any plays with players missing the puck or missing one timers they did a good job of hiding it, but in the 20 gameplay trailer now they show it.... So even though they knew that was the issue for 19, they didn't want to inform the public instead hide it and then show it for the following year to help sell 20? And just because they haven't showed any flaws for 20 which they won't until 21, but everyone is already sold on 20 that's it's not going to have mistakes or run bad at all because they didn't show any flaws in the trailer.... :towel: people are so easily tricked it's funny.


Just like with the new RPM they tried selling to people last year, how it was so good and realistic, responsive and of course EXPLOSIVE, yet it was a huge fail and wasn't any of what they said, now all of a sudden we're supposed to believe them again? Really come on.


This is what they tried selling last year for 19 to the people with RPM, which was completely incorrect.


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CHEL notes - open beta gameplay:



Hey NHL Fans,

Many of you have been asking: WHERE IS THE BETA?

Good news! There is a beta coming, and it’s coming soon. However, this year’s beta will be different than previous years, so we want to tell you a little more about what to expect.

For NHL 20, we cut the beta build eight weeks prior to today, meaning that there are 8 additional weeks that you’re not going to see and feel in the beta. You’re playing an early, work-in progress version of the game. Some of our new gameplay features were not fully ready to be included in the beta build, so we want to share important context around the gameplay experience you will be playing in the beta, specifically in comparison to where we are now and what will be in the final game.

Below we have captured the improvements in each of our three gameplay focus area, which have been addressed since the Beta experience.

As part of the shooting overhaul, players will see all-new shot animations in the beta, including greater shot variety and animation coverage in all different context across the ice.

However, players may also notice inconsistencies in areas like ideal shot selection (e.g. reaching shots/getting jammed up unnecessarily/odd rotations), shot power, and shot release angles. The area where inconsistencies may be most noticeable is one-timers since all these factors come into play to deliver a clean shot.

These top priority issues are being addressed for the full game to unlock responsive shooting that will look and feel more powerful and precise.

Pickups add a new element of speed and creativity to the game. Whether you are receiving a pass in stride or performing a turning pick up to avoid a check, skaters will maintain speed and control, while not losing momentum. This will create more moments where you can use speed to your advantage to beat defenders wide or allow to take a advantage of an opening to get a shot off in the slot.

Since the Beta we have fixed minor issues that further improve the visual quality of pickup animations and blends.

Players will see new goalie animations for controlled saves, covers, and redirects in the beta. With new goalie intelligence updates, goalies will have also more tools at their disposal to eliminate threats.

While the visual variety will be evident in the beta experience, players will notice that some areas have less predictability and polish than we’d like. This could lead to situations where the goalie may redirect the puck into a high danger area, allow soft rebounds off blocker deflections, and not triggering auto covers or getting stuck when attempting to cover.

Positioning and movement improvements have made great progress since the Beta for both AI and user controlled goalies, meaning players will see new animations and goalie intelligence, resulting in more controlled saves, covers, and redirects.


We can’t wait for you to play and share your feedback to make the game even better for launch. If you’re interested in seeing the detailed changelog of improvements, fixes and features that are not present in the beta build, everything is below.

Don’t forget to share your feedback and we’ll see you in the beta!


