Agree on removing CR for drop ins, or have DropIn-CR separate from Club2s-CR, separate from Club5s-CR, etc.
I just never really understood why CR was added to the game in the first place. Especially considering I think EA was mainly looking at it being mostly used as a matchmaking tool. I mean, people were complaining last year about how hard it was finding eashl games, and in an already small playerbase, the game already has way too many matchmaking limitations as it Is, such as 10 different divisions, regional matchmaking, and room size, and now they feel the need on top of all that to search for CR as well? The game needs to get rid of all matchmaking in eashl except for region and room size until they can get a playerbase that has enough players to support 4 different matchmaking variables just to get a game going.
I believe it starts looking for teams near your Division and CR, but expands outward as it cant find an opponent. The longer the search goes, the better chance of facing a terrible team (or if youre a low ranked team, the better chance of being matched up vs a top 100 team)
Ya I just think the whole matchmaking system needs to be scrapped besides region and room size. Players should select their position in the DR and when the game finds an opponent, the pregame lobby should have all the players and club name blacked out and just show the connection meter. After That, if you leave it's a loss because at that point it's nothing more than scrubhunting.
Sure, occasionally a bad team will get matched with a top team, but until the playerbase gets bigger you can't have so many restrictions for matchmaking causing it to feel like you spend the majority of the night in the DR when playing eashl. Back when eashl was at its most competitive level, there was never the 10 division restrictions, or the CR, and people managed to survive...
OP just use a 2nd account for drops ins, clearly you care way too much about your CR. I don't think people refusing to play drop in because they are afraid their CR is going to go down is nearly as much of a problem as you are trying to project it to be. The overwhelming majority of players don't care.
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
OP just use a 2nd account for drops ins, clearly you care way too much about your CR. I don't think people refusing to play drop in because they are afraid their CR is going to go down is nearly as much of a problem as you are trying to project it to be. The overwhelming majority of players don't care.
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
I slightly disagree with you on this one Workin_OT. In my view, the CR should absolutely be an individual stat based on your own performance, not the team as a whole. CR should be meant to critique, IMO, everything you do (positioning, passing, scoring, giveaways/takeaways, etc) and give you a barometer as to how well you're doing. in it's current state it doesn't do this, it's just to show if you are on teams that win a lot or not. Personally when I play drop ins I do it mainly to practice certain things (positioning mainly). Win/Losses in OTP are meaningless and I couldn't care less if I I lose, because usually it's through no fault of my own. I'm not "elite" or anything boastful like that, I just try to play the game right. I keep my competitive side for club.
The idea of having your CR hampered (or even helped) because of the others on your squad seems lazy to me. It inflates (or deflates) ego's needlessly. Most people with high CR's normally suck when they don't have their teammates to crutch upon to bail them out for their own poor play. The ability to adapt to the randomness of OTP isn't a skill everyone can handle if they don't have their buds with them. There are a lot of puck chasing, stick tapping, hit everything in sight idiots in OTP though, no doubt there. Why should my rating be affected by such people?
The only fix for this is to yes, have a 2nd account for OTP and use the other for club. This is what I do.
OP just use a 2nd account for drops ins, clearly you care way too much about your CR. I don't think people refusing to play drop in because they are afraid their CR is going to go down is nearly as much of a problem as you are trying to project it to be. The overwhelming majority of players don't care.
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
I slightly disagree with you on this one Workin_OT. In my view, the CR should absolutely be an individual stat based on your own performance, not the team as a whole. CR should be meant to critique, IMO, everything you do (positioning, passing, scoring, giveaways/takeaways, etc) and give you a barometer as to how well you're doing. in it's current state it doesn't do this, it's just to show if you are on teams that win a lot or not. Personally when I play drop ins I do it mainly to practice certain things (positioning mainly). Win/Losses in OTP are meaningless and I couldn't care less if I I lose, because usually it's through no fault of my own. I'm not "elite" or anything boastful like that, I just try to play the game right. I keep my competitive side for club.
The idea of having your CR hampered (or even helped) because of the others on your squad seems lazy to me. It inflates (or deflates) ego's needlessly. Most people with high CR's normally suck when they don't have their teammates to crutch upon to bail them out for their own poor play. The ability to adapt to the randomness of OTP isn't a skill everyone can handle if they don't have their buds with them. There are a lot of puck chasing, stick tapping, hit everything in sight **** in OTP though, no doubt there. Why should my rating be affected by such people?
The only fix for this is to yes, have a 2nd account for OTP and use the other for club. This is what I do.
I just really don't think EA would be capable of having CR rating be more individually based. It's easy enough for them just to go off wins/losses and track that 1 stat. I agree being based off wins/losses and not being an individual stat is pretty dumb though. I'm just over 1000 CR atm, as well as a lot of my club, but what's funny to me is seeing a buddy of mine who just started playing the game this year and is just awful at the game, and I'm not saying it in a mean way, he knows he's awful and we always joke about it in game. But, he also has close to 1000 CR just because he plays with us, when realistically he SHOULD be a 600 rating TOPS and that's being generous.
