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Understanding "Stick Phasing"

HockeyCityUSA
552 posts Member
edited November 2020
So I have seen the "Sticks passing through objects" and I believe I have a pretty decent understanding of the explanation of why this needs to be done.

yqvqk2zqqwq9.gif

So in this video, I am using the DSS with #21 to knock off the puck of the on-coming forward. (I know I am not doing a terrific job at this, but that is not the point of this video) You can see that the puck does indeed get dislodged from the players stick and then my stick phases right through the forwards body. My 1st question is, how long does my stick stay solid before it is able to phase through my opponent? Shouldn't I have tripped this player?

My 2nd question comes from the next part of the play. My second defender, #19, comes into the play and seems to swipe right through the puck yet it still seems like my stick is "invisible".

x59h68n7tedp.png

@EA_Aljo In a previous post, you have mentioned that I should post these types of videos with a zoomed in image of the puck phasing, so I wanted to make sure I included you on here.

Is this supposed to be happening in this situation? My defenseman's stick is beginning to phase through forwards leg, so is this why my player is not making contact with the puck?

This play happened about 10 min into my first game of the night. Regardless of how poor my defensive play is here, I wanted to show the "proof" that the puck is phasing through sticks/skates. Unfortunately I don't have a phasing through skates replay as I used up all my gaming time tonight making this post :'( . Although I may have answered my own question about this specific video, I do run into many similar instances and just wanted to state that they are pretty common in the number of games I've played. Which by the way is only about 30-35 games.

Edit: Sorry for creating a new post. I should have added this to the "Sticks and Legs" thread

Post edited by HockeyCityUSA on

Replies

  • EA_Aljo
    3229 posts EA Community Manager
    So I have seen the "Sticks passing through objects" and I believe I have a pretty decent understanding of the explanation of why this needs to be done.

    yqvqk2zqqwq9.gif

    So in this video, I am using the DSS with #21 to knock off the puck of the on-coming forward. (I know I am not doing a terrific job at this, but that is not the point of this video) You can see that the puck does indeed get dislodged from the players stick and then my stick phases right through the forwards body. My 1st question is, how long does my stick stay solid before it is able to phase through my opponent? Shouldn't I have tripped this player?

    My 2nd question comes from the next part of the play. My second defender, #19, comes into the play and seems to swipe right through the puck yet it still seems like my stick is "invisible".

    x59h68n7tedp.png

    @EA_Aljo In a previous post, you have mentioned that I should post these types of videos with a zoomed in image of the puck phasing, so I wanted to make sure I included you on here.

    Is this supposed to be happening in this situation? My defenseman's stick is beginning to phase through forwards leg, so is this why my player is not making contact with the puck?

    This play happened about 10 min into my first game of the night. Regardless of how poor my defensive play is here, I wanted to show the "proof" that the puck is phasing through sticks/skates. Unfortunately I don't have a phasing through skates replay as I used up all my gaming time tonight making this post :'( . Although I may have answered my own question about this specific video, I do run into many similar instances and just wanted to state that they are pretty common in the number of games I've played. Which by the way is only about 30-35 games.

    Edit: Sorry for creating a new post. I should have added this to the "Sticks and Legs" thread

    The carrier needs to be in possession of the puck to be open to drawing a tripping call. Since the puck was loose, he wasn't in possession so he couldn't be tripped.
  • HockeyCityUSA
    552 posts Member
    edited November 2020
    EA_Aljo wrote: »
    So I have seen the "Sticks passing through objects" and I believe I have a pretty decent understanding of the explanation of why this needs to be done.

    yqvqk2zqqwq9.gif

    So in this video, I am using the DSS with #21 to knock off the puck of the on-coming forward. (I know I am not doing a terrific job at this, but that is not the point of this video) You can see that the puck does indeed get dislodged from the players stick and then my stick phases right through the forwards body. My 1st question is, how long does my stick stay solid before it is able to phase through my opponent? Shouldn't I have tripped this player?

    My 2nd question comes from the next part of the play. My second defender, #19, comes into the play and seems to swipe right through the puck yet it still seems like my stick is "invisible".

    x59h68n7tedp.png

    @EA_Aljo In a previous post, you have mentioned that I should post these types of videos with a zoomed in image of the puck phasing, so I wanted to make sure I included you on here.

    Is this supposed to be happening in this situation? My defenseman's stick is beginning to phase through forwards leg, so is this why my player is not making contact with the puck?

