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SummerOfDekes's avatar
7 months ago

Defensive interceptions and forced passes

https://www.xbox.com/play/media/UqwkfaLLvv

I'll keep it short and semi-sweet. Play in question begins around the 20-second mark.

2-on-1 situation. Forced pass all the way from the boards to the far side of the net. I'm in the passing lane. My build has 94 defensive awareness and gold Quick Pick. Can't even disrupt the play at all.

"wE dOn'T cAtEr To OfFeNsE!"

Lmao. Ok, EA. I don't know which store brand cereal box you got your development team out of, but I'd get a refund if I were you. 

33 Replies

  • If the intended receiver can receive a pass, so does a defender standing next to him in reasonable position. Until it requires a user input to battle it out, it's just the fair outcome for everyone. The posted videos are blatant examples of unfair outcome, those are not rare occurrences.

    We all know the game is not realistic in many aspects anyways. The devs need to prioritize user's decisions over in-gm calculation and parameters more. I'm sure it's a beauty to see it pan out as a game creator, rightfully so. But as an user, we feel like a witness to all this, it goes against the whole purpose of WoC, hence the criticism.

  • EA_Aljo's avatar
    EA_Aljo
    Icon for Community Manager rankCommunity Manager
    2 months ago

    User decisions are prioritized. However, you can't perfectly replicate the on-ice play when you're using a typical game controller. There's got to be some margin for error built in so it can't be purely based on user input. Humans make mistakes. It wouldn't be very realistic to have every pass intercepted. Just like it doesn't make sense to have every shot saved by a goalie or every deke be successful. Then, you also have to consider the extremely complex physics of hockey. It's probably going to be a long time before we have a 1:1 reproduction of the real world sport. We are always working to improve on this though.

  • Players also make mistake, they won't always be in perfect position when the play shift around, they're always at risk of being one step behind. Why build in a logic that punish good read on top of it? Every deke that are correctly dialed are successful. By your logic the user should lose the puck on some of those for realism, and successful pass should be fumbled once a while too? What's missing is good set of tools to allow both parties to fight out the outcome in those situations, relying on margin of error is a cop-out for the lack of it. Until we get thoses, it's only fair for the puck to be intercepted, as long as the player is properly covering his opponent, in the current state of the game. 

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