- Fixes to shot model when shooting manual one timers to improve cases where shots sometimes weren't as powerful as they should be.
- Fixes to shot model when shooting one timers where the incoming pass angle is perpendicular to their facing and wasn't accounting for them still getting their hips around and through the shot before contact, making the shots weaker than they should be. This was seen the most when taking wheelhouse one timers off the rush when still in motion (in 090, out 000)
- Fixed an issue where players couldn't take a rebound shot after a one timer or their own shot and a rebound.
- Improvements to the direction and how a player rotates into a one timer shot. Worst cases were when they would go the wrong way and spin fully around before taking the shot rather than turning through the pass direction and when they would start to rotate away before rotating towards the puck.
- Updated logic for slapshot selection based on the players current angle to the net and the direction they are skating. This also improves where the player releases the puck to give them a chance at the most ideal shot from that angle.
- Improvements in selecting the slapshot animations for the angles requested.
- Update to shot logic to prioritize shots from the best location so they aren't reaching or getting jammed unnecessarily.
- Improvements to the line a player takes in their one timer solve towards the near post. Prevents them from drifting away from the pass and solving it too late and also diminishing their angle to the net. We also don't want to see them cut in too far and hurting the amount of open net they have as well.
- Tuning down variable for acquire puck distance for one timers. Since we now solve to a specific spot and can get there with the skate model, we don't have to rely on a big radius. We also added logic this year where we can Miss or Abort the one timer if the player or puck doesn't follow the solved path by getting disrupted.
- Improvements to the possible outgoing shot angle for certain shot animations to limit odd cases where the outgoing angle was quite disconnected from the shot. We want to be responsive to what the user updates but not beyond realistic levels.
- Improved logic for when/how tuck shots would trigger relative to distance to net especially.
- Improvements for how slow speed one timers solve relative to the incoming puck angle relative to the player and the angle in which they want to shoot it.
- Tuned slow speed one timers to allow them to execute more often when they should and reduced the extreme upper body rotations that were allowed at times.
- Fix to allow a player to manually windup faster after they pass the puck as they were sometimes blocked for a set period of time. This is most important in player locked modes using manual one timers in give and go scenarios.
- Some improvements for when a player can turn to a more ideal one timer angle based on their current speed to the angle.
- update to logic for how we blend into shots from out of layered pickups to improve aesthetic quality of shot releases
- Logic improvement for one timer rebounds, giving priority to shots that can be released quicker.
- Fix for one timers from saucer passes not executing because the player was considering the puck to be too high to one time, not thinking it was going to be on the ice by their contact point.
- Fixes to not drive the player to an offside position out of the zone when solving for one timers.
- Fix for cases where blending to a shot out of protect puck was allowing unnatural quick blends to puck positions that wouldn't be possible in that short of time.
- Improvements to ai goalie logic when the puck is behind the net so that they position themselves better in the way they read the puck carriers intentions.
- Various save database tuning.
- Updated logic for looking at when a pickup and one timer are possible so that if the one timer is too far in the future, the player will play a proper catch and release one timer instead using a pickup. Most extreme cases of this would fix cases where the player would let the puck go by them to play a one timer on a bank off the boards.
- Improvements to getting player into the proper angle and position to one time the puck based on incoming and outgoing angle requested rather than trying to update in the shot/release as the body angle is most important before setup.
- Improvements to look for passes from deke nodes to respect puck positions and requested angles better as well as improve visual fidelity.
- Tuning for how quickly a player can turn to shoot when using slapshot windup to spin around and shoot the puck from backskate.
- Added ability to tune one timer shot selection and improve player facing as they prepare to take the one timer and when and how they choose to windup before the shot. Variables are off by default but being tested and will be turned on as we tune and improve the logic as needed. One of the conditions limits the start of a shot animation to wait until player is closer to their ideal facing range. Fixes floating and awkward windups for players that start a long animation while still getting into position. Another is if there is not enough time, the player will go into more of a half windup and fixes the case where a player quickly blends to the top of the windup in an unnatural way. Also added the ability to weigh how quickly the puck can reach the net into the shot selection scoring so that it isn't just about how quickly you can contact the puck if another shot could be more powerful and make up for the time putting the puck in the net itself faster.
- Update to shot model on rebound one timer shots to consider the puck behavior more and how easily the player could handle the puck to shoot the rebound. Ability to shank the shot at the bottom end is in there as well but not turned on.
- Fixed an issue for a player taking multiple shots in a row without the puck.
- Fixed an issue where a slapshot wouldn't solve and would force a pickup to solve instead of a shot.

- Improvements to pass locations based on the acceleration of the player so it will pass to where they are starting to accel to or stop.
- Update to pass logic to be able to pass to a player by their left or right shoulder to where they can receive the puck more naturally on their forehand or backhand depending on the most ideal incoming angle and preventing players from passing into and through a players legs where they would need to stop their stride to play a more awkward pickup and can instead retain their skating and pick up the puck more naturally.
- Improvements to passing and one timers so the player can receive the puck properly in stride and not stop their momentum or turn in unnecessarily.
- Added the ability for the ai to use the new stick offset for passing that humans are using. It is a cvar that can be turned on once approved as working better. This prevents the ai from passing through a players body and to where they would prefer to receive the puck instead, giving a higher chance of being able to receive the puck in motion and more ideal shooting locations.
- improved pass targeting in one timer situations.
- Add default stick offsets to be used for all non-one timer passing situations, rather than using an animation stick offset which was at the mercy of whatever skating was doing instantaneously.
- Remove the logic which was allowing the user to override the one timer target with the LS as it wasn't obvious enough for players when they were asking to lead a player to their backhand vs pass to a one timer position. Players still have the ability to lower pass assist and also manually lead further with manual saucer passes.