I don't even see the purpose of CR or why it was added with the way it is. I mean, it's not even remotely a question of who the better player is between that buddy of mine who's new to the game, and one of the other guys I've been playing club with since nhl 12. But according to the games rating system they are equal in skill level. I would love to have a rating system in which it actually gauges the skill level of players so you can really get an idea of who the best player on each team is, but I can't see ea getting it right
OP just use a 2nd account for drops ins, clearly you care way too much about your CR. I don't think people refusing to play drop in because they are afraid their CR is going to go down is nearly as much of a problem as you are trying to project it to be. The overwhelming majority of players don't care.
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
I slightly disagree with you on this one Workin_OT. In my view, the CR should absolutely be an individual stat based on your own performance, not the team as a whole. CR should be meant to critique, IMO, everything you do (positioning, passing, scoring, giveaways/takeaways, etc) and give you a barometer as to how well you're doing. in it's current state it doesn't do this, it's just to show if you are on teams that win a lot or not. Personally when I play drop ins I do it mainly to practice certain things (positioning mainly). Win/Losses in OTP are meaningless and I couldn't care less if I I lose, because usually it's through no fault of my own. I'm not "elite" or anything boastful like that, I just try to play the game right. I keep my competitive side for club.
The idea of having your CR hampered (or even helped) because of the others on your squad seems lazy to me. It inflates (or deflates) ego's needlessly. Most people with high CR's normally suck when they don't have their teammates to crutch upon to bail them out for their own poor play. The ability to adapt to the randomness of OTP isn't a skill everyone can handle if they don't have their buds with them. There are a lot of puck chasing, stick tapping, hit everything in sight **** in OTP though, no doubt there. Why should my rating be affected by such people?
The only fix for this is to yes, have a 2nd account for OTP and use the other for club. This is what I do.
I just really don't think EA would be capable of having CR rating be more individually based. It's easy enough for them just to go off wins/losses and track that 1 stat. I agree being based off wins/losses and not being an individual stat is pretty dumb though. I'm just over 1000 CR atm, as well as a lot of my club, but what's funny to me is seeing a buddy of mine who just started playing the game this year and is just awful at the game, and I'm not saying it in a mean way, he knows he's awful and we always joke about it in game. But, he also has close to 1000 CR just because he plays with us, when realistically he SHOULD be a 600 rating TOPS and that's being generous.
I don't even see the purpose of CR or why it was added with the way it is. I mean, it's not even remotely a question of who the better player is between that buddy of mine who's new to the game, and one of the other guys I've been playing club with since nhl 12. But according to the games rating system they are equal in skill level. I would love to have a rating system in which it actually gauges the skill level of players so you can really get an idea of who the best player on each team is, but I can't see ea getting it right
I agree, it is a pipedream to think EA would actually be capable of implementing something like a comprehensive rating system....but it is nice to dream.
It's funny, on my OTP account I think my rating is something like 530 ish and my club account one is at 1120 ish I think. I play more or less the same way on either account the only difference is the people I play with.
OP just use a 2nd account for drops ins, clearly you care way too much about your CR. I don't think people refusing to play drop in because they are afraid their CR is going to go down is nearly as much of a problem as you are trying to project it to be. The overwhelming majority of players don't care.
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
I slightly disagree with you on this one Workin_OT. In my view, the CR should absolutely be an individual stat based on your own performance, not the team as a whole. CR should be meant to critique, IMO, everything you do (positioning, passing, scoring, giveaways/takeaways, etc) and give you a barometer as to how well you're doing. in it's current state it doesn't do this, it's just to show if you are on teams that win a lot or not. Personally when I play drop ins I do it mainly to practice certain things (positioning mainly). Win/Losses in OTP are meaningless and I couldn't care less if I I lose, because usually it's through no fault of my own. I'm not "elite" or anything boastful like that, I just try to play the game right. I keep my competitive side for club.
The idea of having your CR hampered (or even helped) because of the others on your squad seems lazy to me. It inflates (or deflates) ego's needlessly. Most people with high CR's normally suck when they don't have their teammates to crutch upon to bail them out for their own poor play. The ability to adapt to the randomness of OTP isn't a skill everyone can handle if they don't have their buds with them. There are a lot of puck chasing, stick tapping, hit everything in sight **** in OTP though, no doubt there. Why should my rating be affected by such people?
The only fix for this is to yes, have a 2nd account for OTP and use the other for club. This is what I do.
I just really don't think EA would be capable of having CR rating be more individually based. It's easy enough for them just to go off wins/losses and track that 1 stat. I agree being based off wins/losses and not being an individual stat is pretty dumb though. I'm just over 1000 CR atm, as well as a lot of my club, but what's funny to me is seeing a buddy of mine who just started playing the game this year and is just awful at the game, and I'm not saying it in a mean way, he knows he's awful and we always joke about it in game. But, he also has close to 1000 CR just because he plays with us, when realistically he SHOULD be a 600 rating TOPS and that's being generous.
