PlayoffError Member
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The new stick physics looked promising. What's not clear to me from the trailer though is if it's universal ( ie sticks won't clip through bodies at all ) or contextual to certain situations. For example will plays like this still happen in NHL 22 or would the offensive player's stick need to actually go around the…
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There's one goal in NHL 21 that I'd classify as a exploit : the current meta goal on penalty shots in EASHL. It's the worst combination of low-skill and high-effectiveness I've seen in an NHL game since the curve shot in NHL 08. I'm definitely nowhere near an elite level player and even I'm currently sitting at 87.8% on my…
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Hopefully there's something a bit less intrusive as an indicator for NHL, maybe a tweak to the current over-the-head indicator. I shudder to think what something like what Madden has would look like with a dozen players on the ice all with x-factors.
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Not my first hockey game, but one I remember fondly that seems to have been mostly forgotten. Face Off! https://www.youtube.com/watch?v=3ohgVjplEyM
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Article on IGN about the announcement: https://ign.com/articles/nhl-22-announcement. While it's entirely possible this is a mis-representation of things, this article implies that most of the on-ice improvements will be cosmetic in nature. There's some other things mentioned too, like an "always-on dressing room" for EASHL…
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This should be popular. Definitely a highly-requested feature to bring back. Hopefully EA has put some thought into balancing different attributes and will be willing to re-balance the game as people inevitably discover ways to push builds in unexpected ways.
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It isn't really cross-gen now. You can play the PS4 version of the game on a PS5 and play with people on PS5 and PS4. But with NHL 22 there's going to be a separate PS5 version that won't play with the PS4 version.
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Nothing surprising really. Shinier and more player detail but nothing too exciting. The real value will be when we eventually get to see unedited gameplay. A bit disappointing to see that puck-flip goal highlighted. It's one of those "way more effective than it ought to be" goals. I'm still wary of how the x-factor…
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Nice find. It's good to see some actual info coming out. I'm going to withhold judgement until I can see/play it for myself, but first impressions for me is a big "meh". Moving to Frostbite could give the devs opportunities to do new things but is not a magic bullet to fix the game. And if x-factors is the big, "all-new"…
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He doesn't *really* have 20% packet loss on that trace. Most backbone nodes put a low priority on ping. If you see a trace like that and a single node is reporting packet loss but subsequent nodes don't it's usually just that node dropping low-priority ping requests. If it was real packet loss at that point it would show…
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No info right now is just mildly frustrating, especially with all the Madden/FIFA news coming out. But there's a lot of people that remember the NHL 15 debacle. They waited until just two weeks before release to announce that EASHL and GM connected weren't going to be in game. We're nowhere near that stage at the moment,…
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I hadn't realized the pool for drop-ins had dropped to those levels. Club games use RP as a matchmaking parameter and the player pool seems large enough to allow for it. At least on PS4/5 in "prime time" hours.
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Ok, so the issue isn't how a SBM is calculated, it's using it as a matchmaking tool that's the issue. But using it as a measure to compare the relative skill of two players would be ok?
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I'm still not seeing it. How is it different now? RP is already used ( at least in club ) to control the search window for matchups. I'm not saying you only play against people with the same number of games played as you. I'm proposing that the stats used to calculate the SBM is limited to your last x games. In my example…
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I don't understand what you're getting at here. Why would new players be needed? What I'm suggesting is that a skill-based metric (SBM) would only take into account the last x games a player played for any give mode ( RP is already tracked independently for different modes so that's not a stretch ). Let's say x is 20.…
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Even the color status system is flawed IMO. It's just a representation of your maximum RP in the current season. I could get carried by a strong club early in the season to get a high color badge and then lose the next hundred games and I'd still visually appear as a high-ranked player even though my RP fell massively. I…
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You're right. I bundled in other people's complaints about RP when discussing it directly with you and ended up conflating things. My apologies. I get it. I still think a lot of people are wildly misinterpreting what RP actually is in it's current form and would be much happier if they recognized that it isn't a measure of…
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I don't believe that's the case currently. Are you taking about your proposed system or the current one? My understanding of RP is that it's strictly win/loss based, weighted with the RP of you and your teammates vs the RP of your opponents. If everyone is equal it seems like the default RP gain/loss is about 450. I don't…
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Not a problem. I didn't take it as snark. Don't get me wrong, I do see where you're trying to go. I just get hung up on the pitfalls of any system that tries to objectively rate something like "team play" that's quite subjective a lot of the time. I think the "I played great but my teammates sucked" players will still…
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