Forum Discussion

Re: Auto assists in multiplayer

I wish it could be more optional, to choose if you wanna go with assist or not.

And that the meta was build around, the less assist you go, the better you go. (the learning curve becomes more extended and more levels of skill-gap)... And variation of skill. 

If you are new to the game, best advice would be to start off easy, with a lot of assist, which would give your game a closer feeling and look of arcade.

Meanwhile thoose that practice hard and learn how to master the game without so much auto-pilot would be rewarded with much more dynamical set ups, more close to a real hockey simulation experience.

The goal should be to create a game were the elite is the onces taking no help from the game meanwhile the newbies go more easy with more assist (help).

I dont think thats the case today, that the elite players go with 0 passing assist for example.

Cause even if you master it really good, I still dont think it gives you more advantage playing against an opponent with 100% passing assist.

Taking assist should not outrival less-assist. If two -exactly- as skilled players was matched up. 

1 Reply

  • hiperay's avatar
    hiperay
    New Ace
    3 years ago

    @Sega82mega i do think I agree with this. Think of something in ranked clubs where the higher the division you are in, the lower the assist values. All of a sudden your club is div 1 and you are now playing with 0 pass assist, manual one timers and stick check aiming and it is all on you and your team to aim your passes and actually time your shots and checks more. Now if you are playing a lower div club, the assists would match whoever is lower so good clubs wouldn’t be at a disadvantage A good similarity to this would be MLB where the higher your ranked score, the tougher the hitting and pitching difficulty.

    @EA_Aljo 

    “If you're in possession of the puck, it's also the deke modifier”

     
    As a side note, that deke modifier needs better tracking assist at being able to get around defenders if we don’t go the manual everything route. It’s frustrating when you make a deke around an oncoming checker or over their stick using the flip pass deke just to have it bounce off their legs or stick because their guys stick is where it is due to his skating behaviors and it “just so happens” to be there as he is running at you full speed…the game should be able to recognize that I need to get this puck a little higher when I flip pass it or the angle needs to be wider when I one touch deke to compensate for the hit.

    This would however be null and void though with something like manual body and stick checks like mentioned above though.