I don't even see the purpose of CR or why it was added with the way it is. I mean, it's not even remotely a question of who the better player is between that buddy of mine who's new to the game, and one of the other guys I've been playing club with since nhl 12. But according to the games rating system they are equal in skill level. I would love to have a rating system in which it actually gauges the skill level of players so you can really get an idea of who the best player on each team is, but I can't see ea getting it right
What you describe with your friend is called boosting. It happens in every single game out there, it's nothing new.
It isn't ever going to be perfect. There will be players who are bad who have high CR and there will be players who are good who have low CR. There will be players who take CR seriously and always play with a group of people they know because they want it as high as possible and don't want it to go down. There will be players who completely ignore it and couldn't care less what their CR is.
It's a rough gauge. It shouldn't be taken as a be all end all for judging how good a player is. There will be outliers for sure but for the majority of players it will normalize to where they are meant to be.
At the end of the day winning/losing is still what the game is about. If you win you should gain CR, if you lose you should lose CR.
There should be no time where you lose a game and gain CR because you individually did well. I can see a system where you lose less points because of that in drop in due to plenty of factors out of your control that can stack against you in that game mode, but CR shouldn't be based solely on individual performance. It's a team game, and you win or lose as a team. Look at other team games, it doesn't matter how good you do in CS or RL individually, if you lose a game you lose rank points.
OP just use a 2nd account for drops ins, clearly you care way too much about your CR. I don't think people refusing to play drop in because they are afraid their CR is going to go down is nearly as much of a problem as you are trying to project it to be. The overwhelming majority of players don't care.
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
I slightly disagree with you on this one Workin_OT. In my view, the CR should absolutely be an individual stat based on your own performance, not the team as a whole. CR should be meant to critique, IMO, everything you do (positioning, passing, scoring, giveaways/takeaways, etc) and give you a barometer as to how well you're doing. in it's current state it doesn't do this, it's just to show if you are on teams that win a lot or not. Personally when I play drop ins I do it mainly to practice certain things (positioning mainly). Win/Losses in OTP are meaningless and I couldn't care less if I I lose, because usually it's through no fault of my own. I'm not "elite" or anything boastful like that, I just try to play the game right. I keep my competitive side for club.
The idea of having your CR hampered (or even helped) because of the others on your squad seems lazy to me. It inflates (or deflates) ego's needlessly. Most people with high CR's normally suck when they don't have their teammates to crutch upon to bail them out for their own poor play. The ability to adapt to the randomness of OTP isn't a skill everyone can handle if they don't have their buds with them. There are a lot of puck chasing, stick tapping, hit everything in sight **** in OTP though, no doubt there. Why should my rating be affected by such people?
The only fix for this is to yes, have a 2nd account for OTP and use the other for club. This is what I do.
I just really don't think EA would be capable of having CR rating be more individually based. It's easy enough for them just to go off wins/losses and track that 1 stat. I agree being based off wins/losses and not being an individual stat is pretty dumb though. I'm just over 1000 CR atm, as well as a lot of my club, but what's funny to me is seeing a buddy of mine who just started playing the game this year and is just awful at the game, and I'm not saying it in a mean way, he knows he's awful and we always joke about it in game. But, he also has close to 1000 CR just because he plays with us, when realistically he SHOULD be a 600 rating TOPS and that's being generous.
I don't even see the purpose of CR or why it was added with the way it is. I mean, it's not even remotely a question of who the better player is between that buddy of mine who's new to the game, and one of the other guys I've been playing club with since nhl 12. But according to the games rating system they are equal in skill level. I would love to have a rating system in which it actually gauges the skill level of players so you can really get an idea of who the best player on each team is, but I can't see ea getting it right
What you describe with your friend is called boosting. It happens in every single game out there, it's nothing new.
It isn't ever going to be perfect. There will be players who are bad who have high CR and there will be players who are good who have low CR. There will be players who take CR seriously and always play with a group of people they know because they want it as high as possible and don't want it to go down. There will be players who completely ignore it and couldn't care less what their CR is.
It's a rough gauge. It shouldn't be taken as a be all end all for judging how good a player is. There will be outliers for sure but for the majority of players it will normalize to where they are meant to be.
At the end of the day winning/losing is still what the game is about. If you win you should gain CR, if you lose you should lose CR.
There should be no time where you lose a game and gain CR because you individually did well. I can see a system where you lose less points because of that in drop in due to plenty of factors out of your control that can stack against you in that game mode, but CR shouldn't be based solely on individual performance. It's a team game, and you win or lose as a team. Look at other team games, it doesn't matter how good you do in CS or RL individually, if you lose a game you lose rank points.
I get what your saying and partially agree. I just think it would be nice to have a system in the game where you can actually tell it's a good player with the CR. I get that it's a team game 100% and you win and lose as a team, but every eashl team has those 1 or 2 players that are above the others on the team. I mean, look at any competitive 6s team in the game, yes they are all usually talented players, but there's always those 1 or 2 guys that most people consider to be the biggest part of the team and the biggest threats on the ice.
