Jump to content

Janikka

Members
  • Posts

    153
  • Joined

  • Last visited

  • Days Won

    32

Posts posted by Janikka

  1. I'm just learning to play goalie in the current iteration of the game right now. From my perspective as someone who has played plenty of G in the past before all these shooting abilities were a thing, I quite like the challenge they bring to the goaltending position. Without the abilities, it's adequate to be somewhat careless with your positioning and whatnot. It's just a very forgiving position to play without skaters having those abilities. With them, there's a lot more to account for, you have to be more precise with positioning, and there are more factors that play into the goalie's decision-making in various situations.

    If you rely on the animations, you do get burned a lot as a goalie. I kind of suck for now so it happens quite a bit, but to me these goals aren't as unfair as a lot of people make them out to be. If you get your goalie's actual body in front of the puck, like the center of the torso, it pretty much never goes in no matter the shooter's abilities (unless you leave your five-hole open by not dropping into the butterfly when the puck is near the crease). You can't always do that, obviously, which is where decision-making and these instinctive split-second risk vs. reward calculations come into play.

    So all in all, I think the abilities just make goaltending a whole lot more interesting. I also don't think they are random in the sense that outcomes occur without any rhyme or reason. There's pretty much always some kind of internal logic to each outcome in my opinion, and something you could have done differently to produce a more favorable outcome. It's just that sometimes, you make a good decision in terms of risk vs. reward and still get beaten as the goalie because the risk that was objectively worth taking ended up materializing in that situation.

    Goalies who have more experience with the current meta may well disagree with me, and they would probably be right as they a lot more hours playing against the shooting abilities, but this is how I see it right now.

    • Like 3
    • Love it! 2
  2. 1 tunti sitten, MartindalexC kirjoitti:

    The problem with that comparison is that RL lends itself to be 'purely skill based' by virtue of game itself. You control everything about the car and don't have to rely on any assistance from the game. Meanwhile in NHL, you have to rely on the game for quite a lot because how do you for instance make puck receptions fully manual?

    My ideal is just eliminating as much of the randomness as possible. Of course, the randomness isn't exactly random under the hood, but various competing factors coming together to produce each outcome. This is reflected to players as perceived randomness.

    Regardless, puck receptions are a good example. I don't see it as a dichotomy between what we have now and making them fully manual, whatever that would entail. The outcome of puck receptions could be far more straightforward. It currently involves too many variables that contribute to the perceived randomness, and the interaction of some of those variables is poorly designed. As a player, you can still account for a lot of them, but all of them put together lead to gameplay that's far less predictable than it could be. This is why the outcomes often feel somewhat out of control for the player.

    Taking a page out of Psyonix's book doesn't mean upending the whole game and having to figure out impossible mechanics for each action, such as making pass receptions fully manual. It means a departure from EA's current design philosophy where the various mechanics are confused by too many factors that don't play together so well.

    The Abilities are a good example of this, by the way. They clash with the game's core mechanics by overpowering them, which makes the core mechanics less reliable and thus seemingly more random. This is reflected to everyone on the ice from goalies (as an example, think of perfect positioning not always leading to the expected outcome due to Close Quarters) to defensemen (being in position for an interception or disruption that gets overrided by the abrupt speed boost and physics-defying phantom stick afforded by some of the shooting traits) and forwards (beating a defenseman only to have Stick 'Em Up cleanly dislodge the puck at an impossible angle).

