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EA Dev, TPS needs to be better or else this game will never reach potential

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  • Ben,
    Can you give us some insight to the programming behind the bubbles and forcefields in the game? There is undeniably bubbles created by the game to account for ratings or whatever the driving factor is. There are also bubbles around each net, which makes play around the net feel like you're in the Bermuda Triangle. Even the AI wigs out around the net because of the bubble forcefields.

    These bubbles and forcefields make control feel even worse. Many times it makes the players skate as if they are on an invisible set of train tracks. If the old skating felt like players were floating on the ice, the new skating feels like the entire skate blades are in the ice, like a slot hockey game.

    Is their any way to fix this?
  • not to be a ****, but what are we doing here? the point of all of the threads on the front page is to scrap this skating engine and give us control back. we want the game more immersive and less reliant on auto animations, not to make the game even more convoluted.
    Uh, I am not sure scrapping the engine entirely is helpful... or do you want to complain about the skating for like 5 more years...?
    Dad. Gamer. Rocker. Geek.
  • NHLDev wrote: »
    I'm not going to say I disagree with you, because I don't. But if we are moving forward with this skating engine, I think having a strafe/slowdown button modifier would be better than the way it is now, wouldn't it?

    @NHLDev I did try out the precision skating on D earlier (left stick taps with L2/LT held) and it worked to an extent. It is helpful, but the movements are a little too small and I found that from a standstill with L2/LT held I have to move my LS fully in the direction I want to shuffle, then let it (the LS) go. I was hoping that I could feather my left stick in a direction (not fully extend it) to move varying amounts. I'm glad its there, but I feel if we could tweak the sensitivity to be a bit higher we could get more use out of it.

    Yes, it could work much better. I would rather that players could exit out as soon as they let go as opposed to set distances. It would also be better if it was full **** control for angles as opposed to more of the set angles with blends. Needs a better blend in at speeds as well so that you aren't above/below a certain threshold. That is where unique input comes in.

    That time the Dev got censored :)
    Dad. Gamer. Rocker. Geek.
  • Workin_OT
    469 posts Member
    edited December 2016
    @NHLDev
    NHLDev wrote:
    It is broken down into two pieces. What people could do in the videogame before and what they can do now and what people can do in real life and what they can do in NHL 17. What they could do in the videogame before was a lot of control but it wasn't physically accurate so when we moved to the new skating model where the goals were to make it more physically accurate, it doesn't really matter that you could strafe at any speed you wanted before. That doesn't mean that we don't understand people when they say they liked the control that brought them. Not being accountable for pivots and being able to keep exact facing at any speed is definitely more control. If a hockey player could do that, he wouldn't ever get beat.

    When it comes to what you can do in real life vs the game. You are right that you can t-push, strafe and Mohawk. That has never been denied. The difference is your physical ability to do it at different speeds or in some cases angles. The other issue is input. We need to know when you want to move perpendicular to your facing angle and have limited speed and when you want to have speed and are willing to rotate your hips/skates to do so.

    Sure, what we could do prior to TPS was a little unrealistic. So to remedy that you completely removed this fundamental ability? It's been 5 years now this has been missing. What you have now compared to what you had before is one of the biggest contributors to this game being less fun than it used to be. There's a reason this has been the number one complaint about the game for the last 5 years since TPS.




    NHLDev wrote:
    In the real world, moving perpendicular to your facing is used a very small percentage of the time and for short distances so we need to take that into account when we setup the controls.



    You must remember that this is a video game and it often doesn't play out the same way you see in the structured play of the NHL. The vast majority of the users of your video game don't play hockey that resembles what you see in the NHL. You may not see NHL players move perpendicular to the puck very often, that doesn't necessarily mean that your video game should restrict this type of movement to reflect that.

    There is a reason that this has been the #1 complaint for the last 5 years. It is not just because players got used to being able to 'skate across their blades' at full speed in the old skating engine. We want it back but we want it to be realistic. It is because this type of skating would be used all the time in your game and would really help the gameplay and hopefully remedy the terrible clunky FEEL of slower speed skating. I think you severely underestimate both how often this type of movement is used in your game and its positive effect on gameplay, both offensively and defensively.


