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Well everyone, the wait is finally over! EA SPORTS have officially announced that NHL 22 will be with us later this year and that we will be able to participate in a technical test sometime in the coming few weeks. Going off technical tests that EA have released for NHLs past, it would be best to temper everyone’s expectations going into it as it may very well be an ‘alpha’ build fraught with glitches. Furthermore, there is a split in versions that you can sign-up for. PlayStation and Xbox will each receive two builds of the game, one made for PlayStation 5/Xbox Series X, and one for PlayStation 4/Xbox One. Given the distinction made by EA it would be a fair bet to imagine that players will not be able to play on one version, and then play against players on another version. As such, it may be worth signing up with two different EA accounts, so that you can maximise your experience on the technical test, regardless of console. You can find the link to register your account and which console / region you would wish to play on here. Please note that EA SPORTS have indicated that there is a limited number of spots available for the technical test, so don't take any extra time signing up, as it may be closed by the time you get to it next time. Given this restriction however, let us know in the comments below what you are thinking would be best going into this technical test? Should we try to push towards getting as many players as possible on the Playstation 5/Xbox Series X version; or maximise the amount of total players we can have playing together by focussing on the PlayStation 4/Xbox One version?
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EU Clubs looking for players - PlayStation 5 & Xbox Series X|S
MartindalexC replied to Robsom's topic in EASHL Teams
Northern Ascendancy is looking for a swedish defender for the SCL- 4770 replies
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It's the eve of the ECL 12 Elite quarterfinals start and we're all eager to begin this journey towards finding out an eventual champion, but first - let's take a look at the matchups we're in for! FILADELPHIA (1) vs. IQUE (8) Tale of the tape (Reg. season record) 28-0-2 vs. 13-12-5 (GF/G) 3.67 vs. 1.83 (GA/G) 1.00 vs. 2.70 (Special teams %) 112.85 vs. 96.23 (Season series) FILA First on the docket is FILADELPHIA vs. IQUE in what can only be described as a complete and utter landslide in favour of the orange and black brigade. No disservice to IQUE, but personally I just do not see a single aspect in their line-up that could challenge FILADELPHIA to any meaningful degree. If it becomes a high-scoring, end-to-end, affair – FILADELPHIA wins. If it becomes a low-scoring, cagey and uneventful display – FILADELPHIA wins. If it becomes a special-teams battle where games are decided upon critical penalties taken for, or against, a particular team – FILADELPHIA wins. Can IQUE find a way to pull off the upset though? Well, to put it simply, they have to play perfectly. On top of this small task, they will need to lean heavily on @Pirtsa89, @Makeaxl, @zNico, and @laitineen64 to clog up anything in front, then, and perhaps most importantly of all, capitalise, on any quick counters using their wingers in @santeerii, and @Nieppii. FILADELPHIA’s path to victory? Show up… and that’s about it. Prediction: FILA in 4 hREDS (2) vs. POGGERS (7) Tale of the tape (Reg. season record) 25-4-1 vs. 14-13-3 (GF/G) 3.80 vs. 2.80 (GA/G) 1.40 vs. 2.63 (Special teams %) 116.70 vs. 98.85 (Season series) hREDS Next up we have hREDS vs. POGGERS, which has the potential to be the highest scoring series in the ECL 12 Playoffs. Both teams are geared towards quick counters and ‘direct’ play. Both have shown throughout the season to be able to put up a large number of goals in a single game (7 for POGGERS, and 10 for hREDS). Both also boast a d-core that is offensively minded, with hREDS’s defenders (@xDoumi & @Tuukka.R) finishing 6th and 10th , and POGGERS’ (@Terodee & @Eemil) finishing 4th and 15th, respectively. This similarity in style however can be POGGERS’ downfall here, however. Much like with IQUE before them, in order to secure their spot in the semi-final POGGERS cannot fall into the trap of believing they can simply just go toe-to-toe with hREDS and get into a scoring-fest. hREDS can, and will, skewer any exposed POGGERS defenders if given the chance, so anticipating this one would understand if POGGERS attempted to curtail their offensive aggression in an attempt to not only give themselves more time with the puck, but to give their defenders time and space to recover from the hREDS onslaught they are likely to receive. Indeed, even this might not be enough, with hREDS’ @Beniittto nigh on solely possessing the ability to create something from absolutely nothing – something that the POGGERS’ players will be very accustomed to as the series wages on. Prediction: hREDS in 4 HAVU Gaming (3) vs. YMCA Esports (6) Tale of the tape (Reg. season record) 22-6-2 vs. 16-12-2 (GF/G) 2.87 vs. 2.47 (GA/G) 1.17 vs. 2.13 (Special teams %) 116.66 vs. 94.7 (Season series) YMCA Again, no disrespect to the lower seeds mentioned previously, but these next two series are where the action will be if you are looking for series where the games have the potential to not only be competitive but could even go the distance to the always entertaining game 7. HAVU Gaming, as always, has finished the season in a strong position, albeit I’m sure with a bit of anger stemming from not performing up to their usual stratospheric level. Indeed, this first round matchup presents HAVU with a real test for once in a long time, or at least one that has the potential for it. Throughout this season HAVU has been as ironclad defensively as seasons past, however their offense has spluttered compared to their usual pace and is sitting at ‘only’ 2.87, good for 4th in the league ahead of a very close GOONS squad, and distantly back from Färjestad BK in 3rd. Of course, it’s not like the forward core of HAVU hasn’t faced adversity in the past and overcome difficult situations – in fact it may very well be that the duo of @Dominointi and @FlyerKungen once again turn it up a notch and find that ‘extra’ gear now that the playoffs are upon us. YMCA Esports on the other hand are coming into the series with the best defence out of the lower seeds (5-8) and the 4th best amongst all ECL Elite Playoff teams, although it should be stated here that this comes with somewhat mild caveat of YMCAs offence being the second most anaemic out of all playoff teams. Nevertheless, if YMCA are able to score the first goal, thanks