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Unfair advantage with different control schemes

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  • Ryujinsum
    62 posts Member
    edited January 2017
    NHLDev wrote: »
    A stick lift can trigger a slash

    Why is that even a thing, makes no sense.
  • NHLDev
    1680 posts EA NHL Developer
    Ryujinsum wrote: »
    NHLDev wrote: »
    A stick lift can trigger a slash

    Why is that even a thing, makes no sense.

    It is what triggers if you try and lift the stick but miss and get arm rather than face. So we call a slash vs high sticking. It has been that way since before I was on the title when stick lift was added to the game. I don't really have an issue with it.
  • NHLDev wrote: »
    Ryujinsum wrote: »
    NHLDev wrote: »
    A stick lift can trigger a slash

    Why is that even a thing, makes no sense.

    It is what triggers if you try and lift the stick but miss and get arm rather than face. So we call a slash vs high sticking. It has been that way since before I was on the title when stick lift was added to the game. I don't really have an issue with it.

    Can you explain this logic for me (and others) please? Attempting a stick lift requires a lift from under the opponent's stick, but there are times where it results in breaking his stick. Correct me if I'm wrong here, but you don't break your opponent's stick in a lifting motion. It's swinging it with FORCE in a downward motion that causes the stick to break. When we press the X/A button we do it for a stick lift and that's what we want to attempt. If we miss and get face instead then OK, but in no way at any time do we want to swing it like a hammer at our opponent.
  • NHLDev wrote: »
    Ryujinsum wrote: »
    NHLDev wrote: »
    A stick lift can trigger a slash

    Why is that even a thing, makes no sense.

    It is what triggers if you try and lift the stick but miss and get arm rather than face. So we call a slash vs high sticking. It has been that way since before I was on the title when stick lift was added to the game. I don't really have an issue with it.

    Can you explain this logic for me (and others) please? Attempting a stick lift requires a lift from under the opponent's stick, but there are times where it results in breaking his stick. Correct me if I'm wrong here, but you don't break your opponent's stick in a lifting motion. It's swinging it with FORCE in a downward motion that causes the stick to break. When we press the X/A button we do it for a stick lift and that's what we want to attempt. If we miss and get face instead then OK, but in no way at any time do we want to swing it like a hammer at our opponent.

    Never got why we broke a guys stick from a stick lift lol.
  • So since switching to hybrid controls I'm finding my passes are more accurate, it's easier to shoot slap or wrists
  • Its also easier to poke check and check. I take far fewer penalties.
  • there should be one option for online - skill stick.
  • I agree. One option for controls would make it an even playing field. Or give the users the ability to customize controls and that would also avoid the issue.
  • reason I say hybrid is better, is since I was losing games right and left. Then once i got use to hybrid i started winning and could compete with people that have a higher rank. I beat some guy that was level 56 yesterday. I won 4-3 in shootout.
  • I'd love to see a NHL clip of someone getting their stick broken off a STICK LIFT.
  • NHLDev
    1680 posts EA NHL Developer
    NHLDev wrote: »
    Ryujinsum wrote: »
    NHLDev wrote: »
    A stick lift can trigger a slash

    Why is that even a thing, makes no sense.

    It is what triggers if you try and lift the stick but miss and get arm rather than face. So we call a slash vs high sticking. It has been that way since before I was on the title when stick lift was added to the game. I don't really have an issue with it.

    Can you explain this logic for me (and others) please? Attempting a stick lift requires a lift from under the opponent's stick, but there are times where it results in breaking his stick. Correct me if I'm wrong here, but you don't break your opponent's stick in a lifting motion. It's swinging it with FORCE in a downward motion that causes the stick to break. When we press the X/A button we do it for a stick lift and that's what we want to attempt. If we miss and get face instead then OK, but in no way at any time do we want to swing it like a hammer at our opponent.

    Above, I was talking about getting an opponents arm and triggering a slash that I am fine with.

    The broken stick on stick lifts was added before my time so not sure on the exact logic there. I actually tried to tune it out this year and that is why you see it very rarely now. The way the code is written, we apparently can't remove it completely or there would be no penalties from stick lifts at all. We found this out late as it was a task at the end of the year and would have been risky to try and fix full stop so it just got tuned way down. We have a task to look at separating out the code without impacting the logic and rate of the other penalties from stick lifts tracked now. Again, it just comes down to getting the time to do it amongst everything else.
  • NHLDev wrote: »
    NHLDev wrote: »
    Ryujinsum wrote: »
    NHLDev wrote: »
    A stick lift can trigger a slash

    Why is that even a thing, makes no sense.