I just don't think purely wins and losses should determine where these players are ranked because not all players on the team have the same skill. I'm not arguing the fact that it's not 100% necessary in the game, personally I don't care if it's there one way or the other, because every club knows who their best 1-2 players are anyways regardless of the rank, as well as you get to know your opponents when playing the top teams and know who their best players are anyways. I just wish that with the CR being put in the game that they didn't take the lazy way of doing it.
The one thing I don't agree on either is that you said you should never gain points when taking a loss. I don't think that's true. If you take 2 top 6s teams with very similar CR's and you lose by 1 goal in OT but had 3 points, and say a +1 rating, that would be looked at as a very solid game. Yet have another guy on your team who took a bunch of penalties, and had bad turnovers which led to goals, you are being deducted the same way even though you had a great game besides the loss.
At the end of the day, CR really doesn't matter, but if it was EAs plan to add in a player skill ranking system, at least do it right
OP just use a 2nd account for drops ins, clearly you care way too much about your CR. I don't think people refusing to play drop in because they are afraid their CR is going to go down is nearly as much of a problem as you are trying to project it to be. The overwhelming majority of players don't care.
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
I slightly disagree with you on this one Workin_OT. In my view, the CR should absolutely be an individual stat based on your own performance, not the team as a whole. CR should be meant to critique, IMO, everything you do (positioning, passing, scoring, giveaways/takeaways, etc) and give you a barometer as to how well you're doing. in it's current state it doesn't do this, it's just to show if you are on teams that win a lot or not. Personally when I play drop ins I do it mainly to practice certain things (positioning mainly). Win/Losses in OTP are meaningless and I couldn't care less if I I lose, because usually it's through no fault of my own. I'm not "elite" or anything boastful like that, I just try to play the game right. I keep my competitive side for club.
The idea of having your CR hampered (or even helped) because of the others on your squad seems lazy to me. It inflates (or deflates) ego's needlessly. Most people with high CR's normally suck when they don't have their teammates to crutch upon to bail them out for their own poor play. The ability to adapt to the randomness of OTP isn't a skill everyone can handle if they don't have their buds with them. There are a lot of puck chasing, stick tapping, hit everything in sight **** in OTP though, no doubt there. Why should my rating be affected by such people?
The only fix for this is to yes, have a 2nd account for OTP and use the other for club. This is what I do.
I just really don't think EA would be capable of having CR rating be more individually based. It's easy enough for them just to go off wins/losses and track that 1 stat. I agree being based off wins/losses and not being an individual stat is pretty dumb though. I'm just over 1000 CR atm, as well as a lot of my club, but what's funny to me is seeing a buddy of mine who just started playing the game this year and is just awful at the game, and I'm not saying it in a mean way, he knows he's awful and we always joke about it in game. But, he also has close to 1000 CR just because he plays with us, when realistically he SHOULD be a 600 rating TOPS and that's being generous.
I don't even see the purpose of CR or why it was added with the way it is. I mean, it's not even remotely a question of who the better player is between that buddy of mine who's new to the game, and one of the other guys I've been playing club with since nhl 12. But according to the games rating system they are equal in skill level. I would love to have a rating system in which it actually gauges the skill level of players so you can really get an idea of who the best player on each team is, but I can't see ea getting it right
What you describe with your friend is called boosting. It happens in every single game out there, it's nothing new.
It isn't ever going to be perfect. There will be players who are bad who have high CR and there will be players who are good who have low CR. There will be players who take CR seriously and always play with a group of people they know because they want it as high as possible and don't want it to go down. There will be players who completely ignore it and couldn't care less what their CR is.
It's a rough gauge. It shouldn't be taken as a be all end all for judging how good a player is. There will be outliers for sure but for the majority of players it will normalize to where they are meant to be.
At the end of the day winning/losing is still what the game is about. If you win you should gain CR, if you lose you should lose CR.
There should be no time where you lose a game and gain CR because you individually did well. I can see a system where you lose less points because of that in drop in due to plenty of factors out of your control that can stack against you in that game mode, but CR shouldn't be based solely on individual performance. It's a team game, and you win or lose as a team. Look at other team games, it doesn't matter how good you do in CS or RL individually, if you lose a game you lose rank points.
Your proposal would only hold weight in a setting such as club where you and your teammates are actually trying to win the game and are working together to do so. In OTP/Drop ins the motivation to work as a team are usually non-existent.
Drop ins are made for those looking to pass time and people have different motivations for playing, some good, some bad. To me it's like a credit card score. If we have the same card and go to the same bank, why should my score be affected by you not paying your credit bill on time or vice versa?
I agree the CR, at least in its current state, should not be taken as the definitive "you are good/garbage" stat and is a rough gauge, just a very very bad gauge based off one result you don't have total control over.
Bryan Trottier won 7 cups (6 as a player). Would you rate him a better player than Gretzky or Lemiuex since he won more?