in no small part to the engine of the team at C in @Timasy, then they stand a real chance of doing some damage in this matchup. Outside of that and simply frustrating HAVU, it is still rather difficult to nudge the needle in favour of YMCA over the course of a BO7, regardless of the potential issues that HAVU may be facing. Prediction: HAVU in 5 Färjestad BK (4) vs. GOONS (5) Tale of the tape (Reg. season record) 20-8-2 vs. 19-9-2 (GF/G) 3.30 vs. 2.83 (GA/G) 2.23 vs. 2.30 (Special teams %) 118.18 vs. 81.22 (Season series) GOONS We now arrive at the series that has the most potential for an upset (whatever that means in a series where the 4th seed plays the 5th seed), but also one that has the potential to realistically go either way. Much has been made about Färjestad BK over the past few seasons. Indeed, I’m sure everyone has their own opinion regarding how they play but one cannot argue with the results they have forged as of late. Back-to-back 4th place finishes in the regular season is nothing to turn your nose up against, in fact this season they even cracked the 20-win plateau which is approaching some serious rarefied air as far as ECL Elite goes as very few sets of teams can join them in this achievement. Despite this, Färjestad BK comes into this series with nothing set in stone as their opponent in GOONS, whilst a lower seed, finished only a measly 2pts behind them in the standings and are seemingly finding more and more confidence as their season goes on. In truth, I cannot quite pin down this series and predict how it will go with much certainty. Färjestad BK are battle-tested and experienced in playoff situations across all manner of tournaments, with all their players possessing vast experience from previous ECL or SCL Playoffs. That said, one could make the argument that they are somewhat one dimensional, with most of their attacks being structured around and emanating from @I-Maise-I – take particular care in shutting down the middle of the ice across all three zones and Färjestad BK may develop some issues. On the other hand, GOONS are somewhat similar in that @kriketski17 forms a large part of their offence in the way that he sets the tempo of the team before dishing it to his wingers, granted GOONS’ offence is much more free-flowing than Färjestad BK’s so if effort is made to shut-down @kriketski17, then this strategy may be dulled in its effectiveness by GOONS’ flexibility. It should also be noted that Färjestad BK has a massive advantage on the special teams front, with a superior power-play and penalty-kill. Therefore, it would be wise for GOONS to minimise how often they go on little adventures to the box, lest they provide Färjestad BK’s deadly PP with an opportunity to be the difference maker. Indeed, it may very well be the case that the fate of this series is decided based on how many penalties GOONS offer up – although there is some hope that this won’t come to a head as GOONS recorded the fewest amount of PIMS this season. Prediction: GOONS in 7
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WECL Rulebook and changes
MartindalexC replied to Claudi27's topic in Western European Championship League
Why not? 😌 -
NHLGamers, Here is the newest update to the ECL 12 rulebook. Generally speaking, most of the changes in this edition focus on the qualifiers and their structure (incorporating things you suggested earlier), as well as of course the usual miscellaneous tweaks that typically go on over the course of a season. The full changelog can be found in the rulebook, but for the changes since the last edition you can find them listed below: Added a clause which states that any additional spot(s) must be filled via the qualifier, as well as tweaked the seeding order so that relegated teams are placed above playoff teams (rules 5.10, 5.11) Added rule 5.13, expanded on the description of how the roster lock works in conjunction with the qualifier systems Updated section 7.6, expanded the numbers of staff members involved in LA Updated 7.7, included the most recent LA rulings Added rule 11.7.3, goalies are now allowed to wear non-standard ‘CHEL’ equipment without restriction Expanded upon rule 12.1.2, now includes a run-down on how to input stats from a game that had a disconnect part-way through Tweaked definition 15.17 regarding what counts as a starter Updated appendix 3 with details regarding empty spots both in and outside of the qualifier Added appendix 5, roster waiver form for ECL Pro teams What this means in practice is that instead of, for example, ECL Pro relegation teams being seeded behind ECL Lite playoff teams, they will now instead switch so that they are entitled to the higher seeds. Furthermore, in the event that a team from outside the qualifier drops out and creates an opening prior to, as well as during the qualifier, said spot will be filled via the qualifier. Meanwhile, if a spot opens up in the qualifier before it commences, we will fill it with a team from the following: ECL Pro relegated teams (29th – 32nd) ECL Lite teams who finished 10th – 16th Wildcard teams ranked 5th – 8th ECL Lite teams who finished 17th – 32nd ECL Core team who finished 5th – 8th
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The UK/IE one was never broken, let's petition EA to go back to the one true server where we can all play in peace and harmony 😌
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A few weeks ago @sumskoy26 was displayed in an RCL tweet in which they were wearing a t-shirt that had an extensive amount of racist imagery on it. Prior to being notified of this by NHLGamer members, the image in question had been used in previous RCL broadcasts. Upon being called out for such a t-shirt publicly by other NHLGamer members, @sumskoy26 proceeded to act belligerently, going as far to call one member an “AFA clown”. LA has been in contact with @sumskoy26 in order to ascertain the motives behind the submission of such a photo to the RCL broadcast crew. In this conversation @sumskoy26 claimed that the t-shirt was worn for ‘satire’ purposes / as a joke – despite then conceding that they knew it would be taken more seriously in the ‘Western world’, as opposed to the Russian audience that, for the most part, the RCL broadcasts would be solely reaching. Without prompting, although closely following this conversation, @sumskoy26 apologised on Twitter for the picture in question and their actions, saying that they had regret regarding it. NHLGamer takes a strong stance against racism and discrimination of any form. We want to build a community that values people equally, regardless of their race or creed, and having images like the one in question be circulated puts a great stain on what we are trying to achieve. As such, we have decided to suspend @sumskoy26 from all events and tournaments on the NHLGamer platform for 90 days from the day that this statement was made, therefore the suspension will run from Tuesday, the 23rd of February, to Monday, the 24th of May, 2021. LA