    Going back to what you do see NHL players doing, you do see them often making subtle 'mohawk' type maneuvers with their lead skate for a short push and then back to moving with parallel skates, then mohawk push, then back to parallel skates. This type of subtle movement is completely not in your game. I think if you developed a proper branching out of pivots/mohawk maneuvers by being on/off LT this would go a long way in reproducing these subtle moves that help with facing that we see real world players constantly do.

    NHLDev wrote:
    Yes, this has been the big topic. Right now we only have one button for VC on defense. You need to be able to skate backwards fast, cross over and angle your hips to skate faster parallel to your facing angle. If we forced you to move slow, you wouldn't have manual control over forward/backskating and pivots at speed.

    Branching out of pivots/redoing pivot animations a little to allow mohawk maneuvers with on/off LT could help solve this issue. Maybe if you are above a speed threshold, you couldn't do this type of maneuver (although due to your responses I think you'd be very surprised at how fast you can be going and still do this maneuver), but if you were below then it would work. This would still allow for people to have full control over backskating and the defensive strafing on the rush by holding down LT just the way you do now. In theory this gives players full control over when they want to move perpendicular while facing, and also gives them full control when they want to pivot out and commit to full forward skating or full backward skating. Best of all you wouldn't have to predict what type of movement people wanted and you wouldn't need another button.

    Post edited by Workin_OT on
  • NHLDev wrote: »
    Bmh245 wrote: »

    But that "one difference" is the difference everyone is talking about. We want to be able to pivot our upper body to face the puck while moving, so that we have more control over the play. As it is, the best you can do -- or at least the best I can figure out how to do -- is to backskate while facing up ice, and just try to keep your body between the puck carrier and the net (or his passing target). And yes, you can pokecheck off to the side, but I rarely do it, because it looks ridiculous and until you mentioned it in this thread it would never have occurred to me that pokechecking to the side while facing up ice would be a good way to knock the puck away.

    I understand that you're mostly concerned with how people's skate blades are moving, but I don't think most people who want VC back want it back so that they skate backwards at speed without having to commit one way or the other. They want it back so that when playing defense, they can simply face the puck in situations other than when they're stopped (which, frankly, you almost never are in 1v1 modes). That's what Lidstrom does in that clip, and what I never see people do in this game.

    I'm also confused by the clunkiness of the skating at low speeds. I mean, is this really how NHL players skate when they receive the puck?

    https://www.youtube.com/watch?v=33HT_W4Ptlk

    If that is the case, it is far different than what I have seen a lot of people write. They are talking more about pure skating ability, not what the upper body can do unique to their skates. Referring back to the old games and old VC is a big disconnect as that isn't accountability in your skates but the ability to rotate your upper body. Instead it was the ability to move laterally at the same speeds as you could forward and backward without ever having to commit. In that case, you didn't have to rotate your upper body because it was always square since you could go sideways across your skates.

    If we gave you the ability to rotate your upper body, it would help with manually defending passing lanes but the current capability to deflect passes within your radius, intercept pucks, poke pucks that are within your range, etc. give you the tools you need when skating at speed, it just doesn't visually look as square until we give more manual stick control. That is a separate topic though around a defensive skill stick.

    Anyways, if that is the case, it is something we are definitely looking at to see if we can get the best of both worlds.

    Actually, I think this is sort of what most people are asking for when they bring up VC. I care far more where my upper body is facing than where my skates are pointed.
    KoryDub wrote: »
    NHLDev wrote: »
    If it was it's own modifier, we could then use the full left stick range for both full skating and precision skating if we wanted.

    This is essentially what L1/Bumper does for precision skating now, correct? Meaning: L1/Bumper being held (while in possession of the puck) initiates precision skating and you can utilize full range of the left stick while making precision movements.

    It would be nice if that could transition to precision skating without the puck. I get the sense many users just move their left stick at full range all the time - which may make them feel 'out of control' of their player.

    I know someone mentioned above that the sensitivity on the left stick should be increased, but I would argue that it should be decreased. Or at least precision skating shouldn't transition to full skating until the range of motion is higher than it is now.