    This play happened about 10 min into my first game of the night. Regardless of how poor my defensive play is here, I wanted to show the "proof" that the puck is phasing through sticks/skates. Unfortunately I don't have a phasing through skates replay as I used up all my gaming time tonight making this post :'( . Although I may have answered my own question about this specific video, I do run into many similar instances and just wanted to state that they are pretty common in the number of games I've played. Which by the way is only about 30-35 games.

    Edit: Sorry for creating a new post. I should have added this to the "Sticks and Legs" thread

    The carrier needs to be in possession of the puck to be open to drawing a tripping call. Since the puck was loose, he wasn't in possession so he couldn't be tripped.

    Ok, that makes sense. How about the puck phasing issue?

    Edit: Nevermind, I think you just answered it in another post. So in this situation, because there is a brief period for the stick to phase through an object, I'm pretty much just getting an unlucky break I suppose. It is what it is, but watching these replays in which it looks like I should prevented the goal game after game is just taking the fun out of it for me.
    Post edited by HockeyCityUSA on
  • EA_Aljo
    3229 posts EA Community Manager
    @HockeyCityUSA

    I can understand the feeling. Good players are going to analyze how they got scored on and try to learn from the mistakes they made. There's of course times when the puck takes an unfortunate bounce. Those are kind of out of your control. The puck is going to respond to the objects it collides with and not always in your favor. Everyone runs into this. It's not only you. Even though, at times it can feel that way.
  • HockeyCityUSA
    552 posts Member
    edited November 2020
    @EA_Aljo

    There is a difference between an "unfortunate bounce" and something that is programmed into the game though. The fact that I have to just accept that this is ok just doesn't sit well with me. I get that this is a video game and all, but I do not enjoy winning/losing games for things that are out of my control.

    Between what's mentioned above, the glaring poor AI play that players exploit year after year, and the features that have I have been waiting for since NHL 14, unfortunately, it looks like I will be taking a break from the series again.

    Thank you for your response and I understand that what I am looking for must not be some easy fixes as I would believe they would already be included in the game if so. All I have to say is don't be afraid to @ me once Custom Audio is finally reintroduced to the game. ;)
  • EA_Aljo
    3229 posts EA Community Manager
    @EA_Aljo

    There is a difference between an "unfortunate bounce" and something that is programmed into the game though. The fact that I have to just accept that this is ok just doesn't sit well with me. I get that this is a video game and all, but I do not enjoy winning/losing games for things that are out of my control.

    Between what's mentioned above, the glaring poor AI play that players exploit year after year, and the features that have I have been waiting for since NHL 14, unfortunately, it looks like I will be taking a break from the series again.

    Thank you for your response and I understand that what I am looking for must not be some easy fixes as I would believe they would already be included in the game if so. All I have to say is don't be afraid to @ me once Custom Audio is finally reintroduced to the game. ;)

    Unfortunate bounces aren't specifically programmed into the game. They happen due to how and where the puck collides with an object. Just the same as getting a good bounce. That's hockey though. The puck isn't always under your control. It's also reacting to the other 11 players on the ice and whatever objects it may come in contact with.

    We hate to see you take a break, but if your frustration reached that limit, it's understandable. Hopefully, we'll see you back in the future.
  • @EA_Aljo

    There is a difference between an "unfortunate bounce" and something that is programmed into the game though. The fact that I have to just accept that this is ok just doesn't sit well with me. I get that this is a video game and all, but I do not enjoy winning/losing games for things that are out of my control.

    Between what's mentioned above, the glaring poor AI play that players exploit year after year, and the features that have I have been waiting for since NHL 14, unfortunately, it looks like I will be taking a break from the series again.

    Thank you for your response and I understand that what I am looking for must not be some easy fixes as I would believe they would already be included in the game if so. All I have to say is don't be afraid to @ me once Custom Audio is finally reintroduced to the game. ;)

    I just don't think you're ever going to see the NHL series - or any game for that matter - have 100% perfect interaction with every single object all of the time. Clipping is something every single game has to deal with and the devs do their best to ensure it's minimized, but things like this will happen from time to time.
  • EA_Aljo wrote: »
    @EA_Aljo

    There is a difference between an "unfortunate bounce" and something that is programmed into the game though. The fact that I have to just accept that this is ok just doesn't sit well with me. I get that this is a video game and all, but I do not enjoy winning/losing games for things that are out of my control.

    Between what's mentioned above, the glaring poor AI play that players exploit year after year, and the features that have I have been waiting for since NHL 14, unfortunately, it looks like I will be taking a break from the series again.

    Thank you for your response and I understand that what I am looking for must not be some easy fixes as I would believe they would already be included in the game if so. All I have to say is don't be afraid to @ me once Custom Audio is finally reintroduced to the game. ;)

    Unfortunate bounces aren't specifically programmed into the game. They happen due to how and where the puck collides with an object. Just the same as getting a good bounce. That's hockey though. The puck isn't always under your control. It's also reacting to the other 11 players on the ice and whatever objects it may come in contact with.

