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Horrible EASHL lobby system and nerfed poke checks XBOX1

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TonyZamboni88
61 posts Member
edited November 2017
While I’m at it giving all my complaints, let me add a few others

In EASHL why have they not fixed the lobby system in NHL18 (I thought this was going to be one of the number 1 issues remedied). The lobby SHOULD be like COD, where if a player quits, a new player waiting for a game can join a game in progress quickly. Also, all of this waiting around in the middle and not selecting a side is just a sanctuary for sasquatching. Guys will join a lobby, wait in the middle for 1:55, and then back out causing everyone else to quit, or ruin the game!!

Players should keep coming into lobby’s and picking a side, the lobby should never close. Once its 6 vs 6 the first 12 are shipped off, the remaining players wait for another 12 to be shipped off to a game, etc. Enough of these 2 minute lobby waits, just for everyone to back out, wash, rinse, repeat, 50x before a 6 on 6 game can be had. I’ve spent an hour just playing EA sports lobby simulator and that is not what I paid for.

Also, the poke checks in this game are like Superman is holding the stick. This is for all online game modes, but it seems even more so in EASHL. This game requires no timing or skill for the poke checks, people just poke check strobe and you cant protect the puck or even deke/stickhandle creatively through the wiggly wand of the D-man. They don’t even have to make direct contact with the puck, if their poke hits within 3 inches of your skate your guy will be like “here take this free puck merry Christmas”. I mean tune it down A LOT...... Give the puck handler a chance to excercise some creativity with the puck, and reward skilled dekes and well-timed & aimed pokes, not how fast of a pace the D-man can poke check strobe on a single rush....

I know it seems like common sense, but it seems like nobody else is complaining, so I guess it’s on me to do....
Post edited by TonyZamboni88 on

Replies

  • Good players can deke and pull off great passes... and set up plays. The last thing this game needs is "nerfed" pokecheks.
  • Good players can deke and pull off great passes... and set up plays.

    If only every pass wasn't at the speed of light and untouched through 6 people, I'd agree with the great passes. But I have seen some great set plays.

  • I’m assuming you’re regarding a “good player” as one who performs decently under these non-realistic, less than ideal conditions? That technically I guess is a “good” player in EA’s eyes, but coming from an actual hockey player whose played for over 20 years at high tier competitive levels, as well as being an avid hockey fan who understands the game deeply, and is hungry for a game that brings those realistic facets to life; this game isn’t capable of showcasing what an actual “good” hockey player is, which is a shame. This game is still chock full of glitches, unrealistic mechanics, and doesn’t provide the platform for decent forwards with creative and skilled moves in their arsenal to be able to execute those said moves. 2 reasons are the poke checks are turned all the way up way too high, and also because I don’t believe there are enough capabilities available for forwards. You cant even skate while carrying the puck on your back hand which is stupid and not realistic.

    Many times I still find a way to fight through these bad characteristics, and score/win games, but it doesn’t change the fact I’d like to see improvements. Simply arguing “good players” can still play is like settling for less. I consider myself a good player, but I still want the game to be better.
  • Kjelld81 wrote: »
    Good players can deke and pull off great passes... and set up plays.

    If only every pass wasn't at the speed of light and untouched through 6 people, I'd agree with the great passes. But I have seen some great set plays.

    I agree, I have seen and executed SOME great set plays, but the game should be capable of so much more. Some passes are ridiculously on point in an unrealistic fashion, and then sometimes the pass goes anywhere but where you aimed it. It’s like a roll of the dice sometimes, especially when passing from behind the nets or while transitioning from back/for for/backwards skating....
  • MooseHunter10
    403 posts Member
    edited November 2017
    The Drop-In experience is very poor right now. Anything that could be done there would be amazing.

    Doesnt even seem like theres any sort of matchmaking engine to give beginners a noob-friendly experience, and to give vets the competition and teammates that would make them want to play drop ins. As it is now, I prefer offline Team Practice - 3 on 2 rushes vs AI much much much more than drop ins.

    Agreed that theres some bad pokes happening, but until players without the puck have as much control as players with the puck, there shouldnt be any defensive nerfs. Stupid pokes are seemingly needed to balance the game.
    EASHL player
  • The Drop-In experience is very poor right now. Anything that could be done there would be amazing.