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Players looking for clubs
MartindalexC replied to Claudi27's topic in Western European Championship League
LW / C looking for a team https://nhlgamer.com/players/25 Can message me here or on discord (Bobrov#8165) Live in the UK so I'm a "local" player -
Hey everyone, LA have concluded our investigation, finding one infraction – performed multiple times, however. The perpetrator of this infraction was rasite-_- / (aka hapee-_- and community user Leftinkarlssoni) who, over the course of a season, manipulated and doctored the stats of his own team, in order to put himself and his teammate nagneigel in a better light. Furthermore, when confronted with our suspicions that their team had engaged in illegal activities, rasite-_- / Leftinkarlssoni did not immediately come forward and confirm our suspicions, they did however when pressured in a follow-up message by LA. As such, these actions are in breach of rules: 4.2 (Rule circumvention): LAs time is stretched thin at the best of times, therefore if we come to you saying that we have suspicions that your team may have engaged in the breaking of rules, then replying, and playing coy, will be regarded at though you are purposefully obstructing our investigation. We do not exist to simply punish people, and would much rather deal with straightforward cases where people are open with us, as opposed to cases where we have to dedicate hours of our time to collate info on something that could have been finalised in a quick confirmatory opening message. 6.1 (General): Due to the failure to comply with rules 4.2, and 12.3. 12.3 (Stats Accuracy): Due to the inaccuracy of the game reports, and the systematic nature in which the captain of Goosebumps added points to himself, and nagneigel. Furthermore, an allegation was made by JOONAJOHIS that stated that a player from another team had played for GOOSEBUMPS on a second account in some capacity. If this was true, then the player in question would have been found to have broken rule 2.4 (as seen below). That said, we were unable to validate JOONAJOHIS's claim, and as such will not be penalising the player in question. Additionally, JOONAJOHIS has been warned about making jokes of this nature again. In conclusion, LA has decided to suspend rasite-_- / Leftinkarlssoni for the duration of this ECL season (i.e. the Neo Finals), as well as ECL 12. In addition to this, rasite-_- / Leftinkarlssoni will also receive a captaincy ban for ECL 12, and ECL 13. We would also like to take a moment to remind players that whilst we do allow the change of PSN account used in-game, it is strongly advised that you flag it up to LA before playing with the account, so that we are fully informed. Furthermore, we would like to reiterate the seriousness of rule 12.3. The accuracy of stats is singularly one of the most integral parts of our platform, and the integrity of the scene itself. As such, breaking this rule is one of the most heinous of infractions that one can commit on NHLGamer, and with it come extremely harsh penalties. Kind regards, LA
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Hey NHLGamers, As I’m sure many of you have noticed, we have had a record number of teams sign up for the current season of ECL. Whilst growth is good, it certainly comes with some challenges, and our ECL division structure has certainly had to undergo some impromptu changes over the years to account for this exponential increase. Indeed, talk about adding a new division to reduce the strain placed on those that already exist has been a debate that has been raging for a while now, as such we hope that an update to the ECL structure, as well as the very system in which teams are promoted, will help satiate your desires as we embark into truly unchartered waters for NHL 6v6 esports. Please note that the changes to the promotions and relegations will be effective immediately. Hitting the ice for ECL 12 will be an all-new division which will be going by the name of ‘ECL Core’. This division will aim to take up most of the strain of the ECL structure by acting as the place in which the main bulk of teams will play. Position-wise, Core will be placed in between Lite and Neo, acting as the main starting off point for teams that want to try their hand at climbing the ECL ladder. In terms of raw numbers, we are looking for Core to field a division high 128 teams. This means that we can tighten up Lite above it, condensing the skill gap between teams competing there. What this means is that ECL will starting with season 12 host the following amount of teams in each division: Elite – 16 [16] Pro – 32 [48] Lite – 64 [112] Core – 128 [240] Neo – Open Square brackets [*] denote the aggregate number of teams within the ECL system. As always, Neo will remain open to all teams and will not have a cap imposed upon it due to the intention being that the division in question should be available at all times to teams that are new to the 6v6 game mode, and would otherwise feel discouraged from applying to enter the ‘more serious’ division in Core. As already outlined, Core will be placed between the divisions of Lite and Neo. One of the problems that this causes is that the number of teams playing in Lite will be greatly reduced, and with that brings up the question of how to fairly allocate teams. Therefore, with that in mind here is the solution we have arrived at: As Lite will (for ECL 12) have a cap of 64 teams playing within it, we have decided that the top-32 Lite playoff teams from the current season (i.e. teams that make it to the second round) will maintain their spot within Lite automatically – although with that said, it can still be viewed as a promotion all things considered. However, this still leaves 32 spots that need to be filled. To remedy this, we have decided to run a 64-team qualifier in which 32 teams will claim their spot in Lite for ECL 12. Teams that are invited to take part are as follows: Bottom-32 Lite playoff teams (i.e. those that lost in their first round matchup), the top-20 non-playoff Lite teams, the top-8 playoff Neo teams, as well as four ‘Wildcard’ spots. These 64 teams will then be placed into eight groups of eight teams based on the following seeding: Bottom-32 Lite playoff teams (#1-#32) Top-20 non-playoff Lite teams (#33-#52) Top-8 Neo playoff teams (#53-#60) Wildcard* teams (#61-#64) *In order to be eligible to compete as a wildcard team, your team must meet the following quotas: Have 3 former Elite and/or Pro starters Have the remainder of the team be former Lite starting players. A starter is defined as having played 16 or more games in the ECL 11 season, or 20 or more games in the ECL 10 season. It should be noted that the Wildcard spots can either be filled by solely special* teams, remaining non-playoff Lite teams, or a combination of the two – with that said however, the special* teams take priority and if there are four eligible for admission into the qualifier, then the non-playoff Lite teams that finished 21st, 22nd, 23rd, and 24th will not be selected. If more than four special* teams should be eligible for participation into the qualifier, NHLGamer staff will be making the final selections based on player history and perceived skill level. Note: Image has been updated March 17th - see bottom of article for more information. Once placed within these eight groups, each team will play all of their opponents twice in the usual (Home-Away) fashion, meaning that each team will finish the group stage portion of the qualifier with 14 games played. Teams finishing in the top-2 of each respective group will secure their spot in Lite for ECL 12, whilst teams finishing in the bottom-3 of each respective group will be eliminated from the second stage. As 12 more spots need to be filled at this point, a second stage will begin where the middle-3 teams from each group (i.e. those that finished 3rd, 4th, and 5th) will reseeded against each other using the tiebreakers mentioned in the rulebook, with each team being matched up against an opponent in which they will have to play a BO5. The teams victorious in this final stage will lock in their spot for Lite in ECL 12, whilst those that did not qualify will be placed in Core along with those that finished in the bottom-3 in the group stage element of the qualifier. In the spirit of including an all new division to the ECL structure we feel that updating the promotion logic between divisions would be advisable – not just from the perspective of refreshing the system, but to give you the players a more concrete setup, especially as the systems we have been using have been fairly varied and plastic. First up we have Pro and Lite. These two divisions mark the mid-way point of the climb into Elite and are the epicentre of where the game goes from just being a hobby or pastime, to something serious, in most cases. From this point on, prior to every ECL season there will be a 20-team qualifier. This qualifier will be used to decide which teams are relegated, and which teams are promoted into Pro. Before we go into detail regarding the structure of the qualifiers, it should be mentioned that Pro teams who finished 15th and 16th in their group will be relegated straight to Lite (i.e. they will not be invited to the qualifier). Additionally, the top-3 Lite teams (i.e. the champions, runners-up, and bronze medal victor) will be promoted directly into Pro. With that out of the way, let’s get into the nitty gritty of the all-new promotion structure. Making up the bulk of qualifier competitors will be the Pro teams that finished 12th, 13th and 14th from both groups, as well as the top-6 remaining teams from the Lite playoffs (i.e. 4th, 5th, 6th, 7th, 8th, and 9th). Joining these twelve teams will be the top-4 teams from the Core playoffs (i.e. champion, runners-up, and semifinalists). Finally, to round out the competitors to an even 20 we have four ‘wildcard’ spots. These spots can then either be filled by solely special* teams, remaining Lite playoff teams, or a combination of the two – with that said however, the special* teams take priority and if there are four eligible for admission into the qualifier, then the Lite playoff teams that finished 10th, 11th, 12th, and 13th will not be selected. *As ECLs only occur once a calendar year, and twice per each NHL year, we feel that a balance has to be struck between affording upper echelon teams (i.e. Elite and Pro) the ability to reform in a different setting under a different team banner, as well as being ‘fair’ for teams that have worked their way up through the ECL division structure – as such, under this system we feel that balance has been struck. Of course, we would love to hear your opinions regarding this. In order to qualify as a ‘special’ team you must hit one of these two quotas: Three former Elite starters Four former Pro starters A starter is defined as having played 16 or more games in the ECL 11 season, or 20 or more games in the ECL 10 season. With the ‘who’ out of the way so to speak, let’s get into ‘how’ the qualifiers will be conducted. The twenty teams will be split into four groups of five based on the following seeding: Lite playoff team (4th) Lite playoff team (5th) Lite playoff team (6th) Lite playoff team (7th) Lite playoff team (8th) Lite playoff team (9th) Pro relegation team (12th) Pro relegation team (12th) Pro relegation team (13th) Pro relegation team (13th) Pro relegation team (14th) Pro relegation team (14th) Core playoff team (1st) Core playoff team (2nd) Core playoff team (3rd) Core playoff team (4th) Wildcard Wildcard Wildcard Wildcard Once the groups have been decided, each team will then play each of their opponents in the usual (Home-Away) double matchup. Once this stage has been completed, the top-3 teams from each group will progress to the second stage, meanwhile the teams finishing 4th and 5th in each group will be eliminated. Progressing on to the second stage we have a bit of a reshuffle of sorts, as the four group of five will be combined into two groups of six. It will not be a ‘full’ reshuffle however, as teams will progress with the other two progressing teams from their group. Furthermore, each team’s record and points accumulated from their games against the advancing teams from their group will be carried forward into this stage. Teams will then be tasked with playing against three different opponents. Once this has been completed, the top-3 teams from each of the two groups will be promoted into Pro, meanwhile the teams that finished 4th in both groups will battle against each other in a BO5 for the final Pro spot. Once the BO5 has been played out, and the victor promoted, the pro / lite qualifiers will have concluded. ECL Pro 11 -> 12 Transition We do agree that the "sudden" immediate relegation for teams in 15th and 16th spot is too harsh at this stage in the season, so we put together a compromise for the transition between ECL 11 and 12 that allows for