    • Like 4
    • Thanks 2
  3. 1 tunti sitten, minokin kirjoitti:

    BanThemAll +1

    But, potentially unpopular opinion for future games:

    Bring back the pre-made builds from NHL 16 or don't have any builds at all. I personally do not like when the outcome potentially gets decided on your skills of building your character. One may argue that you instead move the responsibility for the meta to the developers but hear me out

    I draw my eyes to how a game like Rocket League survives - the meta building comes mainly from how the game is played and how skilled you are at handling the mechanics. I am aware that the comparison is not fair due to wildly different games and I do know that the biggest deciding factor to the outcome in our game is how good you and your team plays/can handle the mechanics, but I want to catch the jist of it

    I want a game where the competitive scene has as little intervention from manipulated stats, RNG and other factors that can be manipulated as possible. Of course RL has their tweaking to stats and what not, but I find it more controlled since the player can only manipulate it to a very limited extent

    Of course there are other ways to get an edge - like how you set up your game, which hardware you use etc but what I personally don't want is a game where the actual game is to have a setup master race even though it is inevitable. But maybe minimizing it makes for a more even playfield

    image.jpeg.568609852315b3355d737b849d46facb.jpeg

    I think Rocket League is about as close as you can get to a pure skill-based game in anything remotely similar to NHL. I know a lot of people think a hockey game should have a lot of randomness to it because it's in the nature of the sport, but personally I wish EA took a page out of Psyonix's book to better cater to those of us dreaming of an unadulterated competitive experience where outcomes are determined almost exclusively by our actions (of course some other variables are inevitable, such as how lag compensation is implemented in the netcode).

    • Like 4
    • Thanks 4
  4. 17 minuuttia sitten, Kenu kirjoitti:

    After further deliberation and seeing the unanimous motion for the ban of the Big Tipper ability, the League Administration has decided to ban Big Tipper from the ECL ’25: Winter season. The change will take effect in the Warmup Season from Sunday, October 27th and will also apply to the ECL Qualifiers.

    It’s been great to see how the discussion around different abilities has really taken off. We’re getting a lot of different perspectives, many of them well-reasoned. We’ve also seen some interesting concepts for limiting how different builds and abilities can be used on a team basis, with the goal of changing the approach to classes and abilities, and potentially making broadcasts more engaging. I’d love to hear more thoughts on this idea and how people feel about it. My biggest concern is that, while many experienced players think it’s a brilliant concept, it might raise the barrier to entry for new teams and players who are already trying to grasp the rules and restrictions. And while one might suggest to only implement it at a higher level, this would probably create issues when teams move to a higher level and are not used to these restrictions.

    Let’s keep the conversation going!

    Just to be clear, I take it this means both the silver and gold versions? You didn't specify, which would refer to a comprehensive ban of the trait, but just making sure.

    • Like 1
    • Thanks 3
  5. On 13.2.2024 at 15.22, Janikka kirjoitti:

    Zenegeim (FCL, ECL Pro Qualifiers)

    Zenegeim is looking for a new #1 LW. We will play in the FCL and enter the ECL Pro Qualifiers for the ECL 24 Spring season.

    Please contact either Janikka- (that’s me), Pakjiz, or Sanezh. Contact any of us either here or on PSN.

    Still looking.

    Also looking for a Goalie to share the ice time ~50/50 (whoever plays better gets the big games).

    • Like 12
    • Thanks 3
    • Love it! 4
  6. 12 tuntia sitten, AkimkaRUS kirjoitti:

    Hi Guys, 

    I live in Helsinki, use DNA.
    Now I  have 15 % packet loss today. And my ping is waving every time, game freeze. Also in a training mode. 

    should I change it to Elisa or change my old router or what? 😀😀

    Thanks a lot 👍🏻

    IMG_9292.jpeg

    Typically, those affected by the common packet loss problem on the Helsinki servers have packet loss with a stable ping. Do you also only encounter this problem on the Helsinki servers?

  7. 20 minuuttia sitten, Miklu19 kirjoitti:

    I think there has to be an official ruling soon before the regular season starts. Either the Helsinki server is banned indefinitely while the problem exists, or it has to be fully usable and a team can't decline playing on that server, even if they have issues. 

    Without an official decision, I feel there will be some unnecessary disputes and animosity between teams with different opinions on the matter.

    Clear-cut ECL ban of the server would probably be the best choice for now. 

