The one leg glitch is not a good example of the skating engine's flaws, other than the fact that the animations sometimes get in the way of the actual movement. It's why it's a glitch. Do they need to tighten it up with some more animations so the game can better convey what you're trying to do with the controller? Absolutely! But between the two games, I much rather prefer this skating engine over 2K's. They both have some flaws, but for me, I think NHL's is better running away.
This is especially true when you turn the game speed down a bit and the player acceleration. Like some have mentioned, this game's engine truly shines when you're using one of the slower guys. What they need to work on is making the fast, agile guys, feel just a little more natural. I think the engine is silky smooth otherwise.
The problem with the leg kick is actually a bug, it should have it's acceleration constrained but it doesn't, so I agree that it isn't a great example.
Well, aside from my complete lack of scoring (save empty nets goals), I've really grown to love this demo after an initial lukewarm reaction.
Loving the board play. Really allows you to dump and chase and then win battles in the corners to retain possession. I like how the passing mechanics have been tweaked. I still play 08 so it took me a while to adjust to not having every pass hit the tape of the skater I was passing to. I like that passes miss the target now.
Scoring is going to be tough against the CPU for me, it looks like. I've thrown shots up from all over but no goals. I have very limited stick skills so I rely on cycling the puck and getting garbage rebound goals. Definitely a big transition from 08 where you could fire wristers from the slot and score a good percentage of the time.
The more I play, the more I'm looking forward to the game's release.
Scoring is going to be tough against the CPU for me, it looks like. I've thrown shots up from all over but no goals. I have very limited stick skills so I rely on cycling the puck and getting garbage rebound goals.
I'm simply terrible at scoring so far with the demo Dan. But man...when that red lamp comes on the few times it has...wow!, it's satisfying. I wouldn't be surprised though, for me to get realistic results playing "Be a GM"...I think I may have to dip the cpu's goalie reaction time a bit.
I'm hoping one day I can consider my stick skills as "limited" Rather than what they are now...which is, well...I can't use words like that here on OS.
The problem with the leg kick is actually a bug, it should have it's acceleration constrained but it doesn't, so I agree that it isn't a great example.
Even if acceleration was constrained he still shouldn't be able to move in those directions, whether it be fast or slow. Its not the only example but its an exaggeration of what the skating engine is at it's worst. There are many instances where the animation just doesn't match up with how the player is moving. For example: Poke checking, Protect Puck, when players are changing directions (they'll glide awkwardly for a split second *sometimes*), when a player celebrates a goal sometimes their momentum totally changes for no reason.
A better animation system would be able to take in assigned an vector/amplitude for each skate stride and it would be able to figure out which way a player should be able to move and which way they shouldn't be able to move. That way you don't get certain animations totally changing the momentum of the player unrealistically. Also, a better animation system would allow you to animate the legs independently from the torso so you could have a player skating while pokechecking/blocking passing lanes. It'd also allow other neat things like the ability for players to lose their sticks.
Fix the guy out of the penalty box "glitch" please!! You know when a Dman is coming out of the box, is playing wing and even when you manually change lines they are like stuck out there until a stop in play...
I don't see this mentioned ever.. maybe I am doing something to cause it.. but I will like go behind the net in my zone and change lines and the guy out of the box just stands there... while the rest of the team changes lines lol.. and its not like its back and forth rush hockey where there is no time to change...
Otherwise 3peat for sports game of the year coming up it seems ^.^
Even if acceleration was constrained he still shouldn't be able to move in those directions, whether it be fast or slow. Its not the only example but its an exaggeration of what the skating engine is at it's worst. There are many instances where the animation just doesn't match up with how the player is moving. For example: Poke checking, Protect Puck, when players are changing directions (they'll glide awkwardly for a split second *sometimes*), when a player celebrates a goal sometimes their momentum totally changes for no reason.