Anybody that is really good isnt not playing dropin because of CR - they arent playing dropin because nobody in dropin knows how to play.
This isnt something new that started happening when CR was introduced. Its always been the case.
Strongly disagree.
There were plenty of times when a couple of guys couldn't find 6 and would elect to drop-in instead. I used to play drop ins all the time with guys like Class, Jd, canuck, and plenty of others just because we were bored and no one was playing. That never happens anymore. Gooning was a thing too. When was the last time you saw guys within the 6s community run enforcers in a club game though against people that weren't no-names?
Anybody that is really good isnt not playing dropin because of CR - they arent playing dropin because nobody in dropin knows how to play.
This isnt something new that started happening when CR was introduced. Its always been the case.
Strongly disagree.
There were plenty of times when a couple of guys couldn't find 6 and would elect to drop-in instead. I used to play drop ins all the time with guys like Class, Jd, canuck, and plenty of others just because we were bored and no one was playing. That never happens anymore. Gooning was a thing too. When was the last time you saw guys within the 6s community run enforcers in a club game though against people that weren't no-names?
Thats more of an NHL problem than a CR problem my dude. Its not fun enough to go around gooning in random dropins. And when they do wanna mess around and play we all just get a ragtag group of guys from lg chat, join a random club and end up playing vs one another anyways.
I can assure you, nobody gives a crap about that rating, at least not right now. Maybe 5 months ago.
i dont think cr rating has anything to do with the state of the drop-ins. i would bet that most people dont even know what that rating is, or care about it at all. removing it would have zero impact on the quality of drop-in games imo. if they want to fix drop-ins they need to be able to make it more competitive. now its just playground for people to pass time. its very similar if you just put punch of 5 year olds on the ice and let them play without any supervision. key here is to separate those who want to play more seriously and those who dont. my suggestion of how this could work is to have ELO ranking system in place. if you play under your own set level you get minus points end eventually go down a rank. play over you get plus point and eventually go up a rank. if done right this rank system could become kind of pride thing where players would try to maintain as high rank as they can. so if you see high rank in lobby you know he must be good player. i think this age old rank system where you rank according the time played is stupid and it serves no purpose in competitive game mode. they already have similar rank system in online versus games and it works there.
i dont think cr rating has anything to do with the state of the drop-ins. i would bet that most people dont even know what that rating is, or care about it at all. removing it would have zero impact on the quality of drop-in games imo. if they want to fix drop-ins they need to be able to make it more competitive. now its just playground for people to pass time. its very similar if you just put punch of 5 year olds on the ice and let them play without any supervision. key here is to separate those who want to play more seriously and those who dont. my suggestion of how this could work is to have ELO ranking system in place. if you play under your own set level you get minus points end eventually go down a rank. play over you get plus point and eventually go up a rank. if done right this rank system could become kind of pride thing where players would try to maintain as high rank as they can. so if you see high rank in lobby you know he must be good player. i think this age old rank system where you rank according the time played is stupid and it serves no purpose in competitive game mode. they already have similar rank system in online versus games and it works there.
Hmmm.... does this have anything to do with Jeff Lynne?
Obviously a vote to kick system could be abused (like kicking people who just aren't good at the game), but if someone is that bad that the majority of your team votes to kick you when you are actually trying, maybe you should practice with offline or versus to learn the basics. I think it would still be a change for the better.
The problem IMO with Vote to Kick is goalies.
In many many games poor goalies get hung out to dry by their team - not just bad D but also Fwds who have little to no clue how to play in their own end. I cant tell you how many times playing LD that I have bumped into "Green" who has collapsed onto the net giving me nowhere to play, and screening our own goalie.
I could see this easily leading to teams kicking goalies just cause they let in a couple that may or may not have been their fault. Pretty soon *no one* will want to play goalie in drop-ins.
Vote to kick shouldn't just be limited to goalies. If someone is constantly going offsides intentionally or intentionally taking penalties or playing out of position they too should be kicked.
@Assisted_NHL
Yeah, removing the mode isn't going to help anything. Every single decent EASHL player started by playing drop-ins. Sure there are a lot of bad apples, but there are some decent ones too.But right now, the CR system is keeping those good apples from playing. That's why drop-ins are so terrible.
There are a lot of issues I have with the matchmaking, but at some point I think you just have to accept that not as many people play this game as they do a Rocket League, Fifa, COD or Battlefield. Implementing a better matchmaking system only works if there are more than a minimum amount of players.
I'm okay with the current system for club, although I would be in favor of adjusting CR won/lost based on game performance. I don't mean individual performance, but rather overall team performance relative to the other team. If my team loses in OT to a team who's average player has around the same level CR as my team, there shouldn't be loss of 20 points. Now if my team gets blown out by that team, sure, a big drop would be expected. The same thing on the other side of the coin in terms of gaining CR.
I don't like rating individual performance though because at the end of the day it's win as a team, lose as a team.