- Improvements to detect if a player should play a leaning pickup layered animation based on what they are going to be doing in skating as they go further into the pickup. This should improve some bad arm and shoulder blends during layered pickups.
- Fixed cases where players could enter other states such as winding up for a slapshot when they should actually still be in a pickup state. This will fix cases where a player could be in a windup and still controlling the puck as well.
- Improvements for receiver to account for pass error in their skating direction and still try to receive the puck as naturally as possible.

- Improvements to logic for how the future puck position and the goalies position relative to their net for when to look for a cover.
- Improvements to goalie cover logic and coverage, specifically on pucks right behind them.
- Fixes for human goalie covers where auto covers wouldn't trigger reliably.
- Fixes for human goalie covers where manually requested covers weren't solving if the goalie was trying to move and was forcing the goalie to stop moving before a cover could solve.
- logic improvements to help settle goalie on the post in reverse VH if the puck is on the side of the net.
- Fix to ensure the goalie's motion is not heading into net when coming off post from VH.
- Improved logic for goalie's behavior (facing angles, decisions to hug the post and new animation data/coverage) when puck gets in around post/goal line.
- Improved goalie logic on breakaways for how/when they commit to angles and their ability to push hard to fully cover the near side post once the puck carrier has shown commitment to that short side.
- Improvements to when ai goalies will play pre-emptive saves to take away the net when they don't have time to push over and then react. Should improve cases where they would over commit when they didn't need to.
- Fix for some cases where players wouldn't take one timers when the puck was near the boards.
- Fix for goalie blend issues that caused them to duck in their motion.
- handled an the extremely rare case of a human goalie acquiring the puck while idle in desperation side poses
- Added goalie ambient animations after the whistle is blown from several cover puck positions.
- Reduced how quickly goalie will spin to face the puck behind him, as they have plenty of coverage for covers behind/beside them now.
- Update to improve goalie pickups behind their net and near the boards.
- Physics update to help improve goalies cover consistency.
- Updated goalies blocker material to better reflect the material it is actually made of. It was set to be too soft before which hurt some deflections during blocker saves.
- Added ability to tune where a user goalie would want to send the puck relative to their angle to the net when redirecting the puck out of danger. This may be needed due to the various positions user goalies find themselves in deep to their net, off line with the incoming puck angle, etc. and not wanting redirects to end up more dangerous.
- Added a fix for user goalies redirecting pucks into their own net.
- Improved audio hooks for glove saves for audio to be able to represent what they see better in how they talk about it.
- Refinements for AI goalies cover logic. Tightened distance checks when puck is to side or behind the goalie, as we have less coverage reach to those areas and reduced time looking for a cover if they want to move laterally.
- Fixes to goalie puck tracking.
- Fixed logic to prevent goalie from getting hung up on one side of the net when they should be moving to the other.
- improved ai goalie responsiveness when looking for covers around the net/crease.
- Fixes to improve goalie behavior on dead pucks in around the posts and goal line
- Fixed coverage and logic for goalie stick redirects to make them more reliable.
- Fixes to goalie cameras where Puck Visibility is hindered with certain Goalie Cameras when the puck is behind the net.
- Improvements to where goalies were staying in redirect saves too long on deflections/puck path changes.
- Improvements to the directions the goalie would want to redirect the puck relative to their current position in the net and the incoming angle and position of the puck relative to them.
- Fixes to consistency around goalies trying to pickup the puck around the net and/or through the net so that they all behave as expected.
- Removed some old reactionary saves that looked like controlled chest/gut acquires so that they don't look like failed controlled saves. Goalies should play flinching blocking saves instead in the cases they don't have enough reaction time/control to hang on.
- Added fix to goalie pickups by setting the blend off rate for the signature layers so that they blend off before the contact frame.
- Various fixes for goalie cover puck logic.
- Fix for when a goalie is moving above a certain speed, so they can try solving again sooner when the relative puck position has changed.
- Improvements to how goaltenders hold the post when the puck is at sharper angles and limit how anxious they are to move off the post which potentially gave up the short side too easy.