    We hate to see you take a break, but if your frustration reached that limit, it's understandable. Hopefully, we'll see you back in the future.

    I didn't mean to say "unfortunate bounces" are being programmed. I was referring to sticks phasing through players based on the reasons that you have mentioned. I'm frustrated that we are told that sticks should not be phasing through the puck, but then when I provide evidence showing that it is occurring, I am told that it's programmed to be like this.

    I just don't think you're ever going to see the NHL series - or any game for that matter - have 100% perfect interaction with every single object all of the time. Clipping is something every single game has to deal with and the devs do their best to ensure it's minimized, but things like this will happen from time to time.

    Yeah, I get the logic behind what you are saying, but how much does clipping determine the outcome of other games? How many other games purposely program the clipping so they get their desired outcome? The clipping issues that I am talking about is "intended" vs being just a flaw in the game. I can accept if it's a glitch in the game and it's something they need to fix, but we are being told it's planned this way.

    If I were more interested in "World of Chel" or "HUT", maybe I would feel differently, but I am paying full retail for a mode that has no real improvements. Until I see versus improved for the better (play by play, custom audio, presentation in general, improved AI, etc.) I'm out. I wish everyone the best of luck and here's to hoping NHL 22 meets my personal requirements.
  • Yeah, I get the logic behind what you are saying, but how much does clipping determine the outcome of other games? How many other games purposely program the clipping so they get their desired outcome?

    Very good point. I think the purposeful nature of the clipping is to compensate for either a lack of horsepower from the consoles and/or a lack of engineering of the software behind the physics calculations. It's pretty CPU/GPU intense to run these calculations on every object while trying to maintain a framerate of 60fps.

    If I were more interested in "World of Chel" or "HUT", maybe I would feel differently, but I am paying full retail for a mode that has no real improvements. Until I see versus improved for the better (play by play, custom audio, presentation in general, improved AI, etc.) I'm out. I wish everyone the best of luck and here's to hoping NHL 22 meets my personal requirements.

    I'm an OVP guy myself - and I get your point that not a lot seems different. That being said, the flow of this year's game keeps me coming back. Commentary is garbage, presentation is stale, and custom music would breathe so much life back in to the game.. I can't think about the fact it's missing for too long or I get super angry lol
  • While I understand the arguments for allowing clipping ( both the technical limitations and the "we don't have fine enough control over our stick" reasoning ) I still think the current implementation is a bit too lenient.

    I'd like to see a bit of a larger window between when a stick passes through a body and when that stick can interact with the puck again. In these two clips body position doesn't matter at all because the offensive player is allowed to drag their stick through the defender to get the one-timer off. While the second clip isn't as terrible, in both I felt like I had position and the clipping allowed the offensive player to get his stick into a position he could never have done if players were solid regardless of how fine the stick controls would be.

    Would it be at all possible to tie the puck interaction window to how the stick is interacting with the body? Maybe allow the player to interact with the puck quicker if it's just their stick blade going through a skate ( assume a real-life player could have moved their stick around the skates easier ) but give a longer window if the interaction is higher up on the body or the player's stick?

    https://www.youtube.com/watch?v=_j-4IoLiFlM

    https://www.youtube.com/watch?v=AGwIvfWeMh0
  • While I understand the arguments for allowing clipping ( both the technical limitations and the "we don't have fine enough control over our stick" reasoning ) I still think the current implementation is a bit too lenient.

    I'd like to see a bit of a larger window between when a stick passes through a body and when that stick can interact with the puck again. In these two clips body position doesn't matter at all because the offensive player is allowed to drag their stick through the defender to get the one-timer off. While the second clip isn't as terrible, in both I felt like I had position and the clipping allowed the offensive player to get his stick into a position he could never have done if players were solid regardless of how fine the stick controls would be.

    Would it be at all possible to tie the puck interaction window to how the stick is interacting with the body? Maybe allow the player to interact with the puck quicker if it's just their stick blade going through a skate ( assume a real-life player could have moved their stick around the skates easier ) but give a longer window if the interaction is higher up on the body or the player's stick?

    https://www.youtube.com/watch?v=_j-4IoLiFlM

    https://www.youtube.com/watch?v=AGwIvfWeMh0
    I really feel like the fix to these issues is to nerf the one timer or just make it harder to execute. If players need to do more than just hold up on the right stick to shoot they wont be able to score nearly as easily. Forcing players to time these shots I really think would decrease the number of one time attempts and therefore curb a lot of the complaints on this forum. It will also force people to find other ways to score which would make each game feel different.