    Right now I feel I need to ever-so-gently move my Left Stick in order to make precise movements without the puck. I'd love for that range to be increased to allow more control in the cases where I've just overestimated my range on LS. Even a slider to adjust this in-game would allow users more control and maybe alleviate some of the issues we hear about.

    I guess the tricky part is blending the precision movement to the full movement while still giving the feeling of acceleration.

    I'd be okay with having L2 be backskate and L1 being a far more fluid version of precision skating where you're always fairly square to the puck. Once you press L1, if you are skating fast, it should slow you down to the necessary speed before giving you full control. If you need to accelerate quickly, you should have to let go of L1 to do so.

    Also, having sliders for both the minimum and maximum speeds in precision skating would likely help people get exactly what they want out of it, so players who want a large range of motion can have that, and those that want to press full speed in any direction can make it work at the right speed for them too.
  • Workin_OT wrote: »
    NHLDev wrote:
    It is broken down into two pieces. What people could do in the videogame before and what they can do now and what people can do in real life and what they can do in NHL 17. What they could do in the videogame before was a lot of control but it wasn't physically accurate so when we moved to the new skating model where the goals were to make it more physically accurate, it doesn't really matter that you could strafe at any speed you wanted before. That doesn't mean that we don't understand people when they say they liked the control that brought them. Not being accountable for pivots and being able to keep exact facing at any speed is definitely more control. If a hockey player could do that, he wouldn't ever get beat.

    When it comes to what you can do in real life vs the game. You are right that you can t-push, strafe and Mohawk. That has never been denied. The difference is your physical ability to do it at different speeds or in some cases angles. The other issue is input. We need to know when you want to move perpendicular to your facing angle and have limited speed and when you want to have speed and are willing to rotate your hips/skates to do so.

    Sure, what we could do prior to TPS was a little unrealistic. So to remedy that you completely removed this fundamental ability? It's been 5 years now this has been missing. What you have now compared to what you had before is one of the biggest contributors to this game being less fun than it used to be. There's a reason this has been the number one complaint about the game for the last 5 years since TPS.




    NHLDev wrote:
    In the real world, moving perpendicular to your facing is used a very small percentage of the time and for short distances so we need to take that into account when we setup the controls.



    You must remember that this is a video game and it often doesn't play out the same way you see in the structured play of the NHL. The vast majority of the users of your video game don't play hockey that resembles what you see in the NHL. You may not see NHL players move perpendicular to the puck very often, that doesn't necessarily mean that your video game should restrict this type of movement to reflect that.

    There is a reason that this has been the #1 complaint for the last 5 years. It is not just because players got used to being able to 'skate across their blades' at full speed in the old skating engine. We want it back but we want it to be realistic. It is because this type of skating would be used all the time in your game and would really help the gameplay and hopefully remedy the terrible clunky FEEL of slower speed skating. I think you severely underestimate both how often this type of movement is used in your game and its positive effect on gameplay, both offensively and defensively.


    Going back to what you do see NHL players doing, you do see them often making subtle 'mohawk' type maneuvers with their lead skate for a short push and then back to moving with parallel skates, then mohawk push, then back to parallel skates. This type of subtle movement is completely not in your game. I think if you developed a proper branching out of pivots/mohawk maneuvers by being on/off LT this would go a long way in reproducing these subtle moves that help with facing that we see real world players constantly do.

    NHLDev wrote:
    Yes, this has been the big topic. Right now we only have one button for VC on defense. You need to be able to skate backwards fast, cross over and angle your hips to skate faster parallel to your facing angle. If we forced you to move slow, you wouldn't have manual control over forward/backskating and pivots at speed.

    Branching out of pivots/redoing pivot animations a little to allow mohawk maneuvers with on/off LT could help solve this issue. Maybe if you are above a speed threshold, you couldn't do this type of maneuver (although due to your responses I think you'd be very surprised at how fast you can be going and still do this maneuver), but if you were below then it would work. This would still allow for people to have full control over backskating and the defensive strafing on the rush by holding down LT just the way you do now. In theory this gives players full control over when they want to move perpendicular while facing, and also gives them full control when they want to pivot out and commit to full forward skating or full backward skating. Best of all you wouldn't have to predict what type of movement people wanted and you wouldn't need another button.