- Improved muscle setup for goalies and how they look when they fall. Should also fix issues where they would get pushed out from the net when falling.
- Fix some issues where you would visually see the puck raise up above the ice before it made a collision.
- Fixed some cases where the goalie would shake when making contact with the ice due to physics.
- Fix to reduce phantom collisions leading the puck to drop for players against goalie by using the more accurate method developed for player vs player last year.
- Updated the stick on goalie test to limit phantom collisions.
- Fix to prevent players from chopping the puck through the net. Added a new test to stick on net collision detection for fast stick movement.
- Various puck physics improvements around the net.
- Improvements to players skating in and around the net and the impacts on puck control. Trying to allow players as much freedom as they should have skating behind the net without losing the puck due to lack of fidelity in control but also ensuring they can't exploit it and cause weak goals through puck warps and over control.
- Fix for rare cases of incidental contact with players legs and the net not registering properly for losing the puck.
- Fixed issues where the puck would stop dead before a potential stick collision with the goalie due to when the update was happening in the frame.
- Fixed issues with odd puck losses due to physics.
- Fix to avoid puck warps along the boards when the puck is possessed and corrected by the board.
- Update to allow us to prevent sticks above the ice from behind from causing puck loss on incidental stick on stick collisions.
- Fix to issue that still allowed stick collisions with the puck through the net.
- Fixed an issue where the puck could get poked out of the goalie's glove.
- Improved collision detection between the puck carriers stick and net to find the balance between puck control/fidelity and puck loss when the collision is deserving/the puck gets too far from the stick.
- Fixes where updated drop puck logic was running incorrectly and players could drop the puck on shots and passes when their stick made even slight contact with the boards.
- Fixed issue where the pucks Y velocity was not correct in physics. This will most noticeably fix cases where the puck would go out of play too easily after a collision.
- Added a fix to allow a player that is blocking the goalie by diving in Ones to be pushed away to avoid interferences with the goalie for game balance.
- Increased cases where some puck collisions were causing the puck to freeze on bad contacts.
- Fixed issues where a player is blocking another from getting up for game balance purposes..
- Solved a case where the puck was going through the net mesh.
- Consistency improvements to physics reactions, with specific interest in the balance of stumbles that allow players to keep control of the puck vs lose it.
- Improvements to collision detection to avoid phantom collisions from the stick.
- Improved rare cases where during a pickup, the puck could go through the boards causing a whistle.
- Solved a case where the puck could go through the net after scoring.
- Fixed an issue where sometimes when hit while going to the bench, the goalie would get stuck in butterfly and never reach the bench.
- Improvements to physics solve to decrease the chance of phantom collisions with the puck.

- improvements to vision control consistency.
- Vision Control during manual windups now behaves the same as regular offensive vision control off puck making it more consistent as players switch between the two.

- Improvements to goalie interference logic.
- Fixes for cpu penalty sliders to improve consistency throughout the slider scale.
- Fixes for cases where a penalty was sometimes not given after the user attempted a dive block at the AI and tripped them.

Offensive AI:
- Improvements to ai logic considering offside and their motion nearing the offensive blueline.
- Fix to help tone down bad behavior in offside pass cases. Should now use correct pass speed in passing analysis offside checks. Player will make better decisions if they are definitely going to be offside.
- Fixed cases where the ai will rush into the offensive zone causing an offside.
- Fixed cases where players were drifting too wide at times rather than driving in towards the far post.
- Fixed cases where ai skaters over-skate in the offensive zone instead of stopping earlier for one timer options relative to the net and defenders.

Defensive AI:
- Fixed an issue where the ai and near side defenseman specifically would frequently leave the zone instead of holding the blue line when the puck was shot on net or loose low in the zone..=
- Improvements to ai defensive skill stick logic and the angles they look to defend with it.
- When defending against a breakout, the defending AI may turn to face the rush before they have a good gap and results in giving up a breakaway.
- Improved issues in 2 on 2 scenarios where the defender guarding against the open offensive skater would stop up early and allow the open offensive skater to skate in for an tap in one-timer.
- Improved some cases where the AI defenseman will leave the front of the net to pursue the puck carrier and leave an opposing player undefended in front of the net.
- Fixed an issue where an ai defender would move to defend the middle of the ice instead of covering against the breaking winger along the boards.
- Improved cases where an ai defender that was defending against a breakout, would turn to face the rush before they had a good enough gap which was resulting in giving up odd man rushes and breakaways too easily.
- Improvements to defensive ai coverage on the penalty kill in regards to cases where they were too aggressive to help defend the puck carrier and would leave the front of the net.