    It is what triggers if you try and lift the stick but miss and get arm rather than face. So we call a slash vs high sticking. It has been that way since before I was on the title when stick lift was added to the game. I don't really have an issue with it.

    Can you explain this logic for me (and others) please? Attempting a stick lift requires a lift from under the opponent's stick, but there are times where it results in breaking his stick. Correct me if I'm wrong here, but you don't break your opponent's stick in a lifting motion. It's swinging it with FORCE in a downward motion that causes the stick to break. When we press the X/A button we do it for a stick lift and that's what we want to attempt. If we miss and get face instead then OK, but in no way at any time do we want to swing it like a hammer at our opponent.

    Above, I was talking about getting an opponents arm and triggering a slash that I am fine with.

    The broken stick on stick lifts was added before my time so not sure on the exact logic there. I actually tried to tune it out this year and that is why you see it very rarely now. The way the code is written, we apparently can't remove it completely or there would be no penalties from stick lifts at all. We found this out late as it was a task at the end of the year and would have been risky to try and fix full stop so it just got tuned way down. We have a task to look at separating out the code without impacting the logic and rate of the other penalties from stick lifts tracked now. Again, it just comes down to getting the time to do it amongst everything else.

    what is the logic behind forced fights? sometimes you make a big legal hit that sparks a breakaway and the guy accepts the fight to stop it. that and injuries are my biggest issue. certain randomness that can really impact games.
  • NHLDev
    1680 posts EA NHL Developer
    edited January 2017
    I've never actually tried but can players set their EASHL online game settings to have the net grid openings and open passing lanes/receivers shown during the game along with their shots and passes assisted? If so, I don't think they should be able to. These things should actually take skill without the game assisting them.

    I forget off the top of my head which ones are allowed to be on but we worked with players in the community to decide which ones wouldn't be considered a competitive advantage.

    Personally, I don't think it would help people once you get to that real competitive level but some were limited in online play based on that concern.
  • NHLDev
    1680 posts EA NHL Developer
    edited January 2017
    what is the logic behind forced fights? sometimes you make a big legal hit that sparks a breakaway and the guy accepts the fight to stop it. that and injuries are my biggest issue. certain randomness that can really impact games.

    In the tuning that was done last year and carried over until this year, they should only trigger when the hit was a penalty and/or caused an injury.

    I have seen a few people complain about injuries being random but they are likely to happen when the player gets hit really hard and not ready for it. Since you don't feel the physical pain, it is one of the things that should deter players from always making that last minute pass or not looking to avoid being hit for the chance at a perfect play with no repercussions for getting smoked.

    Again without looking at code, if I remember correctly, we worked with the gamechangers on this specifically thinking about what was more balanced and fair in a competitive environment and we took out penalties that kicked players from the game in favor of 5 minute majors and had the injury effects match that same time so that the max 'penalties' were even on both sides.
  • NHLDev wrote: »
    what is the logic behind forced fights? sometimes you make a big legal hit that sparks a breakaway and the guy accepts the fight to stop it. that and injuries are my biggest issue. certain randomness that can really impact games.

    In the tuning that was done last year and carried over until this year, they should only trigger when the hit was a penalty and/or caused an injury.

    I have seen a few people complain about injuries being random but they are likely to happen when the player gets hit really hard and not ready for it. Since you don't feel the physical pain, it is one of the things that should deter players from always making that last minute pass or not looking to avoid being hit for the chance at a perfect play with no repercussions for getting smoked.

    Again without looking at code, if I remember correctly, we worked with the gamechangers on this specifically thinking about what was more balanced and fair in a competitive environment and we took out penalties that kicked players from the game in favor of 5 minute majors and had the injury effects match that same time so that the max 'penalties' were even on both sides.

    i appreciate you taking the time to respond. in my situation i was defending, the guy went d to d and i immediately hit him with ovi, cleanly, initiating the fight sequence option. i pass it to a streaking mcdavid who had been covering the passing d and he was behind everyone. then the guy accepts the fight and the plays over, ovi is forced to fight and sits for 5. those are the only issues i have, occasionally you get punished (lost breakaway with a great goal scorer and top line FWD goes to the box for 5) for something that wasnt a penalty. it bails the other guy out on a bad decision. other than that you do a great jobs guys my only other issues are server related which i know has nothing to do with you specifically.
  • NHLDev wrote: »
    what is the logic behind forced fights? sometimes you make a big legal hit that sparks a breakaway and the guy accepts the fight to stop it. that and injuries are my biggest issue. certain randomness that can really impact games.

