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Tripping edge case, hand on knee. Thoughts?

I've taken a couple of tripping penalties recently that I'm not sure should be penalties. In both cases I've definitely made a mistake and I accept that in the current system these are penalties, but I'm not sure if these should be penalties going forward or not. I'd be curious to see what @NHLDev or anyone else thinks.

Case 1: I'm chasing and managed to get myself at a good spot just to my opponent's side where I shouldn't be putting my stick into his feet. All I really want to do here is put my stick in a spot where I can prevent him from going to his backhand, but I forget to aim my DSS and it ends up being a poke right at the puck. The only contact is my hand on his knee.

https://www.youtube.com/watch?v=xhMRjJcgWIM

Case 2: Complete brain fart by me here. I start my poke much later than I would like and by the time I do it my opponent has a step on me. As with the first clip my hand makes contact with his knee and he goes down. This one isn't as bad as the first one as the top of my stick does make contact first, but I could still go either way on if this should be a penalty or not.

https://www.youtube.com/watch?v=S21ErhZnCEs

Replies

  • I have a video I took last night that I can add later today if needed.

    1. Puck first is not a penalty.
    2. It's not tripping if the person doesn't trip!
  • This issue is a tricky one, because in theory a player could stab his stick through your thigh (if clipping resulted in just a non-effective stick) then move the stick outside to a point where his stick isn’t clipping and get the puck which would be considered “spamming” (and rightfully so I might add).

    I think they have the DSS balancing in a pretty good spot atm. What needs addressing is pokes on gliding people, especially when the glide is going in the same direction as the force of the poke is going. These scenarios should not result in a trip, it would remove some of the frustration imo.

    Mechanical issues like these are becoming very nuanced which is actually a good thing believe it or not. They require lots of thinking and game-balance consideration and posts like these invoke the hard-hitting discussions we need so thank you for that!

    I think loose-puck battles, especially along the wall (also the pin feature) needs some serious TLC. I could see a more intuitive body-positioning mechanic along the boards to fight for the puck negating a lot of the “in-tight” tripping penalties I see which seem to frustrate the community. I also think it would help negate those scenarios where you get beat out of the corner despite all hockey knowledge telling you that you shouldn’t have due to a wonky bounce, incidental stick contact, etc.

    I’m loving this game offline right now. My own aI still drive me nuts, and the CPU superhuman boosts when it comes to puck pickups and dislodges can get me pretty frustrated at times, but overall with my strategy adjustments I’m seeing the opponent AI play a pretty good game of hockey which is more than encouraging. Next step is to obviously tone done the blatant discrepancy of ability and reaction time that the AI team has over your team.
  • this is the problem with current system. it seems to be if your stick comes in contact anywhere on their legs its a trip. It should only be a trip if it comes in contact with both ankles, with inside half of both legs(between legs) or skates (even then it would rarely happen). If you make contact with only one leg and its above the ankle it should never be a trip.

    Of course because the sticks seem to pass right through the legs i often see a stick that should bounce off outside of leg goes through leg, in between both legs then causes a trip

    most trips i see in EA NHL would ever be a trip in real life.

    is what it is, you just learn to deal with it.
  • .... What needs addressing is pokes on gliding people, especially when the glide is going in the same direction as the force of the poke is going. These scenarios should not result in a trip, it would remove some of the frustration imo.

    I brought this up in a similar discussion awhile back and a Dev commented that it was something they were looking into. Lets hope they fix it for NHL20.
  • This tripping crap is the reason I don't play anymore, great job EA. You made a hockey game with glass knees and ankles
  • This tripping crap is the reason I don't play anymore, great job EA. You made a hockey game with glass knees and ankles

    it's not that bad.
  • I’ve been waiting for a penalty filled Madden game. Please EA Let’s have another game where the entire 60 minutes is filled with penalties that’s exactly what I’m looking for
  • I’ve been waiting for a penalty filled Madden game. Please EA Let’s have another game where the entire 60 minutes is filled with penalties that’s exactly what I’m looking for

    There is an option to not take them.
  • This tripping crap is the reason I don't play anymore, great job EA. You made a hockey game with glass knees and ankles

    it's not that bad.

    Yeah, it's really not. In my experience tripping penalties are down quite a bit and in almost every case are the result of people trying a poke check from a bad position.

    There are still a few questionable scenarios ( like the videos I posted above ) where there might be some room to refine tripping penalties further, and that's the conversation I was hoping to kick off. Unfortunately there appears to be little interest here.

  • I have a video I took last night that I can add later today if needed.

    1. Puck first is not a penalty.
    2. It's not tripping if the person doesn't trip!

    Actually, now it’s a penalty. Since the 14-15 NHL season

    jn2sz465nin2.png
  • NHLDev
    1680 posts EA NHL Developer
    Those are both good examples of cases we did actually add logic for in a patch but haven’t enabled in our tuner this year.

    We have the stick divided into two (with ability to tune where on the shaft that divide starts) and we have the upper and lower leg separated (with ability to tune where on the leg that starts as well) so that we could negate the cause of a trip if the upper leg was hit by a portion of the stick above that divide. We added this specifically for those reach in scenarios.