    JC2Bn9C.gif
  • Bmh245
    905 posts Member
    edited December 2016
    NHLDev wrote: »
    @Bmh245 As a side note, whiffing could be pass location and it could also be one timer coverage since you are saying the players you are passing to have great attributes. In the post above, I am not talking about issues in the one timer system that could be improved or not, just the theory of what is possible with skating and how players perform in the real world in these situations using different types of skating, angles, etc.. I would definitely like to see even more one timer coverage and better ability for the game to solve to different pass locations giving the player the best shot they can get as opposed to having to have a perfect pass and shot timing. They should still get the end result they are asking for, just possibly a worse off shot/reception (unless of course the shooter didn't have time to shoot or couldn't reach the puck, then a whiff makes sense)

    So @NHLDev, here's an example of what I'm talking about:

    https://www.youtube.com/watch?v=oMkxJhg0_RA

    This is in real time, and I don't have a slow-motion version of it, since it was from the 1st period. I'm not saying my player should have hit that, but I can't really see why he missed it, other than that it seems like he starts to open up too late. I guess my real issue is that I don't see what the real difference is between that pass and this one:

    https://www.youtube.com/watch?v=tbgdCyB9rq0

    other than that in the 2nd case, the winger opened up better and slammed it home. (Passes in both cases were about the same speed.) I didn't do anything different in the two situations to make the wingers act any differently. I'm just trying to understand why plays like the first whiff happen so often in this game.


  • NHLDev
    1680 posts EA NHL Developer

    Bmh245 wrote: »
    NHLDev wrote: »
    @Bmh245 As a side note, whiffing could be pass location and it could also be one timer coverage since you are saying the players you are passing to have great attributes. In the post above, I am not talking about issues in the one timer system that could be improved or not, just the theory of what is possible with skating and how players perform in the real world in these situations using different types of skating, angles, etc.. I would definitely like to see even more one timer coverage and better ability for the game to solve to different pass locations giving the player the best shot they can get as opposed to having to have a perfect pass and shot timing. They should still get the end result they are asking for, just possibly a worse off shot/reception (unless of course the shooter didn't have time to shoot or couldn't reach the puck, then a whiff makes sense)

    So @NHLDev, here's an example of what I'm talking about:

    https://www.youtube.com/watch?v=oMkxJhg0_RA

    This is in real time, and I don't have a slow-motion version of it, since it was from the 1st period. I'm not saying my player should have hit that, but I can't really see why he missed it, other than that it seems like he starts to open up too late. I guess my real issue is that I don't see what the real difference is between that pass and this one:

    https://www.youtube.com/watch?v=tbgdCyB9rq0

    other than that in the 2nd case, the winger opened up better and slammed it home. (Passes in both cases were about the same speed.) I didn't do anything different in the two situations to make the wingers act any differently. I'm just trying to understand why plays like the first whiff happen so often in this game.


    Hard to say with one at full speed but the difference could be in the 'about the same speed' condition. In the first example, he looks like he is only getting jammed up by about 1 step. You can see he needs to sort of fade to the right as he turns and the puck is still closer to his front foot than the ideal shot location compared to the second clip.

    The pass in the first clip just led him a little too much which could have been error added by throwing it over on the backhand from in stride vs the second clip which even though it was cross body was a forehand pass and possibly more accurate to the ideal one timer position. I think the main difference was that slight speed though. Slightly slower in the first example and he can probably get through that puck. In real life, he probably would have received it on his backhand and then shot a snap shot rather than trying to fade off and try to get his hips around a puck that was slightly too far in front.

  • NHLDev
    1680 posts EA NHL Developer
    Actually, I think this is sort of what most people are asking for when they bring up VC. I care far more where my upper body is facing than where my skates are pointed.

    I'd be okay with having L2 be backskate and L1 being a far more fluid version of precision skating where you're always fairly square to the puck. Once you press L1, if you are skating fast, it should slow you down to the necessary speed before giving you full control. If you need to accelerate quickly, you should have to let go of L1 to do so.

    Also, having sliders for both the minimum and maximum speeds in precision skating would likely help people get exactly what they want out of it, so players who want a large range of motion can have that, and those that want to press full speed in any direction can make it work at the right speed for them too.

