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@ssoliz91 wrote:
The main point is we wouldn’t feel the need for arcade-like hitting if we didn’t need to compensate for a lack of proper stick checking and bodying/battling controls.
You're not wrong and I like your idea, but adding complexity to the controls appears to be non-negotiable from very vocal parts of this community. They don't want more responsibility, especially when it comes to defending. Some users want their button presses to do exactly what they expect at all times, regardless of what responsibilities they're abdicating. Of course, there are instances where people are positionally sound - they understand the controls - but still get hit with a bug or a misfire in an animation sequence. That's why I begged people to post clips of the hitting not working the way they wanted. Because in spite of the favorable view some of us had on this change, there will always be room for improvement. But like clockwork, the social media voices get amplified and the airing of grievances for clout, likes & retweets gets the game trending for the wrong reasons, and boom - changes reverted.
EA is being captured by the audience a bit here. When they make changes, they're not going to see celebrations about it on social media because a) people don't typically do that and b) saying anything positive about this game on social media is a recipe for getting flamed and trolled, regardless of whether your observation is valid or not.
So of course, every change that has this much of an impact is going to be met with resounding negativity - especially in the cesspool that is Twitter. Every "competitive" player will simply fall in line with the rest of the hivemind and insist the changes are "broken" because they took a few more L's than usual in their favorite pay-to-win mode.
In any case, regardless of what my view is on this change - all of us should be on the same page in giving EA some credit here. They're listening to us. They're making important changes and doing so quickly when they're met with enough feedback to warrant it. That's a good sign, no matter what side of the debate you're on when it comes to hitting.
@KidShowtime1867 wrote:
@ssoliz91 wrote:
The main point is we wouldn’t feel the need for arcade-like hitting if we didn’t need to compensate for a lack of proper stick checking and bodying/battling controls.You're not wrong and I like your idea, but adding complexity to the controls appears to be non-negotiable from very vocal parts of this community. They don't want more responsibility, especially when it comes to defending. Some users want their button presses to do exactly what they expect at all times, regardless of what responsibilities they're abdicating. Of course, there are instances where people are positionally sound - they understand the controls - but still get hit with a bug or a misfire in an animation sequence. That's why I begged people to post clips of the hitting not working the way they wanted. Because in spite of the favorable view some of us had on this change, there will always be room for improvement. But like clockwork, the social media voices get amplified and the airing of grievances for clout, likes & retweets gets the game trending for the wrong reasons, and boom - changes reverted.
EA is being captured by the audience a bit here. When they make changes, they're not going to see celebrations about it on social media because a) people don't typically do that and b) saying anything positive about this game on social media is a recipe for getting flamed and trolled, regardless of whether your observation is valid or not.
So of course, every change that has this much of an impact is going to be met with resounding negativity - especially in the cesspool that is Twitter. Every "competitive" player will simply fall in line with the rest of the hivemind and insist the changes are "broken" because they took a few more L's than usual in their favorite pay-to-win mode.
In any case, regardless of what my view is on this change - all of us should be on the same page in giving EA some credit here. They're listening to us. They're making important changes and doing so quickly when they're met with enough feedback to warrant it. That's a good sign, no matter what side of the debate you're on when it comes to hitting.
I know we’ve talked about this before, so sorry for repeating myself.
I think both options could exist in the same game.
I don’t see why these controls couldn’t co-exist with the current controls in the same game. I would have no problem using my control layout while others use “Total Control” or any other layout in the same game. It’s just a matter of how much control you wish to have:
-if you want more, then take on a layout like the one I propose, but do so knowing it’ll be more difficult to master.
-if you want less, then use Total Control and just have fun.
This way, everyone can get into the game as a beginner and have a lot of fun playing against newbies and experts alike. But as you get better and better, you can begin to add more and more control to your layout.
If you take the time to master complex controls, you’re rewarded with more control of your player and thus won’t find yourself getting frustrated at the game/EA as much because the onus is on you at that point.
At the same time, if you just want to press a button to hit like NFL Blitz then go for that control layout. However, just know that you’ll have less real control.
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