- Fix for referees not behaving properly during faceoffs/puck drop.
- Removed post whistle avoidance logic that was causing more player jitter than the collisions it was meant to avoid.
- Various crash fixes.
- Fixed cases where AFK logic could potentially kick users for bad teamplay in Ones.
- Corrected blends when passing, shooting and picking-up to improve fidelity.
- Fix to ensure goalie changes properly when user changes a scenario first and then the goalie in goalie practice.
- Fixed cases where players would unintentionally stick lift because the action would carry over if they were to lose the puck. when trying to protect the puck using the same button.
- Fixed an issue where batted pucks and bat downs weren't solving properly.
- Fixed an issue where players pinned in boardplay were losing the ability to make a play on the puck too easily (i.e. couldn't kick it).

Threes & Ones:
- Fixes for ai protect puck behavior in Ones Now.
- Fixes in Ones Now so that the ai won't see the goalie in possession of the puck the same as a player that they can check.
- Disabled Fatigue in Ones Now. A choice on the modes side. It will still be a part of Ones Online.
- Added context for end of game pressure for ai to shoot for Ones Now for players that are behind and have more urgency to try and score.
- Fixed an issue where ai players in Ones Now were spinning the wrong way.
- Fix for the puck drop position in Ones not randomizing after the first drop.
- Various ai improvements for Ones Now licensed player specific behaviors and tendencies.
- Fixed a few cases where you would see the puck warp to start plays after a whistle or goal in Threes before the start of the next possession.
- Fixed cases where a goalie would clear the puck right into the path of an opposing player.
- Improvements to make the ai goalie less vulnerable in cases where the puck is loose around the net, even when getting picked up by teammates. Goalie should stay down when the puck is close, even if his own teammate has it. Goalie shouldn't get back up until they know their teammate has control and is out of danger.
- Fixes to cases where the puck was warping on first pickup in Ones.
- Fix to Threes scoreclock to make it real time.
- Improvements to puck release points for signature slapshots to make them more reliable due to their unique contact positions.
- Fixed a case where the goalie would get stuck standing idle behind the net after passing the puck.

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Open beta:



Get your first taste of NHL® 20 in the Open Beta, featuring the World of CHEL and the all-new Eliminator mode from July 26 to July 31 for Xbox One and PlayStation 4. The Beta is a great opportunity for you to get hands-on with some of the features you’ll experience in the full game when the same launches worldwide on September 13, 2019. This is also your chance to give the EA SPORTS™ NHL team feedback on anything you’d like to see improved. Keep reading to find out how to enjoy everything the NHL 20 Open Beta has to offer.




The NHL 20 Open Beta will feature the World of CHEL, an environment hosting new and returning game modes that work together in a unified progression system centered around the EA SPORTS Hockey League (EASHL). World of CHEL brings back outdoor rinks sets in spectacular landscapes that you will get to explore during the Beta.

As you play your way through the World of CHEL Beta, you’ll unlock pond-hockey inspired pieces of gear to stylize your character with as you try to top the competition. These casual looks help both skaters and goalies express themselves in some bold and colorful ways, which you can start trying-on in the Beta. In addition to numerous World of CHEL features, you can also jump into Online Versus with the 31 NHL teams at your disposal.

New to the beta this year is Eliminator. Inspired by the winner-take-all competition in battle royale, Eliminator is a new way to compete in NHL ONES and NHL THREES that pits 81 players against each other in a survival tournament bracket to be crowned the ultimate winner. Compete solo in ONES Eliminator, or squad up with friends in THREES Eliminator as you attempt to win four back-to-back elimination rounds against increasingly competitive opponents for ultimate bragging rights.


Play NHL 20 Online Versus in the open beta to experience the next major innovation in RPM Tech-powered gameplay with Superstar Signature Shots. This year your favorite NHL stars now look and feel truly authentic with the trademark shooting-styles you recognize from the real world. Additionally, over 45 new contextual shot animations make shooting more lifelike as players use new tools to get the puck on net.


RPM Tech also ignites more speed to gameplay through revamped animation blending that allows players to execute shots, passes, and puck pickups without slowing a skater’s pace; creating faster, more skilled and more fluid plays up and down the ice.

Finally, new goaltender A.I. includes full offensive threat analysis, allowing goalies to read the positioning and threat level of every attack before actively controlling rebounds and redirecting pucks away from danger.



Get into the Beta by going to the Xbox Store or PlayStation Store and downloading it from there! Not only is it a great chance for you to try out NHL 20, you can also provide us with valuable information on how the game can be improved before launch.