    Doesnt even seem like theres any sort of matchmaking engine to give beginners a noob-friendly experience, and to give vets the competition and teammates that would make them want to play drop ins. As it is now, I prefer offline Team Practice - 3 on 2 rushes vs AI much much much more than drop ins.

    Agreed that theres some bad pokes happening, but until players without the puck have as much control as players with the puck, there shouldnt be any defensive nerfs. Stupid pokes are seemingly needed to balance the game.

    Agreed 100%. I would love to see a system where players are rewarded for good positioning, intuitive playmaking, skilled defensive play, etc...then a matchmaking system built off of those stats, would be wonderful to have the slightest chemistry with some players who actually understand how the game is supposed to be played, as well as eliminating noobs and trolls who ruin it for everyone else....

  • Good players can deke and pull off great passes... and set up plays. The last thing this game needs is "nerfed" pokecheks.

    I agree but they do need to tune down the poking from behind
  • HandsomeCatf1sh
    1707 posts Member
    edited November 2017
    Kjelld81 wrote: »
    Good players can deke and pull off great passes... and set up plays.

    If only every pass wasn't at the speed of light and untouched through 6 people, I'd agree with the great passes. But I have seen some great set plays.

    I agree, I have seen and executed SOME great set plays, but the game should be capable of so much more. Some passes are ridiculously on point in an unrealistic fashion, and then sometimes the pass goes anywhere but where you aimed it. It’s like a roll of the dice sometimes, especially when passing from behind the nets or while transitioning from back/for for/backwards skating....
    Well we can always blame lag(we need a central located server)...or maybe ...just maybe the bad pass was do to human error.
  • Complaining about missed passes isn't valid anymore when we have the ability to turn pass assist down to 0.
  • TonyZamboni88
    61 posts Member
    edited November 2017
    Kjelld81 wrote: »
    Good players can deke and pull off great passes... and set up plays.

    If only every pass wasn't at the speed of light and untouched through 6 people, I'd agree with the great passes. But I have seen some great set plays.

    I agree, I have seen and executed SOME great set plays, but the game should be capable of so much more. Some passes are ridiculously on point in an unrealistic fashion, and then sometimes the pass goes anywhere but where you aimed it. It’s like a roll of the dice sometimes, especially when passing from behind the nets or while transitioning from back/for for/backwards skating....
    Well we can always blame lag(we need a central located server)...or maybe ...just maybe the bad pass was do to human error.

    It’s not a human error, it happens nearly the same way at the same times, if you pass directly after transitioning there is a 50/50 chance the puck is going to go the opposite way you’re aiming it, especially if you had the pass held in before the skating transition started. It’s just something they need to patch, also passing from behind the net needs work. Like as a player most of the work I do is behind the net, and I feel EA should put a special emphasis on play behind the net. Ability to do more creative plays from that zone of the ice, and less of a chance of a glitched pass or it being so easily poked away. Behind the net is known as a “safe” zone in the game of hockey, its the one part of the offensive zone where the forward has the advantage, but you have a disadvantage as an online forward in NHL18 cause the D can just strobe poke it from side of the crease....but yes lag is also a huge factor many times as well...
  • Workin_OT wrote: »
    Complaining about missed passes isn't valid anymore when we have the ability to turn pass assist down to 0.

    I need to try that, didn’t know that carried over to online play...
  • Workin_OT wrote: »
    Complaining about missed passes isn't valid anymore when we have the ability to turn pass assist down to 0.

    I need to try that, didn’t know that carried over to online play...

    The terrible thing though about that is the actual dexterity required to aim a degree of passes with about an inch in diameter on a joystick. Nobody plays with 0 because it's too inconsistent due to human error. It's damn near impossible to throw it stick side every play with 0 pass assist. If you're good you can hit targets, but even the speed of the pass plays a huge role on those stretch passes because your anticipation of where the player you're passing to with things like zombie skating, weird pivots and other factors that go into the skating engine make it hard to judge the distance forward you need to lead your passes.
  • Tweek*
  • Sinbin
    1331 posts Member
    Kjelld81 wrote: »
    Good players can deke and pull off great passes... and set up plays.