every team to have a chance to prove their worth. Lite playoff team (4th) Lite playoff team (5th) Lite playoff team (6th) Lite playoff team (7th) Lite playoff team (8th) Lite playoff team (9th) Pro relegation team (12th) Pro relegation team (12th) Pro relegation team (13th) Pro relegation team (13th) Pro relegation team (14th) Pro relegation team (14th) Pro relegation team (15th) Pro relegation team (15th) Pro relegation team (16th) Pro relegation team (16th) Wildcard Wildcard Wildcard Wildcard Seven (7) out of these twenty (20) teams participating in the ECL Pro Qualification tournament will play in ECL Pro 12. Like the promotion structure laid out for Pro / Lite, Lite / Core will be largely the same – albeit with some minor differences. Instead of the qualifiers consisting of 20 teams there will be 24 teams, all competing to gain entry into Lite. Now for the quick rundown of who this qualifier will not have an impact on. Lite teams that finished the season prior as the 15th or 16th ranked team in their group will be directly relegated to the Core division. Meanwhile, the top-3 teams from the Core playoffs (i.e. champion, runners-up, bronze game victor) will be instantly promoted into Lite. With the automatic relegations / promotions out of the way let’s get into the specifics of who you will see in the Lite / Core qualifier. As with the Pro / Lite system, the majority of the teams taking part will be sourced from the season prior’s Core playoff teams (4th, 5th, 6th, 7th, 8th, 9th, 10th, and 11th), as well as Lite teams who were ranked 13th, or 14th in their group (of which there are four). Specifically, this means that these two groups of teams will take up 16 spots of this 24-team qualifier. The next group of teams invited will be the four best Neo playoff teams (i.e. champion, runners-up, and semifinalists). Finally, the remaining four slots will be ‘wildcard’ teams. The process will be similar to the one already laid out for Pro / Lite, namely that these spots can either be filled by solely special* teams, remaining Core playoff teams, or a combination of the two – with that said however, the special* teams take priority and if there are four eligible for admission into the qualifier, then the Core playoff teams that finished 12th, 13th, 14th, and 15th will not be selected In order to qualify as a ‘special’ team you must hit one of these two quotas: Five former Lite starters A starter is defined as having played 16 or more games in the ECL 12 season, or 20 or more games in the ECL 11 season. Additionally, to prevent teams from taking advantage of the staggered divisional start time that we have instituted for ECL, specifically recruiting players to bolster your chances in the qualifier that have no intention of remaining in the team beyond that, we have decided to enforce a soft roster lock post qualifier play. What this means in practice is that if a former Elite player wants to participate in a qualifier for a Pro or Lite team, then they will be locked into that division for four weeks (starting from the first game played in Elite that season). If a former Pro player wishes to do the same, then they will be locked into the division for 2 weeks (starting from the first game played in Pro that season). Finally, if there happens to be more open spots than anticipated (e.g. from teams disbanding which would have been invited to play in the qualifier, or owned a spot to the division in question), we will award the next highest ranked playoff team each spot, whilst the next highest ranked potential qualifier eligible team will replace them in the qualifier. This procedure will be carried out for each and every extra unforeseen spot. Now onto the method in which the Lite / Core qualifiers will be conducted. The twenty-four teams will be split into four groups of six based on the following seeding: Core playoff team (4th) Core playoff team (5th) Core playoff team (6th) Core playoff team (7th) Core playoff team (8th) Core playoff team (9th) Core playoff team (10th) Core playoff team (11th) Lite relegation team (13th) Lite relegation team (13th) Lite relegation team (13th) Lite relegation team (13th) Lite relegation team (14th) Lite relegation team (14th) Lite relegation team (14th) Lite relegation team (14th) Neo playoff team (1st) Neo playoff team (2nd) Neo playoff team (3rd) Neo playoff team (4th) Wildcard Wildcard Wildcard Wildcard Once the groups have been decided, each team will then play each of their opponents in the usual (Home-Away) double matchup. Once this stage has been completed, the top-2 teams from each group will be promoted directly into Lite, whilst the bottom-2 teams will be eliminated from further contention. Of course, this leaves 5 spots still open, so, like in the Pro / Lite structure described earlier, we will have a second stage following largely the same procedure. The remaining teams from the four groups of six (i.e. teams that finished 3rd and 4th) will be combined into two groups of four. Teams will progress with the other progressing team from their group. Furthermore, each team’s record and points accumulated from their games against the advancing team from their group will be carried forward into this stage. Teams will then be tasked with playing against two different opponents. Once this has been completed, the top-2 teams from each of the two groups will be promoted into Lite, meanwhile the teams that finished 3rd in both groups will battle against each other in a BO5 for the final Lite spot. We realize that this article is very detailed and can be tough to digest in one sitting. Please send your questions in the comment below. EDIT: Added section "ECL Pro 11 -> 12 Transition" EDIT March 17th: During the preparation of the new ECL 12 season, we noticed that the transition qualifier that we previously introduced for the ECL 12 Lite season had a small error. We failed to take the Wildcard teams into consideration in our math for the qualifiers which would have lead to an 68 team Lite division. We will still use the previously announced system we mentioned in our structure article, but we will be making a small adjustment: The playoff line will be moved from above the 7th seed to above the 6th seed. This means that the top 5 teams out of each qualifying group has a chance to continue to play for the ECL Lite promotion, while the 6th-8th ranked teams in each group will solidify their spot in the Core division. We apologize for the miscalculation while creating the new system, but we still believe that having a chance to fight for the ECL Lite promotion as a 5th ranked team in your individual group still gives you a very fair chance to make it.