  • Yeah something is wrong when you look for a pass to a teammate thats 3 players behind he's own teammate, and you are 1 on 1 with the Goalie...

    Might say something about the power in one timers... Come one come all... Everyone can do it!
  • While I understand the arguments for allowing clipping ( both the technical limitations and the "we don't have fine enough control over our stick" reasoning ) I still think the current implementation is a bit too lenient.

    I'd like to see a bit of a larger window between when a stick passes through a body and when that stick can interact with the puck again. In these two clips body position doesn't matter at all because the offensive player is allowed to drag their stick through the defender to get the one-timer off. While the second clip isn't as terrible, in both I felt like I had position and the clipping allowed the offensive player to get his stick into a position he could never have done if players were solid regardless of how fine the stick controls would be.

    Would it be at all possible to tie the puck interaction window to how the stick is interacting with the body? Maybe allow the player to interact with the puck quicker if it's just their stick blade going through a skate ( assume a real-life player could have moved their stick around the skates easier ) but give a longer window if the interaction is higher up on the body or the player's stick?

    https://www.youtube.com/watch?v=_j-4IoLiFlM

    https://www.youtube.com/watch?v=AGwIvfWeMh0

    That 2nd one is an absolute joke. The first one I can understand as a bug or something like that, but that 2nd one is an absolutely broken mechanic. Can't "git gud'er" on that one. My goodness.
  • While I understand the arguments for allowing clipping ( both the technical limitations and the "we don't have fine enough control over our stick" reasoning ) I still think the current implementation is a bit too lenient.

    I'd like to see a bit of a larger window between when a stick passes through a body and when that stick can interact with the puck again. In these two clips body position doesn't matter at all because the offensive player is allowed to drag their stick through the defender to get the one-timer off. While the second clip isn't as terrible, in both I felt like I had position and the clipping allowed the offensive player to get his stick into a position he could never have done if players were solid regardless of how fine the stick controls would be.

    Would it be at all possible to tie the puck interaction window to how the stick is interacting with the body? Maybe allow the player to interact with the puck quicker if it's just their stick blade going through a skate ( assume a real-life player could have moved their stick around the skates easier ) but give a longer window if the interaction is higher up on the body or the player's stick?

    https://www.youtube.com/watch?v=_j-4IoLiFlM

    https://www.youtube.com/watch?v=AGwIvfWeMh0

    That 2nd one is an absolute joke. The first one I can understand as a bug or something like that, but that 2nd one is an absolutely broken mechanic. Can't "git gud'er" on that one. My goodness.

    I'm hoping one of the devs discusses these videos because I am really interested in what they would have to say. I lose too many games to goals that look similar to these. It really takes all of the enjoyment out of playing. Which really sucks with no hockey being played right now..
  • PlayoffError
    349 posts Member
    edited November 2020
    While I understand the arguments for allowing clipping ( both the technical limitations and the "we don't have fine enough control over our stick" reasoning ) I still think the current implementation is a bit too lenient.

    I'd like to see a bit of a larger window between when a stick passes through a body and when that stick can interact with the puck again. In these two clips body position doesn't matter at all because the offensive player is allowed to drag their stick through the defender to get the one-timer off. While the second clip isn't as terrible, in both I felt like I had position and the clipping allowed the offensive player to get his stick into a position he could never have done if players were solid regardless of how fine the stick controls would be.

    Would it be at all possible to tie the puck interaction window to how the stick is interacting with the body? Maybe allow the player to interact with the puck quicker if it's just their stick blade going through a skate ( assume a real-life player could have moved their stick around the skates easier ) but give a longer window if the interaction is higher up on the body or the player's stick?

    https://www.youtube.com/watch?v=_j-4IoLiFlM

    https://www.youtube.com/watch?v=AGwIvfWeMh0

    That 2nd one is an absolute joke. The first one I can understand as a bug or something like that, but that 2nd one is an absolutely broken mechanic. Can't "git gud'er" on that one. My goodness.

    I'm hoping one of the devs discusses these videos because I am really interested in what they would have to say. I lose too many games to goals that look similar to these. It really takes all of the enjoyment out of playing. Which really sucks with no hockey being played right now..

    I won't pretend to speak for the devs but I imagine that this is one of those "working as intended" situations. When he shoots the puck his stick is no longer in contact with my player so there's no impediment to the shot.

    My issue is ( and has been for a few years ) that I'd like to see a bigger time gap between "stick inside an opposing player" and "I can play the puck again". Ideally it would be tied to how much contact was involved. Stick went through a skate? A minimal delay. Stick went through a leg? More delay. Two legs? Even more. And so forth.