Ya I agree removing drop ins isn't something that should happen. But the way it is now, the mode isn't worth playing with the amount of nonsense that goes on. It's just sad that it really doesn't seem like a hard fix and just by making a couple changes would have a huge difference with the mindset of people playing drop ins.
Like I said, a time out punishment for quitters and a vote to kick system makes the mode instantly better. The only matchmaking that should be taken into account in drops ins is DNF% and match players based on that so the legit players who stick around and play out the game can be rewarded by finishing the majority of their games 6v6. Let the quitters play together against what will turn into mostly AI by the end of the game.
Obviously a vote to kick system could be abused (like kicking people who just aren't good at the game), but if someone is that bad that the majority of your team votes to kick you when you are actually trying, maybe you should practice with offline or versus to learn the basics. I think it would still be a change for the better.
that's a great idea with the DNF thing.
...winning is fun but you can't win all the time...can't stand people that leave after a goal or two is scored.
@Assisted_NHL
Yeah, removing the mode isn't going to help anything. Every single decent EASHL player started by playing drop-ins. Sure there are a lot of bad apples, but there are some decent ones too.But right now, the CR system is keeping those good apples from playing. That's why drop-ins are so terrible.
There are a lot of issues I have with the matchmaking, but at some point I think you just have to accept that not as many people play this game as they do a Rocket League, Fifa, COD or Battlefield. Implementing a better matchmaking system only works if there are more than a minimum amount of players.
I'm okay with the current system for club, although I would be in favor of adjusting CR won/lost based on game performance. I don't mean individual performance, but rather overall team performance relative to the other team. If my team loses in OT to a team who's average player has around the same level CR as my team, there shouldn't be loss of 20 points. Now if my team gets blown out by that team, sure, a big drop would be expected. The same thing on the other side of the coin in terms of gaining CR.
I don't like rating individual performance though because at the end of the day it's win as a team, lose as a team.
Ya I agree removing drop ins isn't something that should happen. But the way it is now, the mode isn't worth playing with the amount of nonsense that goes on. It's just sad that it really doesn't seem like a hard fix and just by making a couple changes would have a huge difference with the mindset of people playing drop ins.
Like I said, a time out punishment for quitters and a vote to kick system makes the mode instantly better. The only matchmaking that should be taken into account in drops ins is DNF% and match players based on that so the legit players who stick around and play out the game can be rewarded by finishing the majority of their games 6v6. Let the quitters play together against what will turn into mostly AI by the end of the game.
Obviously a vote to kick system could be abused (like kicking people who just aren't good at the game), but if someone is that bad that the majority of your team votes to kick you when you are actually trying, maybe you should practice with offline or versus to learn the basics. I think it would still be a change for the better.
that's a great idea with the DNF thing.
...winning is fun but you can't win all the time...can't stand people that leave after a goal or two is scored.
Ya I mean, the mode is meant to be played with all different skill levels anyways. Therefor then only thing it should be looking at when placing you in a lobby is your DNF %.
The mode isn't supposed to be a competitive thing, it's meant to play when you don't have club members on but you want to play, or if you don't feel you're ready for club and trying to get better at the game. Nobody goes in there expecting their team to be superstars and to look like you have years of chemistry together. You go in there to play 6v6, the problem is games never end 6v6 because people can't handle going down by a goal in the first period. As soon as it becomes 6 on 3 or 6 on 2, the game becomes pointless to play. At that point why wouldn't I just play against 2 players in eashl.
this could be good idea. but i dont see it making drop-ins anymore enjoyable. quitters are problem in this mode, but what ruins it for me is the players who just want to ruin it for others. players who are offside on purpose all the time. goalies who takes penalties on purpose. those idiots are the ones why i dont play drop-ins. This DNF based matchmaking does nothing to solve that problem. i feel we need some kind of system to determine what kind of player you are. how many penalties you take per game. how much you are in off side per game. how often you quit the game. how much you play off your position. how often you cause turn overs. taking that kind of information into account in matchmaking would weed out some off the worst offenders.
this could be good idea. but i dont see it making drop-ins anymore enjoyable. quitters are problem in this mode, but what ruins it for me is the players who just want to ruin it for others. players who are offside on purpose all the time. goalies who takes penalties on purpose. those **** are the ones why i dont play drop-ins. This DNF based matchmaking does nothing to solve that problem. i feel we need some kind of system to determine what kind of player you are. how many penalties you take per game. how much you are in off side per game. how often you quit the game. how much you play off your position. how often you cause turn overs. taking that kind of information into account in matchmaking would weed out some off the worst offenders.
Would be nice but I would never expect that much from this dev team lol. If I remember, wasn't that supposed to be a thing this year where players were supposed to get booted for purposely playing bad?
this could be good idea. but i dont see it making drop-ins anymore enjoyable. quitters are problem in this mode, but what ruins it for me is the players who just want to ruin it for others. players who are offside on purpose all the time. goalies who takes penalties on purpose. those **** are the ones why i dont play drop-ins. This DNF based matchmaking does nothing to solve that problem. i feel we need some kind of system to determine what kind of player you are. how many penalties you take per game. how much you are in off side per game. how often you quit the game. how much you play off your position. how often you cause turn overs. taking that kind of information into account in matchmaking would weed out some off the worst offenders.
