u/Whack_Warrior

CUT Just Isn’t Fun Anymore

NCAA 27 is getting boring. There just isn’t enough to grind for. We need more challenges and tasks to earn coins, upgrade players, and unlock or improve abilities. Give us something worth playing for besides just playing games. And the sets? They’re not fun to complete, and most aren’t realistically achievable through grinding. Everything feels geared toward spending money instead of rewarding people for actually playing the game. There’s so much potential here, but right now there’s just not enough to keep it interesting.

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u/Whack_Warrior — 5 days ago
▲ 6 r/NHLHUT

The “Perfect” HUT Microtransaction Model — EA Can Make Money Without Making HUT Miserable

I’ve been thinking about this while playing HUT, especially with how NHL 26 has handled the grind.

I’m not one of those people who thinks HUT should have zero microtransactions. EA is a business. Ultimate Team modes make money and obviously that isn’t going away.

But I think the current model actually leaves money on the table long term because it sometimes seems designed around making the NMS experience frustrating enough that people eventually give in and spend.

That might work on some people. But I think a lot more people just stop playing.

So here’s what I think the “perfect” HUT microtransaction model would look like:

1. NMS players need a legitimate path to a competitive team
Not an easy path. A grindable path.

If I play a lot, complete objectives, do Moments, play Rivals/Champs, etc., I should eventually be able to build a team that can compete with someone who spends money.

The person spending $500 should get there much faster. That’s what they’re paying for.
Money buys time and convenience, not exclusive access to being competitive.

2. Every time you play HUT, you should be progressing toward something

This might be the biggest change I would make.

Every single HUT mode should award XP.
Rivals? XP.
Squad Battles? XP.
Wildcard? XP.
Champs? XP.
Moments? XP.
Objectives? XP.

Even if I only have 30 minutes to play, when I turn the game off I should feel like I moved a little closer to my next reward.

That’s one of the biggest problems with Moments right now IMO. You can spend a bunch of time doing them and unless you’re specifically completing an objective or earning whatever reward is attached to that Moment path, your overall HUT progression barely moves.

Why?
I’m still playing HUT.
I’m still engaging with the game.
Reward me for it.

There should almost never be a HUT session where you finish playing and think, “Well, I basically accomplished nothing.”

3. We need WAY more worthwhile objectives — and they need to keep coming

Objectives should be one of the main reasons to keep logging into HUT.

Not three decent objectives at the beginning of an event followed by days where there is basically nothing meaningful left to work toward.

Give us ongoing objectives throughout the week and throughout every event.

Daily objectives.
Weekly objectives.
Event objectives.
Long-term objectives.
Player-specific objectives.
Milestone objectives.

And make the rewards WORTH IT.

If you’re asking me to score 50 goals, win 30 games or play 75 games with certain players, the reward shouldn’t be something that was outdated two weeks ago.

There should always be multiple things you’re working toward at the same time.

That’s what makes grinding fun.

You play one game and maybe you:

- gain XP
- move toward a weekly objective
- add progress to an event objective
- get closer to a milestone reward
- earn coins
- progress toward a player

Now even a loss doesn’t feel completely wasted.

THAT is how you keep people playing.

4. Stop making objectives intentionally annoying

Grinding is fine when the gameplay itself is fun.

But lately some objectives feel like they were specifically designed to make the grind take longer rather than actually be enjoyable.

Timed Moments. Ridiculous requirements. Having to use bad cards. Hyper-specific objectives. Goals that suddenly seem impossible to score. Hitting the post 900 times.

Maybe I’m crazy, but I swear I hit the post more often than I hit the giant open portion of the net sometimes lol.

Objectives should encourage me to play HUT, not make me feel like I’m doing chores.

There’s a big difference between:

“Play 20 games and score 40 goals”

and

“Score 17 bottom-left goals with left-handed Pacific Division players wearing numbers between 20 and 39. Reward: 75+ Player (UT)”

Obviously I’m exaggerating, but sometimes thats what it feels like.

5. Sets need to feel rewarding instead of feeling like you’re destroying your collection

This is another huge one.

Completing a set should feel GOOD.
You should be excited that you finally accumulated enough cards to build the player you wanted.

Instead, too many sets make you stare at the cards you’re about to exchange and think:

“Wait…I’m giving ALL OF THIS UP for THAT?”
That’s backwards.

Sets should create a sense of progression and accomplishment.

They shouldn’t constantly make players feel like they’re burning valuable assets just to get one card that’s going to be obsolete soon anyway.

Make set requirements reasonable.
Give more flexibility in what cards can be exchanged.

Don’t require absurd amounts of high-value cards.

Give partial credit or progression for completing stages.

Have more upgrade paths where the assets you’re putting into the set actually feel like they’re building toward something.

Maybe even give additional packs, collectibles or rewards at certain stages of bigger sets.
When I finish a major set, my reaction should be: “Hell yeah, finally got him.”

Not:
“I hope I didn’t just screw myself.”

6. Packs should be exciting again

If someone wants to spend $20 or $50 opening packs, fine.

But give them a reasonable chance of actually getting something useful.

The current psychology sometimes feels like:
Buy pack → get nothing → buy another pack → get nothing → eventually hit something.

That creates whales, but it also creates people who decide packs are a complete waste of money.