    Yes, these would be the main thing we would be looking at. Starting first with your upper body to control where your stick is, etc. and then looking at controlled movement in slower speeds in a more natural way. It isn't what all people are asking for but for those wanting realistic skating, it is the next step to give more control within that.
  • NHLDev wrote: »
    Actually, I think this is sort of what most people are asking for when they bring up VC. I care far more where my upper body is facing than where my skates are pointed.

    I'd be okay with having L2 be backskate and L1 being a far more fluid version of precision skating where you're always fairly square to the puck. Once you press L1, if you are skating fast, it should slow you down to the necessary speed before giving you full control. If you need to accelerate quickly, you should have to let go of L1 to do so.

    Also, having sliders for both the minimum and maximum speeds in precision skating would likely help people get exactly what they want out of it, so players who want a large range of motion can have that, and those that want to press full speed in any direction can make it work at the right speed for them too.

    Yes, these would be the main thing we would be looking at. Starting first with your upper body to control where your stick is, etc. and then looking at controlled movement in slower speeds in a more natural way. It isn't what all people are asking for but for those wanting realistic skating, it is the next step to give more control within that.

    Amen
  • NHLDev wrote: »
    Bmh245 wrote: »
    So @NHLDev, here's an example of what I'm talking about:

    https://www.youtube.com/watch?v=oMkxJhg0_RA

    This is in real time, and I don't have a slow-motion version of it, since it was from the 1st period. I'm not saying my player should have hit that, but I can't really see why he missed it, other than that it seems like he starts to open up too late. I guess my real issue is that I don't see what the real difference is between that pass and this one:

    https://www.youtube.com/watch?v=tbgdCyB9rq0

    other than that in the 2nd case, the winger opened up better and slammed it home. (Passes in both cases were about the same speed.) I didn't do anything different in the two situations to make the wingers act any differently. I'm just trying to understand why plays like the first whiff happen so often in this game.

    Hard to say with one at full speed but the difference could be in the 'about the same speed' condition. In the first example, he looks like he is only getting jammed up by about 1 step. You can see he needs to sort of fade to the right as he turns and the puck is still closer to his front foot than the ideal shot location compared to the second clip.

    The pass in the first clip just led him a little too much which could have been error added by throwing it over on the backhand from in stride vs the second clip which even though it was cross body was a forehand pass and possibly more accurate to the ideal one timer position. I think the main difference was that slight speed though. Slightly slower in the first example and he can probably get through that puck. In real life, he probably would have received it on his backhand and then shot a snap shot rather than trying to fade off and try to get his hips around a puck that was slightly too far in front.

    Yeah, I thought pass speed might be the issue. just wanted to make sure there was nothing the user is supposed to do (other than throw a good pass) to make the pass receiver open up for the one-timer.
  • NHLDev
    1680 posts EA NHL Developer
    Bmh245 wrote: »
    Yeah, I thought pass speed might be the issue. just wanted to make sure there was nothing the user is supposed to do (other than throw a good pass) to make the pass receiver open up for the one-timer.
    Ya, I think pass speed and angle will always be the biggest culprits in a miss since it is either reaction time and/or shot coverage.

  • NHLDev
    1680 posts EA NHL Developer
    IceLion68 wrote: »

    That time the Dev got censored :)

    Hah, I keep forgetting it doesn't like the word an-a-log for some reason.

  • NHLDev wrote: »
    IceLion68 wrote: »

    That time the Dev got censored :)

    Hah, I keep forgetting it doesn't like the word an-a-log for some reason.

    Yup. Here's the reason:

    A
    N
    A
    L
    og.
  • NHLDev wrote: »
    IceLion68 wrote: »

    That time the Dev got censored :)

    Hah, I keep forgetting it doesn't like the word an-a-log for some reason.

    Yup. Here's the reason:

    A
    N
    A
    L
    og.

    spazfishlarge_by_carredondo-d801xr5.png
  • NHLDev wrote: »
    Actually, I think this is sort of what most people are asking for when they bring up VC. I care far more where my upper body is facing than where my skates are pointed.

    I'd be okay with having L2 be backskate and L1 being a far more fluid version of precision skating where you're always fairly square to the puck. Once you press L1, if you are skating fast, it should slow you down to the necessary speed before giving you full control. If you need to accelerate quickly, you should have to let go of L1 to do so.