Would be nice but I would never expect that much from this dev team lol. If I remember, wasn't that supposed to be a thing this year where players were supposed to get booted for purposely playing bad?
i actually got kicked from couple of games. for no reason i might add. was playing as goalie and all of the sudden got kicked. happened couple of times. cant figure the reason why it happened.
this could be good idea. but i dont see it making drop-ins anymore enjoyable. quitters are problem in this mode, but what ruins it for me is the players who just want to ruin it for others. players who are offside on purpose all the time. goalies who takes penalties on purpose. those **** are the ones why i dont play drop-ins. This DNF based matchmaking does nothing to solve that problem. i feel we need some kind of system to determine what kind of player you are. how many penalties you take per game. how much you are in off side per game. how often you quit the game. how much you play off your position. how often you cause turn overs. taking that kind of information into account in matchmaking would weed out some off the worst offenders.
Would be nice but I would never expect that much from this dev team lol. If I remember, wasn't that supposed to be a thing this year where players were supposed to get booted for purposely playing bad?
i actually got kicked from couple of games. for no reason i might add. was playing as goalie and all of the sudden got kicked. happened couple of times. cant figure the reason why it happened.
Same here...I never troll...I just like to play the game...I come out and play the puck as the goalie (when it makes sense) and come out of my crease to challenge shots...and I've got kicked a few times for "careless wandering"...I respect them for trying to kick trolls...but in this respect it backfires.
Replies
Ya I just think the whole matchmaking system needs to be scrapped besides region and room size. Players should select their position in the DR and when the game finds an opponent, the pregame lobby should have all the players and club name blacked out and just show the connection meter. After That, if you leave it's a loss because at that point it's nothing more than scrubhunting.
Sure, occasionally a bad team will get matched with a top team, but until the playerbase gets bigger you can't have so many restrictions for matchmaking causing it to feel like you spend the majority of the night in the DR when playing eashl. Back when eashl was at its most competitive level, there was never the 10 division restrictions, or the CR, and people managed to survive...
Solution:
-Make a separate drop in CR from club?
-Slightly reduce importance of winning/losing for drop in CR?
-Slightly increase importance of playing well as an individual for drop in CR?
This is a competitive game, wins are the most important thing. Making it completely individual performance based is ridiculous. However, for drop ins, especially if you aren't playing with a group of friends, your team is a crapshoot. It would make sense to increase the weight of individual performance on drop in CR. Wins/losses should matter the most but good players can still have good games even when their team is ****, and it makes sense to reward/punish them slightly more/less when that is the case.
I slightly disagree with you on this one Workin_OT. In my view, the CR should absolutely be an individual stat based on your own performance, not the team as a whole. CR should be meant to critique, IMO, everything you do (positioning, passing, scoring, giveaways/takeaways, etc) and give you a barometer as to how well you're doing. in it's current state it doesn't do this, it's just to show if you are on teams that win a lot or not. Personally when I play drop ins I do it mainly to practice certain things (positioning mainly). Win/Losses in OTP are meaningless and I couldn't care less if I I lose, because usually it's through no fault of my own. I'm not "elite" or anything boastful like that, I just try to play the game right. I keep my competitive side for club.
The idea of having your CR hampered (or even helped) because of the others on your squad seems lazy to me. It inflates (or deflates) ego's needlessly. Most people with high CR's normally suck when they don't have their teammates to crutch upon to bail them out for their own poor play. The ability to adapt to the randomness of OTP isn't a skill everyone can handle if they don't have their buds with them. There are a lot of puck chasing, stick tapping, hit everything in sight idiots in OTP though, no doubt there. Why should my rating be affected by such people?
The only fix for this is to yes, have a 2nd account for OTP and use the other for club. This is what I do.
I just really don't think EA would be capable of having CR rating be more individually based. It's easy enough for them just to go off wins/losses and track that 1 stat. I agree being based off wins/losses and not being an individual stat is pretty dumb though. I'm just over 1000 CR atm, as well as a lot of my club, but what's funny to me is seeing a buddy of mine who just started playing the game this year and is just awful at the game, and I'm not saying it in a mean way, he knows he's awful and we always joke about it in game. But, he also has close to 1000 CR just because he plays with us, when realistically he SHOULD be a 600 rating TOPS and that's being generous.
I don't even see the purpose of CR or why it was added with the way it is. I mean, it's not even remotely a question of who the better player is between that buddy of mine who's new to the game, and one of the other guys I've been playing club with since nhl 12. But according to the games rating system they are equal in skill level. I would love to have a rating system in which it actually gauges the skill level of players so you can really get an idea of who the best player on each team is, but I can't see ea getting it right
I agree, it is a pipedream to think EA would actually be capable of implementing something like a comprehensive rating system....but it is nice to dream.