    In the tuning that was done last year and carried over until this year, they should only trigger when the hit was a penalty and/or caused an injury.

    I have seen a few people complain about injuries being random but they are likely to happen when the player gets hit really hard and not ready for it. Since you don't feel the physical pain, it is one of the things that should deter players from always making that last minute pass or not looking to avoid being hit for the chance at a perfect play with no repercussions for getting smoked.

    Again without looking at code, if I remember correctly, we worked with the gamechangers on this specifically thinking about what was more balanced and fair in a competitive environment and we took out penalties that kicked players from the game in favor of 5 minute majors and had the injury effects match that same time so that the max 'penalties' were even on both sides.

    i appreciate you taking the time to respond. in my situation i was defending, the guy went d to d and i immediately hit him with ovi, cleanly, initiating the fight sequence option. i pass it to a streaking mcdavid who had been covering the passing d and he was behind everyone. then the guy accepts the fight and the plays over, ovi is forced to fight and sits for 5. those are the only issues i have, occasionally you get punished (lost breakaway with a great goal scorer and top line FWD goes to the box for 5) for something that wasnt a penalty. it bails the other guy out on a bad decision. other than that you do a great jobs guys my only other issues are server related which i know has nothing to do with you specifically.

    oh and the thread "How to defend and play against this top player????" in hut general shows a play you may want to address. guy used a face wash to prevent a partial breakaway and no minor was called
  • NHLDev
    1680 posts EA NHL Developer

    i appreciate you taking the time to respond. in my situation i was defending, the guy went d to d and i immediately hit him with ovi, cleanly, initiating the fight sequence option. i pass it to a streaking mcdavid who had been covering the passing d and he was behind everyone. then the guy accepts the fight and the plays over, ovi is forced to fight and sits for 5. those are the only issues i have, occasionally you get punished (lost breakaway with a great goal scorer and top line FWD goes to the box for 5) for something that wasnt a penalty. it bails the other guy out on a bad decision. other than that you do a great jobs guys my only other issues are server related which i know has nothing to do with you specifically.

    Ah sorry. Thought you were talking about EASHL. When you said you were forced to fight, I was thinking in a player locked case. We tuned it to the cases I mentioned for EASHL.

    In the modes with NHL players, we still have the conditions where it can trigger a fight if you hit a Superstar with a certain amount of force and there is a player on the ice that would be willing to stick up for them. We didn't end up adding the condition to let the hit go when the player making the hit was also a Superstar. We did tune up the magnitude needed to trigger this case so that is why I am wondering if the hit at least felt like a big hit.

    It is something that could technically be tuned out as well. It just didn't get called out other than for EASHL at the time we were tuning the fighting.
  • NHLDev wrote: »

    i appreciate you taking the time to respond. in my situation i was defending, the guy went d to d and i immediately hit him with ovi, cleanly, initiating the fight sequence option. i pass it to a streaking mcdavid who had been covering the passing d and he was behind everyone. then the guy accepts the fight and the plays over, ovi is forced to fight and sits for 5. those are the only issues i have, occasionally you get punished (lost breakaway with a great goal scorer and top line FWD goes to the box for 5) for something that wasnt a penalty. it bails the other guy out on a bad decision. other than that you do a great jobs guys my only other issues are server related which i know has nothing to do with you specifically.

    Ah sorry. Thought you were talking about EASHL. When you said you were forced to fight, I was thinking in a player locked case. We tuned it to the cases I mentioned for EASHL.

    In the modes with NHL players, we still have the conditions where it can trigger a fight if you hit a Superstar with a certain amount of force and there is a player on the ice that would be willing to stick up for them. We didn't end up adding the condition to let the hit go when the player making the hit was also a Superstar. We did tune up the magnitude needed to trigger this case so that is why I am wondering if the hit at least felt like a big hit.

    It is something that could technically be tuned out as well. It just didn't get called out other than for EASHL at the time we were tuning the fighting.

    yeah it was a huge hit so i understand that. i didnt realize that there was something built in to superstars taking hits. my question is what happens in HUT? I bounce back and forth from D1 and D2, everyone on the ice is a superstar does that mean i should work big hits out of my play style?
  • As far as the faceoffs go, I have no problem winning with skill stick, I have probably 250 games played in club as a center and my faceoff % was 68% win last I checked
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