Forum Discussion
Thanks and I will as best I can. The replay system still frustrates me. It would be nice to have access to the entire game instead of just a subset. Often times plays I want to get a better look at are lost by the time the game finishes.
Yeah, that would certainly be nice. I imagine that's a technical limitation. I believe you're on PS so you should be able to capture up to the last hour of play. That's enough time for a full game. Of course, you couldn't go into the replay like you can in the game, but it's better than nothing.
Does that not strike you as wrong from a physics or logic perspective? I get that it's a game and it won't always mirror real life exactly, but that is a textbook poke on an unprotected puck. The fact that first contact is the blade should be irrelevant. The blade is touching the puck and both should be disrupted. Instead the puck carrier ( who has one hand on the stick at the moment of contact ) is somehow strong enough that his stick and the puck remain undisturbed while the defender's stick is deflected away.
Yeah, I get what you're saying. Hopefully, this will improve over time. In a perfect world, we also wouldn't see the sticks clip through each other. There are technical limitations here as well, but attributes are the main reason why they're holding on to the puck. Had the puck been hit instead of the blade, most likely you'd see it separated from the carrier.
Also, while the carrier has one hand on the stick, they very quickly grab it with their other hand. Which would stabilize it more and give them a better chance of keeping control. I also don't think it's outside the realm of possibility that a professional player could maintain control of their stick in a situation like this.
It would be very interesting to see the ration of pokes that land and cause a turnover compared to the ones like you're pointing out. Although, we'd also have to take into consideration XFs and ability scores between the players involved.
EA_Aljo wrote:Yeah, that would certainly be nice. I imagine that's a technical limitation. I believe you're on PS so you should be able to capture up to the last hour of play. That's enough time for a full game. Of course, you couldn't go into the replay like you can in the game, but it's better than nothing.
For the most part I dislike using raw gameplay footage for feedback. There's a couple of problems with it that are mostly due to the fact that I play with the overhead camera. First, more often than not when I'm able to use the in-game replay system to look at a play that looks wrong or odd during play it turns out that there's a completely reasonable explanation for the outcome that wasn't immediately obvious due to the camera angle. Secondly, due to the camera angle it makes it too easy for people to make assumptions about what's happening or dismiss legitimate problems due to lack of a clear look. I know it's nowhere near the same thing, but my kid plays Fortnite and he's able to watch full replays with complete control of the camera for his last five matches. I know it's very unlikely for there to be an overhaul of the replay system, but I think it would be an amazing tool for getting better feedback from the community.
EA_Aljo wrote:Also, while the carrier has one hand on the stick, they very quickly grab it with their other hand. Which would stabilize it more and give them a better chance of keeping control. I also don't think it's outside the realm of possibility that a professional player could maintain control of their stick in a situation like this.
That's the moment of impact ( sorry it's washed out ). The other hand doesn't come into play until well after. If you want to tell me that one vs two hands on the stick is just an animation and has no bearing on puck control in the game I'll believe it. I'd argue the devs should look at making it matter down the road, but I'd accept it as a game mechanic at the moment. Either that or this guy never skips wrist day at the gym.
And I'll agree that XFs and attributes need to matter, but they shouldn't matter to the point where defense is helpless. I've been really enjoying how effective, in general, our defensive tools have been in NHL 27. But I'm starting to worry that that effectiveness has been an illusion created by playing against players with limited attributes and XFs rather than an actual improvement to the game mechanics. Hopefully I'm wrong.
- EA_Aljo3 hours ago
Community Manager
For the most part I dislike using raw gameplay footage for feedback. There's a couple of problems with it that are mostly due to the fact that I play with the overhead camera. First, more often than not when I'm able to use the in-game replay system to look at a play that looks wrong or odd during play it turns out that there's a completely reasonable explanation for the outcome that wasn't immediately obvious due to the camera angle. Secondly, due to the camera angle it makes it too easy for people to make assumptions about what's happening or dismiss legitimate problems due to lack of a clear look. I know it's nowhere near the same thing, but my kid plays Fortnite and he's able to watch full replays with complete control of the camera for his last five matches. I know it's very unlikely for there to be an overhaul of the replay system, but I think it would be an amazing tool for getting better feedback from the community.
I absolutely understand this. Video is still useful even when it's not from the most ideal angle.
That's the moment of impact ( sorry it's washed out ). The other hand doesn't come into play until well after. If you want to tell me that one vs two hands on the stick is just an animation and has no bearing on puck control in the game I'll believe it. I'd argue the devs should look at making it matter down the road, but I'd accept it as a game mechanic at the moment. Either that or this guy never skips wrist day at the gym.
As I said, he grabs the stick right after the contact is made. He is reaching with the other hand while the defender is poking. Having 2 hands on the stick is going to help stabilize it. I'm not saying there are no issues here though. Hopefully, we'll see more realistic behavior in the future.
And I'll agree that XFs and attributes need to matter, but they shouldn't matter to the point where defense is helpless. I've been really enjoying how effective, in general, our defensive tools have been in NHL 27. But I'm starting to worry that that effectiveness has been an illusion created by playing against players with limited attributes and XFs rather than an actual improvement to the game mechanics. Hopefully I'm wrong.
As players level up they're going to perform better both offensively and defensively. We'll keep an eye on this and continue to listen to community feedback. I play defense exclusively and would hate to see it return to how it was in 26.