    If only every pass wasn't at the speed of light and untouched through 6 people, I'd agree with the great passes. But I have seen some great set plays.

    Passes at the speed of light through 6 people every time? I never see speed of light passes and rarely are they getting through 6 people. Especially if they're half way decent at defense.
  • Sinbin
    1331 posts Member
    If half your passes are going the opposite direction, that's your twitchy aim. Go in to an offline mode and roll back the replay when it happens. Look at the sticks in the lower right and you'll see where you aimed.
  • Sinbin wrote: »
    If half your passes are going the opposite direction, that's your twitchy aim. Go in to an offline mode and roll back the replay when it happens. Look at the sticks in the lower right and you'll see where you aimed.

    If his passing assist is really high, it can ignore controller input and pass where it decides is the best pass. He could check replay as you say, which is a good idea, but should also check pass assist slider.
  • Sinbin
    1331 posts Member
    Sinbin wrote: »
    If half your passes are going the opposite direction, that's your twitchy aim. Go in to an offline mode and roll back the replay when it happens. Look at the sticks in the lower right and you'll see where you aimed.

    If his passing assist is really high, it can ignore controller input and pass where it decides is the best pass. He could check replay as you say, which is a good idea, but should also check pass assist slider.

    Good point, but I've played with it at 100% assist and never had half my passes go in the opposite direction.
  • Sinbin wrote: »
    Sinbin wrote: »
    If half your passes are going the opposite direction, that's your twitchy aim. Go in to an offline mode and roll back the replay when it happens. Look at the sticks in the lower right and you'll see where you aimed.

    If his passing assist is really high, it can ignore controller input and pass where it decides is the best pass. He could check replay as you say, which is a good idea, but should also check pass assist slider.

    Good point, but I've played with it at 100% assist and never had half my passes go in the opposite direction.

    Good to know. I was thinking of 15. There were alot of users complaining about passes going in completely opposite directions than requested when saucer passing wasn't used. Thought maybe it was as intrusive in 18 if the slider was at 100%

    Another point, but if I remember correctly, isn't there an option to turn on passing indication in 18? Maybe he could see where his pass will go in relation to stick position? If it indicates 11 o clock but goes to 3 o clock....
  • Sinbin wrote: »
    Sinbin wrote: »
    If half your passes are going the opposite direction, that's your twitchy aim. Go in to an offline mode and roll back the replay when it happens. Look at the sticks in the lower right and you'll see where you aimed.

    If his passing assist is really high, it can ignore controller input and pass where it decides is the best pass. He could check replay as you say, which is a good idea, but should also check pass assist slider.

    Good point, but I've played with it at 100% assist and never had half my passes go in the opposite direction.

    Good to know. I was thinking of 15. There were alot of users complaining about passes going in completely opposite directions than requested when saucer passing wasn't used. Thought maybe it was as intrusive in 18 if the slider was at 100%

    Another point, but if I remember correctly, isn't there an option to turn on passing indication in 18? Maybe he could see where his pass will go in relation to stick position? If it indicates 11 o clock but goes to 3 o clock....

    The online pass assist slider was just introduced in 17. I think the on-ice trainer will show you where your pass is aimed.
  • Sinbin wrote: »
    Sinbin wrote: »
    Sinbin wrote: »
    If half your passes are going the opposite direction, that's your twitchy aim. Go in to an offline mode and roll back the replay when it happens. Look at the sticks in the lower right and you'll see where you aimed.

    If his passing assist is really high, it can ignore controller input and pass where it decides is the best pass. He could check replay as you say, which is a good idea, but should also check pass assist slider.

    Good point, but I've played with it at 100% assist and never had half my passes go in the opposite direction.

    Good to know. I was thinking of 15. There were alot of users complaining about passes going in completely opposite directions than requested when saucer passing wasn't used. Thought maybe it was as intrusive in 18 if the slider was at 100%

    Another point, but if I remember correctly, isn't there an option to turn on passing indication in 18? Maybe he could see where his pass will go in relation to stick position? If it indicates 11 o clock but goes to 3 o clock....

    The online pass assist slider was just introduced in 17. I think the on-ice trainer will show you where your pass is aimed.

    That's what I was talking about. Never tried it myself, but maybe for testing purposes, the OP could try it out.
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