@TTZ_Dipsy
You're talking about incidental contact. Yes, it's pretty sensitive, but it is kind of realistic. There should be a response when a stick comes in contact with the puck, another player's stick, their skates, etc. Obviously the stick clips through players and objects as needed due to not being able to control your stick like a real-world player. However, I get what you're saying when it comes to the puck coming loose easy. That's something the studio is always trying to improve.
I love the DSS. It lets me guide the carrier to where I want them or sweep the puck away. Your chances of taking a penalty are a lot less. As the defender, you need to be conscious of the carrier and not let them get so close that your stick passes through their leg. You have to go from inside-out to cause a penalty with it. If you go from outside-in, it's not going to cause a trip. A defender that's good with DSS can very well interrupt a play and force the carrier to make a bad pass, shot or change up what they're doing in general. It takes away their options. I'm not seeing people exploit DSS by just skating into the defender using it. Maybe because I pull my stick back before tripping them. I'll keep an eye out for it.
As far as a good player recognizing a defender's DSS and passing around it goes, that's part of hockey strategy. The defender needs to recognize the options the carrier has and do their best to take them away.
Hits along the boards often end up with the puck being tough to get since their body is in the way. You just can't skate around them as easy to get the puck. In open ice though, that's different. The puck is loose and can be picked up easily by either team. Regardless, it breaks up the play and gives you a chance at a turnover.
The only time fights are initiated is if you injure a player. The idea behind it is that your teammate is standing up for you. That's pretty realistic. It's not exactly unusual that a guy goes after the player that laid out his teammate, who is now crumpled up on the ice. So, while the hit may be clean, you just injured his teammate and he's not happy about that. Again, it's a risk you take if you're playing really aggressively.
I know what you mean about anticipating a pass and taking out the receiver as soon as they get it. If the timing is right, and you're not charging, it's a good play to make. You also have the option of stick lifts, but we'll agree to disagree on those.
Hmm. I'll need to see where the small taps are generating penalties. That really shouldn't happen. I have seen some rare instances where an animation didn't play out, but the hit warranted the penalty. When the puck is under someone, you should be able to hit them out of the way. That's a battle for the puck and a penalty shouldn't be called unless it's a charge. Goalie interference is obviously very sensitive though. That's something the dev team wants to improve on. It's a lot easier said than done though.
Dumping works well when everyone is on board with it. I always call out my dumps and where it's going so a teammate can race to it. That or I ring it around the boards with a slap pass. You also can just sauce it into the middle of the ice. It obviously all depends on the situation and placement of everyone. Dumps can be great, but I think a lack of communication makes them not work as well as they can. When it comes to computers though, they should only be doing it when it's the best option available. So, if they have clean zone entry, they'll carry it. If there's a teammate that's a good option for a pass, they'll usually pass. The biggest problem I see is human-controlled players not getting into good position for passes so the computer doesn't seem as a good option. In the end, they are AI and dependant on the variables they determine. They aren't perfect and that's another area that is always trying to be improved.
We don't care more about HUT than EASHL. If that were true, you'd see HUT get more attention. Which it doesn't. Yes, there are special packs and players that earn special items, but that's all content that is already in the game. There isn't a ton of extra development resources working on those every day. EASHL also has it's own time-limited content you can earn. Tons of stuff has been added to EASHL over the last few years. It's a mode we're very dedicated to. Personally, it's my favorite and I know I'm not the only one here. HUT is obviously very popular, but EASHL has a hardcore fanbase that we continue to support.
We know 2v2 matches are popular. That's also part of why you can have AI players fill in those spots. That way you can still play and don't have to rely on drop-ins or waiting for all your buddies to come on line.
A shot clock is an interesting idea. Not sure it would work in 3v3 EASHL as that wouldn't really be very authentic. Plus, it could cause trolling. What if someone just lets the clock run down and takes a penalty or it causes a faceoff? That could potentially get really out of hand. Still though, it's an interesting idea.