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Hey NHLGamers, It would be safe to say that the 1.1 patch released just over two weeks ago was heavily expedited due to the broken defensive skill stick, which allowed people to poke / knock the puck loose without tripping the puck carrier. As such, we are now in the general time-frame in which EA would drop their first 'major' patch of the year and, right on cue, we have just that - releasing sometime today on the 5th of November 2020. Making up the bulk of the changes in the 1.2 patch are fixes / improvements that look to strengthen the gameplay, reducing the likelihood of weird events occurring. One such example of this would be 'fixing' cases where a player would drop the puck when blending in and out of animations. Additionally, for all the goalies out there, EA is also supposed to have packaged an improvement in human goalie save selection within this patch. Generally speaking though, most of the changes contained within this patch look to fix niggling issues more than anything so one would wager that the gameplay should remain largely similar to how it was pre-patch. The full changelog can be viewed below (press expand to view the full list): What does everyone think of these changes? Anything that stands out to you?
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Hey NHLGamers, In what can only be described as the fastest patch on record for an NHL iteration, EA are going to release the 1.1 patch in just over one hour from now (19cet) on the 20th of October, 2020. To the surprise of no-one who has had the fortune of playing the game recently, the hallmark change in this patch is the improvement in the logic dicatating whether a defensive skill stick poke would trip someone or not. As this patch appears to be expedited due to complaints from the aforementioned issue, there are little to no other changes that are of major note. Of course, there are still some 'miscellaneous' changes, ranging from skating preview animations being fixed to general UI stability improvements. What's your experience with the game so far? Was this an anticipated patch? Anything else you'd like fixed? Let us know in the comments below.
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Hey NHLGamers, NHL 21 is finally upon us, albeit with the caveat that you'll need an EA Play subscription*, but nevertheless, it is here and so let's get straight down to business looking at what has changed! As you may remember EA was rather tight-lipped about gameplay details regarding NHL 21 from the technical test a while back and asked for people to submit their opinions of the game in order to gain an understanding of what needed to be changed or tweaked. Well, they have seemingly read through a lot of responses and one of the bigger change-logs seen for a while in the NHL series. Below you will find a general rundown of the 'main' changes (subjective of course) impacting 6v6. After that, the full change-log will be presented. Enjoy. Firstly, it appears that goalies are the ones to receive the most changes which is probably to be expected, thanks to goalies facing one of the biggest overhauls for NHL 21. In this, we see that animation tweaks and fixes make up the lion's share of entries, with there even being new save animations included. Outside of goalie changes however there are not that many 'major' changes, instead most entries look to make small-scale tweaks to existing systems. For instance, EA has apparently stopped players randomly launching the puck after picking it up and attempting a pass or shot, indeed the collision system as a whole will supposedly have fewer "phantom" collisions. *In order to attain an EA Play subscription, you will need to install the "EA Play Hub" app through the PSN store, from there NHL 21 should be visible as the banner screen. Once you've have clicked on "view game" for NHL 21, you should be prompted to download it assuming you already have a subscription, or asked to subscribe. EA Play is a monthly renewing subscription and as such, if you do not plan on making use of it beyond playing NHL 21, then please remember to cancel this subscription. In addition to the early access, EA Play will also grant you an automatically applied discount of 10% on any preorder of an EA game in the PSN store. What does everyone think about these changes? Are there any changes you think that have run under the radar? Let us know below!
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NHLGamers, After a gruelling Friday night we're able to present to you the new SCL 1vs1 Champion Henrik @Eken45jr Eklund! Let's take a look back at @Eken45jr's road to the championship: Group stage record: Invited straight to the finals stage Finals group stage record: 6-0-0 Quarterfinals vs @Rubituss 2-0 SemiFinals vs @JoeeelOD 2-0 Finals vs @SebbeLarsen86 2-0 The top 3 of SCL 1vs1 are: 1. Henrik Eklund @Eken45jr 2. Sebastian Larsen @SebbeLarsen86 3. Anton Svensander @antoniomannen004 NHLGamer would like to congratulate Eken on a tremendous tournament and the championship! If you wish to relive the broadcast, you can do so here:
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EU Clubs looking for players - PlayStation 5 & Xbox Series X|S
MartindalexC replied to Robsom's topic in EASHL Teams
Northern Ascendancy looking for a Swedish C / RW for the SCL. If you're interested throw me a message here.- 4770 replies
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Hello SportsGamers and welcome to a guide giving you a run-down on how to input stats into our reporting system. We believe that for future proofing sake, and just from a historical point of view, that recording as many stats as possible from the game is the best way forward. As such, we pride ourselves on bringing to you an input system that is both straight forward to use, as well as being incredibly in-depth. If you had a disconnect during your game, please see the article on how to report disconnected games. Without further ado, let’s get into it. TL;DR - Both teams take photos/screenshots of the first three screens mentioned - Winning team reports game - Most of the work is automated and stored when you click the “Submit stats” button the first time. - In order to provide a deeper stats experience, the next screen asks you for some additional information Necessary screenshots/photos to report games: Above: End of game screen Above: Goal events Above: Penalty events As with all things, in order to do something, you need the necessary tools to accomplish it. Therefore, to report games on SportsGamer you will need stats and events from the game as while the API is great at handling things like shots and hits, it does not track individual events. As such, above you will see three pictures illustrating the three areas that you will be reporting information from. The first picture is the main screen and gives us an overview of the game statistics, mainly for reference. In NHL 22, the three stars will be shown as clips in the video replay screen, but you can also choose the three stars of the game for yourself. The second picture is of the individual goal events which can be found by navigating to and clicking on “Box Score” in the “Game Stats” tab. Finally, the last picture is of the individual penalties taken throughout the game, and this can be found by following the same direction mentioned just before, holding L2 or LT once you’ve clicked advanced into the “Box Score”, then switching to “Penalties” instead of “Goals”. Due to the chance that a mistake may be made when reporting, both teams are required to take screenshots/pictures to make sure the stats are not lost if a mistake does indeed occur. Furthermore, we recommend that players take screenshots using each console's inbuilt screenshotting feature, as opposed to taking a photo with your phone. Reporting the game using the EA API Reporting tool: Now that the in game stuff is out of the way, let’s concentrate on navigating the SportsGamer site. To report a game you will first need to be on the SporsGamer main page (SportsGamer.gg). From here, you will have to click on “Team Tools” in the header of the page, then click on “Add Match (EA API)”. Doing this will bring you to the page as shown above. Providing you have completed a private game recently you should a game entry with a respective score, as well as a button allowing you to “Submit stats”. Games should be reported in order of play, meaning if the first game you played against a team ended up being a 4-1 win in your favour, whilst the second game was a 7-2 loss, you should report the 4-1 game first and the 7-2 game second. Of course, individual leagues may have specific rules regarding who reports which game, usually the rule of thumb is that the winning team reports the game. To advance from here, find the game you want to report and click “Submit stats”. Once you’ve clicked on the “Submit stats” button you will be brought to this screen. As you may notice, a lot of the stats are already recorded for you (e.g. time on attack), so the ones you have to manually input here are how many penalties each side took, as well as who were the three stars of the game. As shown previously, this information can be found in the “End of Game” tab. As you can see, this is what this part of the match report looks like with the respective information being reported. It is highly important that players make sure that their in game name and name on the site match - so as to make the task of reporting the game easier for whoever is undertaking it. Scrolling down past the three-star selection you will find the goal events and penalties. Please remember to take care when filling this in as it is easy to make a mistake and credit events with the wrong times or players. Furthermore, we also record the ways specific goals were scored and the scenario they occurred. For instance, the default setting is “Full Strength” however by clicking on that box you will find a set of alternatives. PP - powerplay SH - shorthanded ES - even-strength (that is not 5v5) Additionally, there are three boxes at the very end of each goal event that may be checked depending on situation: WOG - Without-goalie PS - stands for penalty shot EN - stands for a goal being scored on an empty net As the API has already pulled information about how many goals each respective player has, the site can narrow down your options once you click on an event. In this case (pictured above), as only three players in the entire game scored a goal, the reporting system has narrowed down your selection to only these three players - it is up to you to place them in the correct order. This same system goes for assists. Here is an example of what a completed report will typically look like. At the end of the page you'll find two boxes containing all the stats for both teams. These are automatically pulled from the API and generally should be left untouched. Finally, if you are so inclined, there is a text-box at the very bottom of the reporting page to add a little personal touch to the report once it has been submitted, so that anyone looking at the game will be able to see what your thoughts were regarding it. Of course, mistakes happen. In this case there appears to be an error on the 5th goal in the game where the player scoring the goal seems to have been reported as assisting on the very same goal. Naturally, this is impossible. As such, trying to submit a report with an error like this will cause the website to flash a box at you, alerting you to the problem. Now that we clicked “OK” to move past the error message, and have corrected the error on the 5th goal, we are now ready to submit the completed game report - hopefully without errors this time! Assuming no mistakes were found, you should be redirected to this screen greeted you with a nice confirmatory green bar! At this point, you can pat yourself on the back with a job well done. Here is what all the events will look like once reported: What all the player stats will look like… As well as what any entries in the press conference text-box will look like.
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Anyone keeping tabs on NHL 21 news recently will no doubt have spotted a link to the “Technical Test” that has circulated around a little recently. If you haven’t seen it yet, you can find the link here. While not being referred to by EA as a Beta (open or closed), as well as not being posted on any of their official social media accounts, we nevertheless believe that this will be the beta for NHL 21. As such, we recommend that everyone sign up to it as soon as they can due to the potential that there may be a limited number of codes available. The above is a screenshot, click here to sign up for the NHL 21 Beta As for what we know (or more accurately, what we don’t know). We do not currently know what game mode(s) will be included in the supposed beta, but if previous iterations are anything to go off then expect to see a slimmed down EASHL and HUT. Of course, given the cloak-and-dagger approach that EA are taking I personally would not be surprised if this coming beta is extremely lacking in content. Additionally, we also do not know who the cover athlete will be - something that was typically revealed alongside the ‘main reveal’ of the game that took place at the NHL draft. What we do know however are the release dates. As usual there will be a Standard, Deluxe, and an Ultimate edition on both consoles, with the Deluxe and Ultimate editions letting players download and play the game 3 days prior to the Standard release date. Furthermore, just like years past, EA Access will allow members to play NHL 21 a week before the Standard release date. Of course, this comes with the caveat that you will only be able to play the game for 10hrs over that time period. Therefore, NHL 21s release schedule will look something like this: EA Early Access - 9th of October 2020 (TBC) Deluxe & Ultimate Editions - 13th of October 2020 Standard - 16th of October 2020 As always EA are offering unique pre-order bonuses for each of the three editions on offer: Standard - 1 Hockey Bag Deluxe - HUT Cover Athlete Choice Pack (Choice 1 of 6); 2 Hockey Bags Ultimate - HUT Cover Athlete Choice Pack (Choice 1 of 6); 5 Hockey Bags What are your hopes for the beta - which mode(s) would you like to see included? And who do you think will be named as the cover athlete? Let us know in the comments.
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NHLGamers, As the world slowly starts to work itself out of the various COVID-19 measures that were put in place, EA have now announced what was unofficially stated in an economic report / forecast released a month or two ago, namely that the next NHL (21) is indeed coming - albeit with the caveat that it will be an October-based release. In the press release that will be provided below, EA note how whilst the impact of COVID-19 has been far reaching, in turn prompting the application of "major adjustments", the end-result has been remarkably similar to what they set out to achieve originally. Regarding information that is specifically pertinent for prospective players, the game will not be coming to next-gen consoles as a dedicated entry, instead it will be playable on the Xbox Series X and PS5 through forwards compatibility. Surely a disappointment to anyone that has been keeping up with the news (or lack thereof) as of late, as well as equally speculating, especially considering NHL 15 was a year late to next-gen consoles and was wholly feature devoid. Nevertheless, EA states that they will be releasing additional information regarding NHL 21 later this year ~ late August. Whether this takes on the form of a 'deep dive' that they have released in the run-up to previous iterations or as an online beta remains to be seen. Furthermore, players signing into the game should now find some complementary HUT packs waiting for them in the shop, additionally, EASHL players should look forward to finding some WOC bags too! EA: NHL 21 Update How do people feel about this news? Were you expecting more of a push towards the next-gen consoles for example?
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Hey NHLGamers, I am conducting research for my master's and I am in need of participants. In order to take part you will need to have a PC, and a fairly decent level of english (as all forms and documents are exclusively in english). In addition to this, you will also need to set aside 30-35min to complete the study. You will be tasked with filling in two sets of questionnaire blocks. One at the beginning, and one at the end. In the first block there will be a personality measure, in addition to two focusing on feelings of anxiety, and depression. Whereas in the second block, there will just be the latter two. In between the two blocks, you will be provided with a game to play for 20 minutes. Needless to say, all data gathered from this study will remain anonymous and will be remotely stored on a university server. If after reading this you would be interested in taking part and would like more information, please do not hesistate to send me a message here, or on discord (Bobrov, #8165). Thank you!
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IIHF organizes Esports Fan Championship
MartindalexC commented on OGjahajaha's record in EA Sports NHL
Well, it's meant to be an 'esport' version of the world championships that were cancelled this year so yea -
Why is it stupid? Said teams who have barely lost any points are by far and away a cut above the rest, in fact the difference between them and the rest of elite is effectively an untraversable canyon, so the current system seems pretty fine to me in that it accurately shows that. Also, maybe tone down on the whole sexist overtones. It doesn't take a genius to figure out how so many games are low scoring this year, or why so many teams are playing 'park-the-bus'. Goals are down, not because there's a big conspiracy and people are "ladies", but simply because the game that EA has given us does not lend itself to 6-4 games like it did in the past due to a whole host of reasons, like the impact that small nudges have on players now to name one. It's a shame Consolehockey is rip because I could have shown you tournaments where the 3pt system was in place and let me just say it wasn't pretty. If you thought the current system leads to a runaway top 2/3 then you'd be in for a shock at some of the standings from the past.
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On the 29th of April League Administration was notified that during a disconnect in a quarterfinal game between the teams Entourage, and Composure, a player had changed build and therefore violated rule 11.11. The Ruling We have decided that the game played between these two teams must be replayed. As the score was 0-0 at the time of the disconnect, we are allowing the teams in question to start the game afresh if they so choose, rather than replicating the time in which the disconnect occurred and playing from there. If there is a disagreement between the two captains regarding the point in which to 'start' from, then the game will proceed from the moment of the disconnect. Whether or not the game is decided to be continued from the time of disconnect or to be restarted, the player builds cannot be changed from what they were when the original game was started. In Response Over the course of this case, LA have discussed ways to tweak this rule as currently there are some issues that we feel need to be addressed. Namely, we do not want to get into a situation where the players themselves have to ‘police’ the matchup and consequently have to be on the lookout for any violations like this. Alternatively, we also do not want to be too lenient and offer up ‘warnings’ in place of strict punishment, as this could potentially lead to a loophole within the rules. Therefore, going forward we have decided that if a player is found to have changed their build when returning to a disconnected game in which their team ended up benefiting (i.e. lost in OT or won in reg/OT), the game in question will be rolled back and replayed from the moment of the disconnect, providing that LA is made known of the infraction no later than 24hrs after the game has been completed.
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Hey NHLGamers, Yesterday EA SPORTS released the fifth update for NHL 20. The biggest tweak as far as 6s goes appears to be the way in which goalies react to passes on net, hopefully meaning they will no longer get locked into a save animation whenever a pass goes near them now. Most of the other fixes will be more noticeable in the 1v1 modes but are indeed very important, such as how the CPU defensemen react to the so-called self-sauce and how the CPU defenseman reacts to odd-man rushes. For the full changelog, please see below. What are your thoughts on the update? Have you had the chance to test it - does it deliver? Let us know in the comments below!