    Overall, after our logic updates and tuning we felt that overall balance was in a decent place (looking at skill gap and offensive vs defensive balance) and it encouraged more manual stick control with DSS since the DSS rules do allow more forgiving reach in behaviour if done in a controlled way so we took it as a regular poke being the more aggressive action and if you wanted to reach in with control you should use DSS.

    We will continue to look at overall balance and control as there are pieces on a case by case basis when looking at the details that could be improved for realism but we will still always make our final decisions based on balance and game behaviour we believe is best to promote for the community as a whole.

    Thanks for posting specific examples and appreciate those that participate with constructive conversation.
  • Ysil69
    26 posts Member
    This right here is the problem with this game. Those ARE penalties. Because the player went down after contact. BUT, no NHL player in the game right now drops like a bag of potatoes because of that contact. EVERY bit of contact in this game is a trip. Anything. Anything at all that touches the players leg.
  • @NHLDev Thanks for the detailed reply. Good to know there are options already in place to fine tune things in the future.
  • NHLDev
    1680 posts EA NHL Developer
    Ysil69 wrote: »
    This right here is the problem with this game. Those ARE penalties. Because the player went down after contact. BUT, no NHL player in the game right now drops like a bag of potatoes because of that contact. EVERY bit of contact in this game is a trip. Anything. Anything at all that touches the players leg.

    Our logic dictates what contact will cause a player to fall. It isn't black and white as you describe. For a bit more info, here are a few pieces in the current tuning:

    - With a poke from the front (a tunable degree pie) your stick blade can make contact with a players skate without causing a trip. This was done to encourage pokes from a good gap in good position without as harsh of a result. From beyond that radius and as you get towards the back, it is much easier to trip a player from bad positions where you don't have an angle to the puck
    - Your stick needs a minimum amount of contact with the leg before a trip will be called, anything less than this will not be called
    - When in DSS, you can actually even swipe right through a full leg from outside to in as long as you don't continue through the second leg without causing a trip. Making contact will negate future contact with the offensive players stick to cause stick on stick contact or with the puck to knock it loose but you won't get a penalty. If you swipe inside to out on the leg, it will cause a trip as well. This was done to encourage players with control to try and take away lanes that players may cut to and even give them some leniency as they try to reach in with control to get to the puck (which is why it would have worked better to use DSS in the above video examples unless we do tune the logic for pokes as well)
  • I think RS hitting as the defaultneeds to go, eliminate the RB poke check, and make DSS on the RS with no button the natural default control. Many of the “poke button is an automatic penalty” crowd more than likely uses RB to simply poke and never actually tries to use DSS.

    I haven’t normally poked once since DSS has been here due to its inaccuracy, and I think eliminating the standard poke from the game would mitigate a lot of these complaints. This will bring another “skill gap” element and might actually make the complaints go down as people adapt to DSS and learn how to utilize it safely and efficiently.

    I think RS could be used to incorporate the “cross-check shoves” if you will, as well as normal checking and your stick all-in-one if RB was used as a hit modifier rather than a stick modifier. Holding RB and holding RS is a loaded up hit. Holding RB and flicking RS is a cross-check shove. This would also make cross-checking a manual penalty rather than just an auto-called one which would be a fun new addition imo. Too much momentum when using the shove is what could lead to a cross-check penalty.

    But yeah, the tripping isn’t a problem in this game other than the low speed gliders. Imo, you should need to be moving your feet to draw a trip. Other than that, people need to be a little less careless with DSS/stop using a non-modified RB poke.
  • TheMajjam
    794 posts Member
    Loose puck pokes have been getting me as of late. Puck is loose, two people are going after it, you poke, but at the very last moment the puck magnets to the other player and ends up being a trip.
  • jmwalsh8888
    1184 posts Member
    poking at a lose puck when another skater is anywhere near your stick is playing with fire. that was biggest adjustment for me. another area where this game stopped being like real hockey. hockey is a lot of stick battles and chasing/fighting for pucks. in previous games it was just second nature to me to poke loose pucks away that i couldn't get to clean and fight to get better position to get puck clean. this year it seems to soo often lead to trips , even if you get a clean poke right on the puck its like your follow through goes straight to their skates and they trip
  • WainGretSki
    3660 posts Member
    poking at a lose puck when another skater is anywhere near your stick is playing with fire. that was biggest adjustment for me. another area where this game stopped being like real hockey. hockey is a lot of stick battles and chasing/fighting for pucks. in previous games it was just second nature to me to poke loose pucks away that i couldn't get to clean and fight to get better position to get puck clean. this year it seems to soo often lead to trips , even if you get a clean poke right on the puck its like your follow through goes straight to their skates and they trip

    The problem seems to be the same as when battling for possession along the boards. Dev explained to me that if the puck pickup animation is about to trigger, it is considered the same as having possession, therefore a trip. Even though the puck looks like it is loose and possession isn't established, the mechanics don't function that way. I seriously hope this gets cleaned up sometime soon. Hopefully for 20, but not sure if I will buy it at this point.
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