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They lost me when they took the leveling out of EASHL.  I forget the year, might be the year they had Billy Idol and ELO on the soundtrack, but I never enjoyed online gaming as I did that year playing EASHL.  I had no intention of joining any teams but would have monster drop-in games and then get like 2 or 3 invites after.  I know most people were playing speedy grinders but I made a 6'3 192lbs. PWF that could fly.  Fun times.  Now it's all paper/rock/scissors cookie cutters, sorry that's not what sports is about.  


I say this every time but another company could easily make a EASHL style game without the use of licensing players and teams.  Hell, EA used to weasel out of paying anything to NCAA players when they let the community download rosters for their NCAA football games.  

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I have zero interest. They’ve really lost me.


Anyone have MLB The Show 19, and whether it’s worth it? Haven’t purchased one in a dogs age.

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Petey will be the cover athlete for the Swedish version . Hoping they release that cover here too!

Edited by Silky mitts

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I think I’m going to pass this years edition as NHL19 has a glitch where it won’t count your games when you win (happens now at a 50/50 rate) what’s the point in spending close to $100 annually and the bloody servers can’t even keep your online record. It seems to count the losses but spotty on the wins. EA needs another hockey rival because things that should be a given in this franchise is not and that’s just pathetic when you pay top dollar for something that might work.

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Broadcast and presentation overhaul:



Hi, I’m David Pritchett, the Presentation Producer on EA SPORTS™️ NHL® 20. This year, we’ve overhauled every aspect of our broadcast package, from the commentary to graphics to replay cameras to intros and outros.



For NHL 20, we have a new crew that brings a new tone and energy level to our virtual booth. James Cybulski, our new play-by-play announcer is a veteran sports broadcaster on TV and radio. Ray Ferraro, formerly the third commentator in previous years, is now the main color commentator. He brings even more of the insights from two decades playing in the NHL and expressing his opinions as a broadcaster on ESPN, NBC, and TSN.


Current real-world hockey commentary can come across as a bit stuffy, especially to younger audiences who are used to hearing commentary that may sound more conversational, and less steeped in existing tradition. Our commentator crew won't adhere to the thinking that hockey broadcasts always needs to be ultra-serious. Our new commentary will be grounded in reality, and will always be seen as plausible. We want real-life broadcasts to start emulating our new, more progressive style.


We're moving to a two-man booth and we want our Color commentator to be just involved in calling the action while the play is ongoing as our play-by-play commentator is. Traditional roles would see the colour man hold back until a stoppage in play. This is not what we want. Instead, we'll favour back and forth interaction between both men in the booth instead of wall-to-wall commentary from just the play-by-play man.


We’ve achieved this chemistry by dramatically increasing our time in the recording booth. With Cybulski and Ferraro based just minutes away from EA Vancouver, they are able to develop their tone together weekly in the studio. In NHL 19, we could only get about 30 hours of session time with our previous commentary team. This year, we spent over ten times that in the booth to get the quantity and quality of commentary that sets a new foundation for years to come.


We encourage our commentators to always express opinions about players, teams, and hockey in general in order to provoke thought and debate. If a player isn't playing well, even if that player is you, our commentary team will let you know it.



For NHL 20, we revamped our entire broadcast graphics package. It’s designed to be higher energy and higher impact for players and viewers alike. It boldly celebrates your players’ and your teams’ big moments.


The first thing we revisited was the scoreclock, which for years has lived in the top-left corner of the screen. We moved it to the bottom, just like the tickers you see on television. The immediate benefit is all the screen real estate up top that’s reclaimed for gameplay. Score and time are right in the middle and we built in timers for powerplays and quick stat comparisons between teams.


We’ve taken a page from other online games that celebrate individual achievements and show off your greatest plays and players to friends and foes alike. The result is the new Play of the Game sequence seen at the end of every EA SPORTS Hockey League and Hockey Ultimate Team game. We select a great goal, save, or hit to showcase with new ice-level camerawork, slow motion, and a unique audio treatment. It’s a terrific moment for bragging about your skills and style.


Like the Carolina Hurricanes tweeted, “Our players love it, our fans love it, nothing else matters.” It is the series of post-win celebrations that energized and grew the Canes’ fan base while getting under the skin of hockey traditionalists. NHL 20 brings a selection of the team’s most popular team cellys to reward home wins in Raleigh. But you can also unlock them in Club Rewards in EASHL, so your club can celebrate the joy of winning.

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