i keep having faith that it will be like the current game with scoring from your knees. i think they implemented that pretty well and it only happens once in a while.
I've actually seen someone score on their knees 3 times in one game.
Last edited by Human Torch; 07-28-2010 at 10:22 PM.
Incase you missed the chat, and introduced a new feature and tweaks to EASHL. For EASHL, there is fatigue and injuries now. Although injuries won't be major and will be playable. The effect of injury would be for a short time period.
The new gameplay feature is the 'Hustle' button. By clicking down on L3, your player will gain a bit more acceleration and speed, but don't have as great of agility and lose some energy to fatigue. The point of this is to create more range in speed from 100%.
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The new gameplay feature is the 'Hustle' button. By clicking down on L3, your player will gain a bit more acceleration and speed, but don't have as great of agility and lose some energy to fatigue. The point of this is to create more range in speed from 100%.
So they brought back speedburst essentially? Didn't they make a big deal about removing it initially?
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Incase you missed the chat, and introduced a new feature and tweaks to EASHL. For EASHL, there is fatigue and injuries now. Although injuries won't be major and will be playable. The effect of injury would be for a short time period.
The new gameplay feature is the 'Hustle' button. By clicking down on L3, your player will gain a bit more acceleration and speed, but don't have as great of agility and lose some energy to fatigue. The point of this is to create more range in speed from 100%.
So basically that is 'Push Puck' with a new name and corresponding button?
Every year we get recycled features that for some reason are introduced as new.
I can't wait for you guys to get some real competition.
EDIT: Glad to see I'm not the only one that notices this. At least they can't shut you up for being critical on these forums. Tell Sk8zz to blow himself.
__________________ "It's a great day for hockey."
-'Badger' Bob Johnson (1931-1991)
"I see as much misery out of them moving to justify theirselves as them that set out to do harm." -Dr. Amos "Doc" Cochran
So they brought back speedburst essentially? Didn't they make a big deal about removing it initially?
For the most part, but in a more authentic fashion. You have to press down on L3 multiple times to gain hustle, with max speed being at 3 clicks. So one click of L3 will give you a small burst. Second click will give you more. and third will give you 100% speed depending on player energy. Afterwards you player will gradually slow down. You can maintain top speed by clicking at a moderate rate, but of course fatigue will progress faster and you will turn less quickly.
It's not really something to use with the puck. It's more for gaining speed on transition and racing an opposition player for the pucks. Also a defense now for defenders against forwards whom like to push the puck forward.
What I'm getting about 'fatigue and injuries' for OTP is similar to what they sold me on last year with 'intimidation'.
I'm really not trying to be a debbie downer, but I haven't been wowed yet.
In what regard was intimidation wasn't that much of an impact on the game? For OTP, there was real no influence since there was no fatigue and zero gain from fighting. Only players skills getting worst if they're getting checked to often, which was basically everyone near the end of the game. 1-on-1 online and offline though there was more effect due to rotation of players.
So basically that is 'Push Puck' with a new name and corresponding button?
In regards to offense and 'push puck', you won't be able to go as fast with the puck as you could without it using 'hustle' because there is a penalty in controlling the puck. So I wouldn't say it's the same thing, just now the same concept, but added to players without the puck.
In what regard was intimidation wasn't that much of an impact on the game? For OTP, there was real no influence since there was no fatigue and zero gain from fighting. Only players skills getting worst if they're getting checked to often, which was basically everyone near the end of the game. 1-on-1 online and offline though there was more effect due to rotation of players.
That's exactly what i'm saying.
The big thing last year was toughness, and in OTP, there is really no benefit to hit a guy. Skills don't diminish that much, if at all. Makes a whole class or two of players un-needed.
What I don't understand is why they don't take that information and incorporate it into OTP, and make it more about a balanced team game. I'm not trying to sound whiny here, but if you're Valeri Bure and you fight Peter Worrel, you're probably not going to have your 'dekeing' diminish by 5 attribute points. You're going to get your clock cleaned.
That should be in the game. If you're going to have one element like all out offense, you have should have a corresponding element. Sure, go ahead and be a 5'9 inch dangler with no toughness or durability. Just accept that you might have to sit out a portion of the game.
What's the incentive to stop the lame curl and drag cheeser? How 'bout if the guy goes low on you because he expects it and your player has to sit on the bench for 10 minutes, and you get to play with a much crappier replacement player for those 10 minutes.
It is something that really frustrates me. Not everyone wants to be a floating cherry picker with sweet dangles and a pink visor.
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The big thing last year was toughness, and in OTP, there is really no benefit to hit a guy. Skills don't diminish that much, if at all. Makes a whole class or two of players un-needed.
What I don't understand is why they don't take that information and incorporate it into OTP, and make it more about a balanced team game. I'm not trying to sound whiny here, but if you're Valeri Bure and you fight Peter Worrel, you're probably not going to have your 'dekeing' diminish by 5 attribute points. You're going to get your clock cleaned.
That should be in the game. If you're going to have one element like all out offense, you have should have a corresponding element. Sure, go ahead and be a 5'9 inch dangler with no toughness or durability. Just accept that you might have to sit out a portion of the game.
What's the incentive to stop the lame curl and drag cheeser? How 'bout if the guy goes low on you because he expects it and your player has to sit on the bench for 10 minutes, and you get to play with a much crappier replacement player for those 10 minutes.
It is something that really frustrates me. Not everyone wants to be a floating cherry picker with sweet dangles and a pink visor.
I defiantly agree with you. With all the emphasis on a player type last year, that very player type had no impact on a very popular game mode. Whats that point in being an enforcer if you're not going to be able to establish true intimation, consequences, and get opposing players off their game (or out of the game) when you do what you're suppose to do? If it was me, I would just dive straight into it and make injuries have more of an effect that a player has to sit on the bench for a while to recover. But I think with how voiltale the OTP community can be towards changes, that it may be better that EA is taking a slow progression towards that route if that the fatigue and injuries included this year gets positive reception during gameplay.
All types of player style should have it's strengths, weaknesses, and most importantly roles that can have effect. Currently, the smaller/skilled players have little penalty when getting destroyed by a bigger frame, while the bigger/tough players don't have any true place on the ice.
I defiantly agree with you. With all the emphasis on a player type last year, that very player type had no impact on a very popular game mode. Whats that point in being an enforcer if you're not going to be able to establish true intimation, consequences, and get opposing players off their game (or out of the game) when you do what you're suppose to do? If it was me, I would just dive straight into it and make injuries have more of an effect that a player has to sit on the bench for a while to recover. But I think with how voiltale the OTP community can be towards changes, that it may be better that EA is taking a slow progression towards that route if that the fatigue and injuries included this year gets positive reception during gameplay.
All types of player style should have it's strengths, weaknesses, and most importantly roles that can have effect. Currently, the smaller/skilled players have little penalty when getting destroyed by a bigger frame, while the bigger/tough players don't have any true place on the ice.
Which, and I know you probably won't come right out and agree with me in such a vitriolic display, is bullspit. Bullspit.
Developing games for the existing online community is a poor way to develop things, in my opinion. Just release a DLC if you're not going to significantly alter gameplay.