I’d rather see slightly better odds and more people willing to occasionally buy packs because they actually feel like they’re getting value.

You don’t necessarily need 10% of the playerbase spending insane amounts if a much bigger portion of the playerbase is willing to spend a little because they enjoy the mode.

7. Have a real HUT Battle Pass

This seems like such an obvious solution.

Free track for everyone.

Premium track for maybe $10-$15 per season.

Free track gives packs, coins, collectibles, players, etc.

Premium gives additional packs, cosmetics, XP boosts, choice packs and maybe some special cards.

But the important part:
The best competitive cards shouldn’t be permanently locked behind the premium track.

Give paying players more rewards and faster progression without making NMS players second-class citizens.

I would probably actually buy this.
And because EVERYTHING gives XP, it doesn’t matter how you want to play HUT.
Want to grind Rivals? Fine.
Prefer Squad Battles? Fine.
Want to knock out Moments tonight? Fine.
You’re progressing the pass either way.

8. Sell cosmetics separately

EA is leaving money on the table here IMO.
Goal celebrations.
Alternate jerseys.
Retro arenas.
Custom goalie masks.
Player intros.
Scoreboard themes.
Team presentation packages.
Maybe historic broadcast themes.
Custom HUT arena stuff.
People will pay for stupid stuff that looks cool.

Fortnite basically built an empire on that concept.

Why does almost every HUT microtransaction have to revolve around gambling for better players?

9. Let people buy specific players — but with limits

This might be controversial.

I think there could be a rotating HUT store where you can actually purchase certain cards directly.

Want an 88 overall player?
Maybe he’s $10.

Want a 92?
Maybe $20.

But make those cards account-bound/non-tradeable and don’t sell the absolute best cards in the game.

That gives EA guaranteed revenue without requiring someone to spend $100 opening packs hoping to get the card they want.

And ideally there should ALSO be a grindable path to that player.

Pay $20 and get him now.

Or play the game and earn him eventually.
Pretty simple.

10. Reward the whales without letting them destroy everyone else

Whales aren’t the enemy.

Honestly, they’re subsidizing the mode for everybody else.

If somebody wants to spend $2,000 building an insane HUT team, have at it.

Give them exclusive cosmetics. Special card art. Early access to certain cards. Extra rewards. Whatever.

But a player who spends $0 and plays 200 hours should still have a realistic chance against them.

The advantage should be:
Money = faster progression
not
Money = completely different level of team

11. Make grinding actually rewarding

If I’m willing to put 100+ hours into HUT, EA should WANT me playing.

Give meaningful milestone rewards:
100 wins = great card.
250 goals = great pack.
500 games = elite player choice.

Complete a month-long objective path = high-end card.

Hit certain XP milestones = meaningful rewards.

Finish an event’s master objective = a card I’m actually excited to put in my lineup.

The reward doesn’t have to be the best card in the entire game.

It just needs to make me think:
“That was worth doing.”

Right now too many grinds end with:
“I did all that for THIS?”

And that’s one of the fastest ways to make somebody stop grinding altogether.

12. Stop treating NMS players like failed customers

This is the biggest philosophical change I would make.

NMS players are valuable.
They populate Rivals.
They populate Champs.
They populate Squad Battles leaderboards.
They populate the auction house.
They watch HUT content.
They talk about HUT.
They keep matchmaking alive.

And most importantly, they give the whales somebody to play against.

If you drive away a huge portion of the playerbase because they’re not spending enough money, eventually the whales are just playing other whales.

And then some of the whales leave too.
That’s why I think squeezing every possible dollar out of the remaining HUT players is shortsighted.

I’d rather have a massive engaged HUT population where a lot of people occasionally spend $10-$30 than a much smaller population where a tiny percentage spend an absurd amount.

Maybe EA’s internal numbers say I’m wrong. I obviously don’t have their data.

But as a player, I know which game I’d actually keep playing.

The ideal HUT economy should basically be:
Play a little + spend nothing = decent team.
Play a lot + spend nothing = very good/competitive team.
Play a little + spend money = very good team quickly.
Play a lot + spend money = ridiculous team + cosmetics + convenience.

And regardless of which category you’re in:
EVERY GAME YOU PLAY SHOULD MOVE YOU TOWARD SOMETHING.
XP.
An objective.
A milestone.
A set.
A player.
A pack.
Something.

Everybody gets something.
EA still makes a ton of money.
Whales still get rewarded for spending.
NMS players still have something worth grinding for.
Sets actually feel rewarding.
Objectives give you reasons to keep playing.
And most importantly, HUT becomes fun enough that people actually WANT to keep logging in.

Because right now it sometimes feels like EA is trying so hard to convert NMS players into spenders that they’re accidently converting them into former HUT players instead.

And that seems like the worst possible outcome for everybody.

reddit.com
u/Whack_Warrior — 2 months ago
▲ 1 r/NHLHUT

EA fails to realize…

EA fails to realize that you can’t turn a NMS player into a whale. With all the stinginess and greed, all they will end up with is no players for the whales to bully.

I remember when UT’s were only for the cards you got back after completing a set. There were no BND’s.

HUT is dying a slow frustrating death year after year… It’s a shame.

reddit.com
u/Whack_Warrior — 2 months ago