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NHL 11 Video: Interview with Gameplay Footage

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Old 06-17-2010, 07:24 PM   #49
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Re: NHL 11 Video: Interview with Gameplay Footage

Uwant. You are totally right about the CPU. I hope they make the CPU a little more human.
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Old 06-18-2010, 02:20 PM   #50
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awesome I loved NHL 10 and NHL 11 looks sicks I can't wait. I am just hoping that it is easy to obtain a new stick after yours breaks.
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Old 06-18-2010, 02:46 PM   #51
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Re: NHL 11 Video: Interview with Gameplay Footage

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Originally Posted by BoarWarrior27
awesome I loved NHL 10 and NHL 11 looks sicks I can't wait. I am just hoping that it is easy to obtain a new stick after yours breaks.
You can get a new stick by skating to the bench.

*****

I think you guys hit on some good points with the passing. The description of the offensive awareness attribute says it begins to work along these lines, but it's more of an accuracy/speed penalty for passes outside of the "green areas" in Radie's diagrams. That's why you sometimes get those terrible little dinky passes to no one when using assisted passing.

But I think that is just scratching the surface of the issue. Finding ways to make the CPU play more "human" has to be one of the greatest challenges in making these games.
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Old 06-18-2010, 03:18 PM   #52
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Re: NHL 11 Video: Interview with Gameplay Footage

How is the new passing where it passes when you release the RT instead of when you press it down like in previous versions?
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Old 06-18-2010, 03:38 PM   #53
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Re: NHL 11 Video: Interview with Gameplay Footage

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But I think that is just scratching the surface of the issue. Finding ways to make the CPU play more "human" has to be one of the greatest challenges in making these games.
Oh I agree... I think we are YEARS away from that. Right now it is just about finding the best possible way of "cheating" the system to make it seem like they are acting human.
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Old 06-18-2010, 03:39 PM   #54
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Re: NHL 11 Video: Interview with Gameplay Footage

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How is the new passing where it passes when you release the RT instead of when you press it down like in previous versions?
IF they made changes to the passing system, I can't talk about it yet. Sorry.

But I know there was a lot of confusion about manual passing in NHL10. Contrary to what some say, you didn't have to hold R-trigger/R2 to get a pass equivalent to a normal assisted pass (they improved it a lot with the patch). You had to press the trigger completely, then release it, which can be done rather quickly. If you only partially depressed the trigger very quickly, then you get the softer/slower passes (which were great for one-timers or close quarters).

At the beginning of this video, Rammer attempts to dispel the myth:

http://www.easports.com/blogs/inthec...-demo-feedback

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Old 06-18-2010, 03:52 PM   #55
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Re: NHL 11 Video: Interview with Gameplay Footage

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I can't talk about any hypothetical changes to the passing system. Sorry.
No problem, I think the game looks great. One more question, with this new physics engine can we really expect "no hit to be the same"? Is every hit a little bit different depending on speed, velocity, heigh and weight of players, point of contact, etc? That would be sweet!
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Old 06-18-2010, 04:01 PM   #56
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Re: NHL 11 Video: Interview with Gameplay Footage

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No problem, I think the game looks great. One more question, with this new physics engine can we really expect "no hit to be the same"? Is every hit a little bit different depending on speed, velocity, heigh and weight of players, point of contact, etc? That would be sweet!
You might see similar hits based if the factors you list are similar, but what "no hit will be the same" really means is collisions are no longer based on pre-made animations. In past versions, the game chose from a set number animations based on the circumstances. Now the results will be determined by physics.

It adds a lot of life to the action and think the improvement will be obvious as soon as you play the game.
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