    I support this sentiment because I think you're right. Naturally, I would hope for a favorable decision as someone with the issue, but the opposite would still provide clarity on this and determine conclusively that it's up to each affected team to decide amongst themselves how they deal with the problem (whether through roster adjustments or something else) while being obligated to honor their opponent's home server selection.

    • Like 1
  8. This is an offshoot of my previous thread where I polled people about the problem with packet loss connecting to the Helsinki (Europe North East) servers on DNA, the Finnish ISP. Based on that poll, most players who are on DNA are indeed affected by the problem where their connection to the Finnish servers is weakened by packet loss hovering somewhere between 1 and 3 percent. I feel like the results warrant further steps, and the next obvious step is polling the community about their willingness to honor affected opponents' requests to play both games (home and away) on the Swedish server. This of course excludes the home games of Central European teams who have the right to play their home games on their nearest server. I feel confident that we have pinned the problem down to the North East servers and it does not appear on either the Europe North or Europe Central servers.

    I understand some teams may have an affected player and still feel like the lower ping tilts the team's preference in favor of playing on the Finnish servers. For this reason, I'm including it as an option in the poll so those teams can also make themselves heard.

    The packet loss problem is likely not getting fixed in the very near future, and speaking on behalf of everyone I contacted about the topic, we feel like reverting to the Swedish server would be the best workaround until the Finnish servers work smoothly for all players. Obviously, as someone affected by the problem myself, my perspective is perhaps narrow as to the pros and cons of this solution. I just don't see a better one for now unless the community as a whole demands that those affected tough it out and play at least a great number of their games on the Finnish server where they may always encounter the problem.

    Note that in the poll, "is/is not affected" means whether your team has at least one player in your regular roster who gets frequent packet loss on the Helsinki/North East servers. If you have a player who has the problem but doesn't feel like it affects their game at all, that would still count toward "is affected" in the poll.

    • Like 1
    • Thanks 4
  9. I don't think the problem is getting fixed by Monday. It might be a good idea to poll the community about whether the Finnish teams (who are not affected by this problem) are willing to compromise and play both games on the Swedish server despite the slightly higher ping. Maybe I'll start a poll about that today.

    • Like 1
    • Thanks 1
  10. 4 minuuttia sitten, pakjiz kirjoitti:

    I’ve played roughly half of my games on the North (Stockholm) server and no packet loss occuring there. Only on the North East server. But only three nights worth of data so far for me, obviously.

    That's good to know and seems to confirm my assumption. On the other hand, even after the problem started, I've gone at least one whole night without any packet loss. It's just the luck of the draw when it comes to the Helsinki server(s) on DNA, I guess. Usually I do have it in some of my games each night.

    • Like 3
  11. 5 minuuttia sitten, pakjiz kirjoitti:

    I agree with @FlyerKungen that there should be some sort of rule in place to make sure there are no North East server games with DNA users - until the issue is fixed. And I’m not saying that because I represent a team that by default uses North server, I’d very much prefer the North East server if it was working.

    I’m sure all the top ECL players are competitive enough in a sense that they don’t want to play games against players who will have packet loss in that game. But maybe we can still do another poll just to see if most people would agree with this.

    This is assuming the issue is indeed isolated to the Helsinki server(s). To be accurate, at this point that's an assumption I've made based on not having encountered any packet loss on the other servers where I've not played nearly as many games in NHL 24.

    Anyway, I was thinking another possible solution is allowing teams with DNA users to restart the game until everyone has 0% packet loss. At least for me, and I'm assuming others with the problem, having zero packet loss at the start of a game means that game stays smooth to the end. That of course indicates it's only a problem with some or one of their Helsinki servers (I guess they have multiple servers for each location).

    However, the problem with this solution could be a sometimes unreasonably long restart loop until all the DNA users lucked out and landed on a smooth server.

    • Like 4
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy