I sometimes find myself wondering to what extent the stats generated for your players are accurate and actually affect the play in the game. Like Balance and Checking being ones I immediately think of off the top of my head.
My best and most noticeable upgrades have been to the shot power and shot accuracy ratings.
If your character is 5'8" and has a Checking stat of 65, why are you still able to absolutely level and destroy players along the boards? Conversely, if your Balance is 88 shouldn't you be harder to take down both in terms of when you're checked and when you're cutting to the net?
Well, against the boards it's generally easier to level people. I'm in my second season now with slightly upgraded checking and I've found it's a lot harder to knock guys down in open ice or defensively in front of my own net when standing either flat footed or moving than it was in the first season.
Why would you feel even compelled to boost that stat if that number is apparently doing nothing? If I had to spend some time using my experience points or practice time so that I'm not slipping and sliding on the ice like Nelson Emerson it makes it more real and worthwhile.
I'm not a huge fan of the line change button setup. Sometimes the camera angle makes it hard to see where the bench is so if I choose to press the button I don't want everyone on the ice to right then and there change and leave it open for a breakaway. Make it like the pros where the individual signals the bench for a guy to replace him.
That's not that big a problem when you're on the ice and changing off, just go onto the red circle when you're tired, no need to change the whole line at once. Your linemates will usually change too if they have a chance but usually one will stay out if he's involved in the play. This usually leaves one of your linemates really tired during the next shift you have on the ice.
When you're on the bench you just have to time it right and hope the puck carrier can get the puck in deep when you hit the line-change button. I think that adds a bit more "skill" when you initiate a change so you don't get left with a breakaway against. The same goes for when on the ice and you line change but I usually only initiate that when I'm carrying the puck myself so I can hopefully be sure the puck is going to go deep into the zone.
If I win the Stanley Cup I want to see the banner hanging in the rafters. I also want banner raising ceremony as the opening animation at the first home game of the next season. If you don't want to see it, just press the button and fast forward.
If someone is coming at me for a check and I see it coming I want the ability to give them the cold shoulder.
You can do this if you chip the puck ahead of you into open space and then check the checker before he gets you.
If I stand over the goalie or hit him while he's trying to cover the puck the defense should be all over me. Basically have the game be smarter in reacting to stuff you do (like hitting after the whistle) by starting a scrum.
Hell, let me start a scrum by face washing someone or poking them with a stick!
I wish some of the moves you could pull off in hockey were more varied, like how some of the NBA and FIFA games allow you more tools to really take someone off the dribble. Maybe even tie it to what player type you select (Power Forward, Dangler, etc.) and the skill numbers you have in certain stats.
If you build your character up and have a balance of at least <insert number> and you're a Power Forward then you open up options in a skill tree special to a Power Forward. It might sound weird, but it would work like an RPG game where you use experience points to power up certain abilities. You'd be allowed to pick from the other skill sets a Dangler might have, but it costs more experience points. Whereas choosing from the Power Forward skill sets cost less.
This might be too realistic, but have the game keep track of how much damage you take during the course of the game. If the other team is targeting you with big hits and it goes beyond whatever number your Durability stat allows then you get injured. Trips to the bench and intermission will allow the trainer to patch you up, but the recovery rate depends on something like say Endurance or something. If you happen to get knocked out maybe it sims to when you're next available to play.
Having hot/cold ratings would be good. I think the 2k series had that. Right now if a comp controlled player is injured, they do come back early but with lesser stats until the date when the injury says he will return comes around. I have yet to have my BAP player be injured to see how it would affect my play.
As well, you deal a certain amount of damage based on say Checking and if you're a forward on the forecheck and you keep nailing a defenseman he's going to be injured, but also be more prone to coughing it up because the next hit could take them out of the game.
I agree, I lay the thunder on a lot of dmen, that should become apparent in the later periods of the game. Now it's either injury (which is rare) or nothing.
If a particular player is added to your team (trade, free agent, minor league callup) and their skills compliment your character (like line chemistry except you don't restrict it to just lines but being on a team) then an auto-boost to some of your stats. Conversely if there is a player that was responsible in boosting your stats leaves you get a minus. Maybe tie that to something like Leadership or some other stat and have it so you also do the same for other players.