    Also, having sliders for both the minimum and maximum speeds in precision skating would likely help people get exactly what they want out of it, so players who want a large range of motion can have that, and those that want to press full speed in any direction can make it work at the right speed for them too.

    Yes, these would be the main thing we would be looking at. Starting first with your upper body to control where your stick is, etc. and then looking at controlled movement in slower speeds in a more natural way. It isn't what all people are asking for but for those wanting realistic skating, it is the next step to give more control within that.

    I know you guys can't say if this would be in the next release, but could you tell us if it definitely WON'T be in next year? I won't be surprised if you can't answer that question at all, but if at least some of this isn't in the next version, I doubt I'd end up buying it.
  • NHLDev wrote: »
    Actually, I think this is sort of what most people are asking for when they bring up VC. I care far more where my upper body is facing than where my skates are pointed.

    I'd be okay with having L2 be backskate and L1 being a far more fluid version of precision skating where you're always fairly square to the puck. Once you press L1, if you are skating fast, it should slow you down to the necessary speed before giving you full control. If you need to accelerate quickly, you should have to let go of L1 to do so.

    Also, having sliders for both the minimum and maximum speeds in precision skating would likely help people get exactly what they want out of it, so players who want a large range of motion can have that, and those that want to press full speed in any direction can make it work at the right speed for them too.

    Yes, these would be the main thing we would be looking at. Starting first with your upper body to control where your stick is, etc. and then looking at controlled movement in slower speeds in a more natural way. It isn't what all people are asking for but for those wanting realistic skating, it is the next step to give more control within that.

    I know you guys can't say if this would be in the next release, but could you tell us if it definitely WON'T be in next year? I won't be surprised if you can't answer that question at all, but if at least some of this isn't in the next version, I doubt I'd end up buying it.

    I'll give you your answer. "We're always trying to improve things, I can't make any promises if or when it'll be in the game". You can make up the rest.
  • After reading the last 2 pages, all I can think of is....are you sure you are going the right direction with all of this?

    I mean, the TPS and the challenges you describe with moving hips vs skates, VC, more input buttons...omg...

    Why does it have to be SO complex to....move.

    The game is not about skating. The game is about hockey. As far as I know, NBA doesnt give you 20 ways to move around....you just move with the control stick and then most of the focus comes around the different dribbles, the different shots, what you do with the ball? Same for football and soccer.

    I mean, at which point does the skating takes too much focus away from the game?

    Instead of focusing so hard on super technical ultra realistic skating.....Why not put a fairly automated and realistic skating in game where your left stick does most of the work alongside the use of one button for VC which helps you position properly....meanwhile the rest of the focus is more on the puck play, stick play....everything that is hockey?

    I mean, people play ball hockey, water hockey, skateboard hockey, roller hockey.....the means of transportation is irrelevant, whats consistent is the HOCKEY game.

    I think you guys have started a journey to improve skating and forgot at some point where to stop the journey.

    Dont get me wrong...skating has an importance....If I was able to move anywhere without any sort of physics, the feel of the game would suck. The but feel of the game DIDNT suck in nhl 10 without these....so you still have a lot of room to play with. Im all for some limitations but right now, we went from having limitations to not being able to do the things we want when we want like we would if we actually were playing real hockey. Whether its the control scheme being too complex or whether its the TPS working as intended...its irrelevant...it distracts from the actual game of hockey.

  • I feel TPS needs to be improved, but I don't think many players realize that 1) left trigger is the most important button in the game and 2) people "hustle button" way too freakin much. Hustle button = ignore puck.
  • Just to change up the echo chamber, I'm a big fan of the direction the skating is going. You get punished far more for being reckless than pre-NHL 13 which is awesome. It's not perfect, but I feel like it gets better every year.

    Pro-tip: play more in Team Practice as defender to improve skating ability, and other than practice mode, stop playing with AI teammates.

    Request: Can we please add some sort multiplayer practice mode? If I could get rid of AI there too, I would.

    I know some people only play offline, but the AI is awful. I understand how difficult it is to create it, but still, it's awful.
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