EA Dev, TPS needs to be better or else this game will never reach potential
December 1, 2016 5:57PM
edited December 2016
@NHLDev
You can make the best NHL game ever but until the control and FEEL becomes good again the game won't reach it's potential.
People have been debating about glory days of NHL 12 vs what we have now. The game now is better than what it was back then, no doubt. I've said it before though, and I'll say it again, you can make the best game the world has ever seen but if controlling your player in the game doesn't FEEL smooth/good users will become disengaged rather quickly and it will never reach it's true potential.
Control and FEEL should be the #1 focus for every dev team of every game. People will enjoy a 'not as good' game that FEELS good to control more than they will enjoy a 'amazing game' that FEELS clunky.
Why was NHL 12 the last game of "the glory days"? It's simply because the control FELT good. Since then, since TPS was introduced, the control, and it's not everything there are some good aspects of TPS that do control and FEEL good, has FELT bad/clunky however you want to describe it.
Major aspects of TPS can't be looked at any other way other than they have been a complete failure. It's a joke they've been allowed to stay in this condition for so long.
Look here at "the glory days"

Look at all the players strafing/facing the puck. You could actually skate laterally in the glory days, just like you can in real life. It FELT good to control too.
Now look here at what we currently have and have had to suffer with for wayy to **** long.

Look at the RD on the red team. Look at him all hurky jerky in the slot. This is what we have delt with for g0d dam years now.. In the glory days that defensman, human or AI, would have been able to come to a controlled stop, face the puck the whole time, face the puck while moving laterally or strafing/t-pushing if they needed to and it all FELT g0d dam good to control.
Now, and since TPS, that player kind of herkily jerkily stops in the slot, never faces the puck properly, can't strafe or t-push. This type of movement is super important in your video game and it has either been a complete failure with TPS or hasn't even been built into the engine (facing/t-pushes/strafing). Situations like this arise constantly in the game, especially in modes where you are only controlling 1 player. Control in situations like this FEELS clunky, FEELS like a chore.
Fix this clunkiness, fix this issue of FEEL, make it smooth and FEEL good again and your game will begin to approach the awesomness of "the glory days". Until then, and it doesn't matter how much cool stuff you add, people will continue to become disengaged with the game very quickly.
You can make the best NHL game ever but until the control and FEEL becomes good again the game won't reach it's potential.
People have been debating about glory days of NHL 12 vs what we have now. The game now is better than what it was back then, no doubt. I've said it before though, and I'll say it again, you can make the best game the world has ever seen but if controlling your player in the game doesn't FEEL smooth/good users will become disengaged rather quickly and it will never reach it's true potential.
Control and FEEL should be the #1 focus for every dev team of every game. People will enjoy a 'not as good' game that FEELS good to control more than they will enjoy a 'amazing game' that FEELS clunky.
Why was NHL 12 the last game of "the glory days"? It's simply because the control FELT good. Since then, since TPS was introduced, the control, and it's not everything there are some good aspects of TPS that do control and FEEL good, has FELT bad/clunky however you want to describe it.
Major aspects of TPS can't be looked at any other way other than they have been a complete failure. It's a joke they've been allowed to stay in this condition for so long.
Look here at "the glory days"

Look at all the players strafing/facing the puck. You could actually skate laterally in the glory days, just like you can in real life. It FELT good to control too.
Now look here at what we currently have and have had to suffer with for wayy to **** long.

Look at the RD on the red team. Look at him all hurky jerky in the slot. This is what we have delt with for g0d dam years now.. In the glory days that defensman, human or AI, would have been able to come to a controlled stop, face the puck the whole time, face the puck while moving laterally or strafing/t-pushing if they needed to and it all FELT g0d dam good to control.
Now, and since TPS, that player kind of herkily jerkily stops in the slot, never faces the puck properly, can't strafe or t-push. This type of movement is super important in your video game and it has either been a complete failure with TPS or hasn't even been built into the engine (facing/t-pushes/strafing). Situations like this arise constantly in the game, especially in modes where you are only controlling 1 player. Control in situations like this FEELS clunky, FEELS like a chore.
Fix this clunkiness, fix this issue of FEEL, make it smooth and FEEL good again and your game will begin to approach the awesomness of "the glory days". Until then, and it doesn't matter how much cool stuff you add, people will continue to become disengaged with the game very quickly.
Post edited by Workin_OT on
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Yep. We could still have NHL 16 bare bones EASHL and the masses would play it all year long if the game FELT good to play again, eh bud?
It is honestly a joke how bad and clunky TPS has made slow speed skating/facing. It is without question the biggest development blunder the NHL series has seen in its entire history. And I'm not saying all of TPS is bad. Just this aspect of it.
It's sad though because I don't think the corporates that run the business side of the game realize it. The devs don't have the time/resources to be able to tackle this issue in a proper fashion.
The game may sell about the same amount of copies and it may make more money now than ever, but it will never approach the level of competitiveness/fun/addictiveness of "the glory days" until this issue is solved. Doesn't matter what they add.
Good catch -- that's my clip, and I hadn't even noticed how clunky the RD's movements were. It's amazing when you see that he never once actually manages to face the play. He basically has his back turned to the puck the entire time. And he keeps getting stuck pivoting awkwardly back and forth, rather than just smoothly pivoting to face the puck, the way an NHL player would.
And this is the stuff I harp on. Hockey IQ. What kind of hockey did these guys watch to come up with this crap? No defensemen, not even in pee wee, would have his body turned away from the play like this. These guys aren't cornerbacks. Head on a swivel, stick with your man, fundamental hockey jargon that the EA team doesn't comprehend.
I could be wrong, but I'm pretty sure the devs don't intend for the RD to have his back turned to the play -- they just don't know how to code the game with TPS so that defenders can pivot smoothly to face the puck. That's the point of OP's post - we have this skating system that is supposed to be realistic, but instead gives us these clunky, unrealistic results, and on top of that, feels like a chore to use.
Just look how g0d dam bad that is, eh bud? How have we had to deal with this for 5 years now.. It's a joke this aspect of the game has been allowed to remain in such a failed state for this long. Utterly amazing.
I don't disagree with you at all. In fact, I HATE the skating engine. Its a tugboat simulator.
Tug Boat Simulator '19
CONTROL AND FEEL (TPS) IS THE NUMBER #1 PROBLEM WITH THIS GAME, DEVS.
Instead of continuing to stick your head in the sand because of spiteful rage, just listen to what your players are telling you. You have to stop this "I'm going down with the ship" mentality.
I'm shocked that I never thought to draw that same comparison, but the skating in this game really does feel like driving a car sometimes.
Let's be real here, It isn't getting worse..
They've tried to address it the last couple years and haven't succeeded but it has been an improvement, a slight one but an improvement nonetheless.
So in other words it is better than it was, eh bud?
disagree with this premise - given the time to develop prior to release of the online experience for new gen.