It's funny, on my OTP account I think my rating is something like 530 ish and my club account one is at 1120 ish I think. I play more or less the same way on either account the only difference is the people I play with.
What you describe with your friend is called boosting. It happens in every single game out there, it's nothing new.
It isn't ever going to be perfect. There will be players who are bad who have high CR and there will be players who are good who have low CR. There will be players who take CR seriously and always play with a group of people they know because they want it as high as possible and don't want it to go down. There will be players who completely ignore it and couldn't care less what their CR is.
It's a rough gauge. It shouldn't be taken as a be all end all for judging how good a player is. There will be outliers for sure but for the majority of players it will normalize to where they are meant to be.
At the end of the day winning/losing is still what the game is about. If you win you should gain CR, if you lose you should lose CR.
There should be no time where you lose a game and gain CR because you individually did well. I can see a system where you lose less points because of that in drop in due to plenty of factors out of your control that can stack against you in that game mode, but CR shouldn't be based solely on individual performance. It's a team game, and you win or lose as a team. Look at other team games, it doesn't matter how good you do in CS or RL individually, if you lose a game you lose rank points.
I get what your saying and partially agree. I just think it would be nice to have a system in the game where you can actually tell it's a good player with the CR. I get that it's a team game 100% and you win and lose as a team, but every eashl team has those 1 or 2 players that are above the others on the team. I mean, look at any competitive 6s team in the game, yes they are all usually talented players, but there's always those 1 or 2 guys that most people consider to be the biggest part of the team and the biggest threats on the ice.
I just don't think purely wins and losses should determine where these players are ranked because not all players on the team have the same skill. I'm not arguing the fact that it's not 100% necessary in the game, personally I don't care if it's there one way or the other, because every club knows who their best 1-2 players are anyways regardless of the rank, as well as you get to know your opponents when playing the top teams and know who their best players are anyways. I just wish that with the CR being put in the game that they didn't take the lazy way of doing it.
The one thing I don't agree on either is that you said you should never gain points when taking a loss. I don't think that's true. If you take 2 top 6s teams with very similar CR's and you lose by 1 goal in OT but had 3 points, and say a +1 rating, that would be looked at as a very solid game. Yet have another guy on your team who took a bunch of penalties, and had bad turnovers which led to goals, you are being deducted the same way even though you had a great game besides the loss.
At the end of the day, CR really doesn't matter, but if it was EAs plan to add in a player skill ranking system, at least do it right
Your proposal would only hold weight in a setting such as club where you and your teammates are actually trying to win the game and are working together to do so. In OTP/Drop ins the motivation to work as a team are usually non-existent.
Drop ins are made for those looking to pass time and people have different motivations for playing, some good, some bad. To me it's like a credit card score. If we have the same card and go to the same bank, why should my score be affected by you not paying your credit bill on time or vice versa?
I agree the CR, at least in its current state, should not be taken as the definitive "you are good/garbage" stat and is a rough gauge, just a very very bad gauge based off one result you don't have total control over.
Bryan Trottier won 7 cups (6 as a player). Would you rate him a better player than Gretzky or Lemiuex since he won more?
This isnt something new that started happening when CR was introduced. Its always been the case.
Strongly disagree.
There were plenty of times when a couple of guys couldn't find 6 and would elect to drop-in instead. I used to play drop ins all the time with guys like Class, Jd, canuck, and plenty of others just because we were bored and no one was playing. That never happens anymore. Gooning was a thing too. When was the last time you saw guys within the 6s community run enforcers in a club game though against people that weren't no-names?
Thats more of an NHL problem than a CR problem my dude. Its not fun enough to go around gooning in random dropins. And when they do wanna mess around and play we all just get a ragtag group of guys from lg chat, join a random club and end up playing vs one another anyways.
I can assure you, nobody gives a crap about that rating, at least not right now. Maybe 5 months ago.
Hmmm.... does this have anything to do with Jeff Lynne?
Vote to kick shouldn't just be limited to goalies. If someone is constantly going offsides intentionally or intentionally taking penalties or playing out of position they too should be kicked.
...winning is fun but you can't win all the time...can't stand people that leave after a goal or two is scored.
Ya I mean, the mode is meant to be played with all different skill levels anyways. Therefor then only thing it should be looking at when placing you in a lobby is your DNF %.
The mode isn't supposed to be a competitive thing, it's meant to play when you don't have club members on but you want to play, or if you don't feel you're ready for club and trying to get better at the game. Nobody goes in there expecting their team to be superstars and to look like you have years of chemistry together. You go in there to play 6v6, the problem is games never end 6v6 because people can't handle going down by a goal in the first period. As soon as it becomes 6 on 3 or 6 on 2, the game becomes pointless to play. At that point why wouldn't I just play against 2 players in eashl.
Would be nice but I would never expect that much from this dev team lol. If I remember, wasn't that supposed to be a thing this year where players were supposed to get booted for purposely playing bad?
i actually got kicked from couple of games. for no reason i might add. was playing as goalie and all of the sudden got kicked. happened couple of times. cant figure the reason why it happened.