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NHL 11 Video: Interview with Gameplay Footage

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Old 06-17-2010, 03:30 PM   #41
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Re: NHL 11 Video: Interview with Gameplay Footage

Quote:
Originally Posted by jemens
There is one little detail I didn't like with previous version and based on current video it seems to be the same with NHL11.

I know pass speed can be adjusted and we had many threads about CPU pass precision. But if you look at footage 0:55 , I find that the pass animation is way too fast compared to real footage. Most of the times, real players are not lightning fast to aim and pass the puck. Maybe it's just the animation who don't have enough follow through but my feeling is passing decision (not puck speed) who be slowed down a bit.

What do you think guys ? is it just me or what ?

Mark

This is something I was concerned about as well... I play a lot of 3vsCPU and 4vsCPU and our user controller team ALWAYS has to look around and hesitate a bit as we do, becasue we are (almost) all human players... But the CPU doesnt. it sees the WHOLE ICE, ALL THE TIME! That needs to be fixed, too often, you would make a good read and be in position to "surprise" a player and possibly cause a turnover, just to have him pass it INSTANTLY to a teammate that he couldnt possibly know was there.

I just threw this idea together when I read your take on it.. THis is in NO WAY polished, just a an idea that is as rough as the MS Paint illustration I made to accompany it...


For these images, Imagine that the player is facing straight up, with his back obviously straight down...

Spoiler


To control the "decision" making time... we can allow the instant passes in directions that the player can "see" (Green), while having him take a half second when passing in the direction of the Red area.. almost as if he had to glance over there real quick before passing.

Keep in mind this "chart" isnt meant to be anything special or a commentary on anything.. Please avoid "Gretzkeys green area should be bigger" comments, It was just meant to show a lot, a middle and a few.

Also the idea could be expanded on in many ways, like adding a yellow area on each side that still requires time, but maybe less so.

*I read a blog (want to say Madden) a while back that discuss the possibility of giving players "eyes" and only having them react to what they can see.. The technology was pretty intense (and a bit boring if you arent into that stuff) but it looked and sounded cool. unfortunately it seemd a few years off from being game-ready.
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Old 06-17-2010, 04:01 PM   #42
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Re: NHL 11 Video: Interview with Gameplay Footage

Quote:
Originally Posted by UwantRadie
This is something I was concerned about as well... I play a lot of 3vsCPU and 4vsCPU and our user controller team ALWAYS has to look around and hesitate a bit as we do, becasue we are (almost) all human players... But the CPU doesnt. it sees the WHOLE ICE, ALL THE TIME! That needs to be fixed, too often, you would make a good read and be in position to "surprise" a player and possibly cause a turnover, just to have him pass it INSTANTLY to a teammate that he couldnt possibly know was there.

I just threw this idea together when I read your take on it.. THis is in NO WAY polished, just a an idea that is as rough as the MS Paint illustration I made to accompany it...


For these images, Imagine that the player is facing straight up, with his back obviously straight down...

Spoiler


To control the "decision" making time... we can allow the instant passes in directions that the player can "see" (Green), while having him take a half second when passing in the direction of the Red area.. almost as if he had to glance over there real quick before passing.

Keep in mind this "chart" isnt meant to be anything special or a commentary on anything.. Please avoid "Gretzkeys green area should be bigger" comments, It was just meant to show a lot, a middle and a few.

Also the idea could be expanded on in many ways, like adding a yellow area on each side that still requires time, but maybe less so.

*I read a blog (want to say Madden) a while back that discuss the possibility of giving players "eyes" and only having them react to what they can see.. The technology was pretty intense (and a bit boring if you arent into that stuff) but it looked and sounded cool. unfortunately it seemd a few years off from being game-ready.
This is EXACTLY what I've been requesting for a long time.
It would help stop the berserker mode and greatly help separate the great players from the bad.
Good stuff.

P.S. Love Brett Lindro's poor vision. Wonder what Ken Baumgartner's would have been.
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Old 06-17-2010, 04:17 PM   #43
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Re: NHL 11 Video: Interview with Gameplay Footage

Ha!

I was gonna go with "Either of the two lesser Ferraro Brothers" but went with Brett instead... also was it Bret? with only 1 T?
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Old 06-17-2010, 04:31 PM   #44
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Re: NHL 11 Video: Interview with Gameplay Footage

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Originally Posted by UwantRadie
... vision ... words ... vision ... more words ...
Great stuff. I completely agree.

The computer simply needs to behave less like a computer and more like a person. The HOF passing mode is truly obnoxious.

It's like robo-QB in NCAA football.
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Old 06-17-2010, 04:41 PM   #45
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Re: NHL 11 Video: Interview with Gameplay Footage

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Great stuff. I completely agree.

The computer simply needs to behave less like a computer and more like a person. The HOF passing mode is truly obnoxious.

It's like robo-QB in NCAA football.
Yeah, I am a tad long winded...

You put it perfectly... Another example.. and I hope this isnt EVEN MORE PREVALENT with the physics.. is that when pucks getted batted up into the air, even just a bit, the CPU knows the EXACT trajectory and landing spot and always comes away with it.
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Old 06-17-2010, 04:46 PM   #46
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Re: NHL 11 Video: Interview with Gameplay Footage

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Originally Posted by UwantRadie
Yeah, I am a tad long winded...
Nah. Not at all... I just didn't want to clutter the boards with a giant quote...

Quote:
You put it perfectly... Another example.. and I hope this isnt EVEN MORE PREVALENT with the physics.. is that when pucks getted batted up into the air, even just a bit, the CPU knows the EXACT trajectory and landing spot and always comes away with it.
I think, as you said, giving each player a general vision cone would be brilliant. If the players don't see it - they won't react to it.

Doing that would further differentiate players on the ice. I just wouldn't want to see the typical EA thing where they give people like Ovechkin giant vision areas ... cause that guy does NOT have that type of ice presence.

To make it worthwhile and used on both sides - Maybe use something like the vision control button to give a player a better percentage of receiving a pass, making a good pass to a guy outside his normal vision, etc.
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Old 06-17-2010, 05:00 PM   #47
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Re: NHL 11 Video: Interview with Gameplay Footage

Redshirt,

I know it's been mentioned as "in discussion", but PLEASE have an option to turn on the ability to accidentally collide with your team.

It happens (as Carcillo so dramatically pointed out in the playoffs).

If the team is worried about the ramifications - make it an option. Just like friendly fire in a FPS.
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Old 06-17-2010, 06:24 PM   #48
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Re: NHL 11 Video: Interview with Gameplay Footage

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Calgarians?

I prefer Albertanites.
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