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janbonator

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News Record Comments posted by janbonator

  1. "EASHL practice mode

    You’ve been heard! NHL 21 brings back one of the most requested features for the competitive community. There are now a free skate and team practice mode in EASHL, where you can either test out your builds on an open sheet of ice or play together with you teammates against an AI opponent to sort out various strategies and set plays. In an open practice, teammates can shoot against either a CPU or human goalie."

    That's great. Now they can remove it for next year and bring it as a new feature ~6 years from now.

    GM Connected is never coming back. It doesn't have purchasable content and eats away the precious HUT cash generator. Just looking at those purchase options tells everything one needs to know about the franchise.

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  2. Great re-cap and a good read, thanks! Didn't follow the tournament, nor much else for the matter, so it was a very nice way of catching up. Kind of missed the rosters of the teams, seems like every team has changed its name during the past half a year.. :D I'm sure I can find them from somewhere though.

    Looks like it was a good time for everyone, lots of happy faces in those photos. In the end, that's what counts.

    Feels like half my posts these days involve congratulating Eki on winning one thing or another, but here goes again: Congrats Linkoping HC! 🥳

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  3. Played a couple of games as a D-man in 6s. Hitting felt borderline useless - it was hard to hit with the heat-seeking hitting mechanic and when one landed, nothing seemed to happen. Had to take a lot of speed and hit straight on to strip the puck.

    Saucer passes were very hard to intercept. I have a feeling saucers will  pretty much replace regular passes as there didn't seem to be much downside to them - referring mostly to picking up the pass. Not saying it's a bad thing, just an observation.

    Goalies seemed to be in a lot of trouble, especially when there was a scrum in front of the net and the puck was loose somewhere under or near the goalie.

    Spending so much time on watching compulsory replays wasn't fun. Especially as we were getting thrashed. :D

  4. The big question for me is why. Why did they prefer to release a version that is 8 weeks old?

    "- Fixed cases where players would unintentionally stick lift because the action would carry over if they were to lose the puck. when trying to protect the puck using the same button."

    Sounds great but I still don't understand why they have to be in the same button when there are two buttons entirely unused in EASHL/CHEL.

    " - Fixed cases where AFK logic could potentially kick users for bad teamplay in Ones."

    Unfix and add to 6s too please 9_9

     

  5. 8 minutes ago, MartindalexC said:

    True, the wording should include some reference to the distinguishability of the posts, rather than the basic visible / not visible which it alludes to at the moment. The rule was drawn up due to a complaint by a member who said that they couldn't easily tell the difference between the posts and the crease due to their colour-blindness if my memory serves me correctly, so in effect this rule kills two birds with one stone. It accounts for any colour-blindness issues, as well as stopping people from changing the posts to colours that blend in with other aspects of the rink.

    That's a valid point, I wouldn't like to see white/blue/pink goal posts either. Anything with a dark contrast is fine, but I guess it's better and more simple to have a standard color.

  6. 1 minute ago, Niksu21 said:

    Missing helmets is pretty annoying especially if away team has dark shoulders in their away jerseys so it's harder to distinguish players in the heat of the moment.

    I agree. Another example is a player with a dark hair or a dark skin tone as an away team, while the home team has dark helmets. Or vice versa.

    • Like 1
  7. 41 minutes ago, Kenu said:

    Shouldn't be - it was removed for ECL 8 as far as I know.

    So it seems! Well that settles the logic.

    In terms of color blindness I find the wording of the goal post rule pretty.. funky. "..This is due to color blindness concerns where individuals would not be able to see the goal if it was a specific color". I mean, it's not like the posts suddenly became invisible. The way the deficiencies in color sight work is that it is simply harder to distinguish between certain colors, say red-green or green-brown - can be others, but these are the most common. So in fact it matters less to color blind people if the posts are green or red than it does to people with a normal color sight.

    Over the years I've noticed it is a very confusing topic for anyone with normal color sight. There are some good websites that can help one understand how it works, here is one: https://www.color-blindness.com/coblis-color-blindness-simulator/

    For example, I won't pass the most well-know Ishihara test, being red-green color "blind", but I score maximum points in hue color tests, as I guess most with similar condition do. With a color sight deficiency people learn to recognize colors by contrast - which is why for people like me the helmet rule was great but the goal post rule is non-sensical.

    • Like 2
  8. 3 minutes ago, Kenu said:

    Are you color blind? (I'm not sure if this is too personal a question?)  I'm not, so it doesn't disturb me, but that's the reason why we have the post color rule in there.

    I also don't in particular enjoy the missing helmets (except it makes it easier for commentary when players stand out), but I haven't heard of an argument besides "it's unrealistic" to forbid it. Does it mess with you being able to tell the opponents from your players?

    Why is there a rule to define the color of the helmets if it is okay to play without them? I don't see the point of said rule in that case.

  9. To me the most noticeable change was incidental puck contact. The puck was bouncing around everywhere all the time. I'm not saying it''s a bad thing, just a major difference.

    I was spamming stick-lifts everywhere and actually managed to get one hooking penalty. Sure, it has its downsides, but positives also. One doesn't need to just stand on a passing lane and hope EA's Random Number Generator rolls for a pass interception, but instead it's possible to play more active defense and lift the stick of the player about to receive the pass. I like that.

    Checking felt harder to me as well. Whether it has more to do with checking or skating mechanics, I don't know.  Loose puck dekes are difficult to pull off with a player that has relatively low deking attributes.

     

    14 hours ago, tbnantti said:

    The poke check is no where near what it was with the beta tuners. I couldn't find anything regarding the poke check in the patch notes, so it has to be tuner based, right?

    It's a good thing, though, as the poke check penalties were fucking ridiculous in the beta.

    This is from the beta-to-release (Day 0) patch notes:

     

    Poke Checking

    • Fixed cases where poke checks were tripping a player after getting puck first
    • Fixes to accuracy of poke checks on stationary/slow moving loose pucks
    • Fixed a case where players were not being tripped after consecutive pokes
    • Various additional poke check targeting fixes

     

    There were changes to the pokes in the tuners too, though:

     

    September 1, 2018 – Tuner 1.00 Updates from Beta to Final

    • Tuning for tripping based around positioning, player speed and collision

    September 19th @ 2am PST - Tuner 1.01

    • Poke checks now need to get a slightly larger piece of the player to cause them to trip
    • Increase to pokecheck accuracy when poking to ideal angles
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  10. On 11/7/2018 at 1:27 AM, ScottieN27 said:

    13.3Teams are allowed to release a player from their roster, provided this doesn’t violate the roster size rule. If a player is released or transferred to another team and thus the roster size is temporarily below the limit mentioned in 2.2, the team has 24 hours to invite a new player to the team to meet the rule again, otherwise it will be disqualified. Released players cannot go back to the team that released them and their next move is considered a transfer from the team that released them.

    [...]

    13.8If a team is disqualified, its managers are banned from the league/tournament. The other roster players are free to transfer to another team, unless they were proven involved in the disqualification of their team, in which case they are also banned.“

    [...]

    Now we come to transfer rules. Yes, in general A´s aren’t allowed to change teams midseason unless they have the ok of the team´s C (13.4) – both A´s reached that agreement with their C. So they played by the rules.

    Next step is 13.3 and 13.8. The captains of a team are disqualified from participation in the on-going season when their team is disqualified. Now the timeline of this situation becomes leading. As the wording of 13.8 says: a decision of the LA is needed to disqualify a team. But at the time the A´s got transferred to NOR there wasn’t any decision about a disqualification of RAD. If the LA wanted to prevent a situation like this from happening, they should have taken this into account when writing the rules. The other option for LA would have been to make a temporary decision on RAD and putting all transfers out of RAD on hold until the final decision is made. They didn’t obviously. What they did is handling the situation pretty sloppy and let time lapse away. Time the two players used to join NOR. Something A´s are allowed to do (13.4). So RAD was still part of ECL Elite by the time the transfer happened. In fact, the two players were already part of NOR when disqualification was vocalised. In my understanding of the rules there is no basis in the rules for disqualifying them after that point.

     

    First, I agree that the rulebook is not perfect - in fact, I disagree with many parts of it, an arbitrary roster size rule being one of them. Secondly I am like-minded in thinking it should be applied to the word.

    Before I go further I would like to just point out that I am not nor have I ever been part of the LA and I have not discussed the case with any members thereof.

    That being said, I do disagree with your interpretation in this particular case.  According to the sections of the rulebook you quoted, I agree it was possible for the assistant captains to move to another team, however only after having secured enough new players to the team within 24 hours, in order to comply with section 13.3 (in bold in quote). Had they managed to do that I do not see an obstacle for the transfer.  Furthermore, I do not see how the timing of LA's final decision matters, when the rules clearly state in which cases a team is disqualified and that assistant captains of a disqualified team are not allowed to transfer. Once the roster had been under 8 players for over 24 hours I find very little room for interpretation.

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  11. 1 hour ago, rrr41rrr said:

    Pls do something similar to this with ecl lite

    Quite a daunting task when there's almost 70 teams in the league. To illustrate: this article had, depending on the team, from around 40 to 150 words written per team. With lite it would mean a wall of text that would span from ~3000-10000 words in length. 😬

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  12. 7 hours ago, Mannheimer1938 said:

    But there are definitely a few pick up scenes where you only can scratch your head off. A little example? If you do a saucer pass along the boards the receiving player will do a little cut inside and looses his speed and position. Very frustrating if you do exactly the right play but the game and not an opposing player "defends" your actions.

    Very good post and I find it easy to agree on most points. I just wanted to comment on this part as I feel like there's a certain fundamental mechanic that is overlooked by most. If anyone feels like I'm wrong please correct me, but I have always thought the passing attribute of the player who makes the pass affects how well the target player picks up or shoots the puck (in combination with the target's hand-eye). The game mentions things like passing accuracy and passing power, and passing accuracy is what I refer to. I don't see much of a difference in "accuracy" otherwise; all player builds feel similar when aiming the pass and seeing where it goes, and this is true no matter what pass assist % is in use.

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  13. On 10/5/2018 at 8:57 AM, Tuukka.R said:

    Like it matters, just rape your x like everyone else does, no need to do L1 spam anyway. 

    Board battles are like a nostalgic mini-game of Konami's Track and Field, although that particular game was more complex because it forced the player to spam two different buttons. Perhaps EA could improve on this mini-game and have X for lifting the stick and square for lowering the stick 9_9

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