    The way it is now the delay is so small body position means very little.

    Of course I think the real solution is to have sticks and legs interact as solid objects, but that's a non-trivial change that I can't see happening anytime in the near future.
  • While I understand the arguments for allowing clipping ( both the technical limitations and the "we don't have fine enough control over our stick" reasoning ) I still think the current implementation is a bit too lenient.

    I'd like to see a bit of a larger window between when a stick passes through a body and when that stick can interact with the puck again. In these two clips body position doesn't matter at all because the offensive player is allowed to drag their stick through the defender to get the one-timer off. While the second clip isn't as terrible, in both I felt like I had position and the clipping allowed the offensive player to get his stick into a position he could never have done if players were solid regardless of how fine the stick controls would be.

    Would it be at all possible to tie the puck interaction window to how the stick is interacting with the body? Maybe allow the player to interact with the puck quicker if it's just their stick blade going through a skate ( assume a real-life player could have moved their stick around the skates easier ) but give a longer window if the interaction is higher up on the body or the player's stick?

    https://www.youtube.com/watch?v=_j-4IoLiFlM

    https://www.youtube.com/watch?v=AGwIvfWeMh0

    That 2nd one is an absolute joke. The first one I can understand as a bug or something like that, but that 2nd one is an absolutely broken mechanic. Can't "git gud'er" on that one. My goodness.

    I'm hoping one of the devs discusses these videos because I am really interested in what they would have to say. I lose too many games to goals that look similar to these. It really takes all of the enjoyment out of playing. Which really sucks with no hockey being played right now..

    I won't pretend to speak for the devs but I imagine that this is one of those "working as intended" situations. When he shoots the puck his stick is no longer in contact with my player so there's no impediment to the shot.

    My issue is ( and has been for a few years ) that I'd like to see a bigger time gap between "stick inside an opposing player" and "I can play the puck again". Ideally it would be tied to how much contact was involved. Stick went through a skate? A minimal delay. Stick went through a leg? More delay. Two legs? Even more. And so forth.

    The way it is now the delay is so small body position means very little.

    Of course I think the real solution is to have sticks and legs interact as solid objects, but that's a non-trivial change that I can't see happening anytime in the near future.

    Agree with everything here.
  • While I understand the arguments for allowing clipping ( both the technical limitations and the "we don't have fine enough control over our stick" reasoning ) I still think the current implementation is a bit too lenient.

    I'd like to see a bit of a larger window between when a stick passes through a body and when that stick can interact with the puck again. In these two clips body position doesn't matter at all because the offensive player is allowed to drag their stick through the defender to get the one-timer off. While the second clip isn't as terrible, in both I felt like I had position and the clipping allowed the offensive player to get his stick into a position he could never have done if players were solid regardless of how fine the stick controls would be.

    Would it be at all possible to tie the puck interaction window to how the stick is interacting with the body? Maybe allow the player to interact with the puck quicker if it's just their stick blade going through a skate ( assume a real-life player could have moved their stick around the skates easier ) but give a longer window if the interaction is higher up on the body or the player's stick?

    https://www.youtube.com/watch?v=_j-4IoLiFlM

    https://www.youtube.com/watch?v=AGwIvfWeMh0

    That 2nd one is an absolute joke. The first one I can understand as a bug or something like that, but that 2nd one is an absolutely broken mechanic. Can't "git gud'er" on that one. My goodness.

    I'm hoping one of the devs discusses these videos because I am really interested in what they would have to say. I lose too many games to goals that look similar to these. It really takes all of the enjoyment out of playing. Which really sucks with no hockey being played right now..

    I won't pretend to speak for the devs but I imagine that this is one of those "working as intended" situations. When he shoots the puck his stick is no longer in contact with my player so there's no impediment to the shot.

    My issue is ( and has been for a few years ) that I'd like to see a bigger time gap between "stick inside an opposing player" and "I can play the puck again". Ideally it would be tied to how much contact was involved. Stick went through a skate? A minimal delay. Stick went through a leg? More delay. Two legs? Even more. And so forth.

    The way it is now the delay is so small body position means very little.

    Of course I think the real solution is to have sticks and legs interact as solid objects, but that's a non-trivial change that I can't see happening anytime in the near future.

    Love the idea of bigger delays. Body positioning and leverage don’t mean anything right now. Needs to mean a lot more, especially now because pass interceptions are lower. Shouldn’t be able to take a one-timer through my legs, nor should they be able to fan on said one-timer and recover in a split second to get another shot off.
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