A better animation system would be able to take in assigned an vector/amplitude for each skate stride and it would be able to figure out which way a player should be able to move and which way they shouldn't be able to move. That way you don't get certain animations totally changing the momentum of the player unrealistically. Also, a better animation system would allow you to animate the legs independently from the torso so you could have a player skating while pokechecking/blocking passing lanes. It'd also allow other neat things like the ability for players to lose their sticks.
Actually it really is as simple as constraining the acceleration in this case, I've tested a fix already.
Can you think of the downside of the animation solution you propose (and what it would take to overcome it)? It could (and someday will) be done, but it isn't so simple as you make it sound.
Finally got to play the demo tonight(Silver user), excellent so far.
'09 was my favorite game ever, can already tell '10 will replace it. Board play is an excellent addition - very well done, fighting is cool as is the face washing though that might get old after awhile. Most importantly the AI is much better overall and that's without any slider tweaks.
On to my gripes,
Still too easy to gain the blueline, they said it would be fixed and I saw videos of it. Hopefully it's a slider issue.
I could be wrong about this one, but it seems like everyone is a fighter. I don't want to see the guys with 'Never' set for fighter, ever fighting.
Love how the CPU handles it though, I was face-washing Malkin and Guerin stepped in, great touch.
Okay, I have to complain for a minute here.
Last night I got a handful of games in again and two things stood out for me that I wasn't impressed with:
1. Hall Gill, while handling the puck, was as fast as Zetterberg without the puck. I had Zetterberg go in to forecheck Gill. Gill picked up the puck and began skating it out of the zone with Zetts on his heels. I never got close to catching him. I don't believe that Zetts was on the ice any longer than Gill was. But I'm not 100% sure of that. However, this wasn't an isolated incident as it seemed I had issues catching a lot of players who should have been slower. But if I changed sides, Zetterberg and Datsyuk had no issues catching Gill or any of my other slower skaters.
2. Zetterberg and Lidstrom recorded numerous tripping/slashing calls when trying to poke check or stick lift. This is precisely where player attributes need to come into play. Everyone raves about how Lidstrom is a wizard with his stick on the defensive end and yet numerous times I would accidentally trip a guy. Same with Zetts. He's a freakin' Selke trophy candidate and he was called a lot for slashing when trying to stick lift.
There doesn't seem to be a difference between anyone on the ice when it comes to poke checking or stick lifting. Everyone is susceptible to tripping or slashing to the same degree.
I know EA doesn't want people to abuse these defensive tools, but at the same time that's what really separates players who possess great defensive and discipline skills from those that lack either.
I should want to have Lidstrom on the ice a lot more because he's so hard to beat. But for the most part, there's very little difference between him and Lebda in the defensive end.
Anyway, those are my two gripes. I hope sliders can fix that, but we'll see. I'm putting a lot of stock in that player attribute slider. I just hope it does what I want it to do.
It's still a very fun game and is an excellent simulation of hockey. I guess I'm just tired of seeing so many players performing the exact same way. And I suppose I'm also getting tired of repeating myself and boring this community to death about the same thing.
My bad.
As for flip dumps, like I said even when I hold RB down for a long time I don't always get that super far flip dump, so I was curious if you knew exactly what I might have been doing to achieve it so I could find a way to avoid doing that in the future. Though it is promising that you might reconsider the length of the flip dump. The height is good though. The important thing is being able to dump it so that the defenseman can't easily pick up the puck and pass it off when it hits the ice.
I don't know if you've tried this but I was having the same trouble as you until I read someone's post on here that helped me. To get the really good height on flip dumps, hold onto the RB button (before you use the right analog stick). It's kind of like charging up the flip. Then while you're still holding the button, then flick the right analog up, and the strength and height should be large. I got used to hitting the RB and using the right analog at the same time and just getting an average flip, but pressing the button beforehand seems to work just fine.
That's the scariest thing I've heard --- Gordie at his age now could still skate rings around GILL
I know. But I'm not positive that Gill was fresh and Zetts was out of gas. But I'm fairly certain the two had been on the ice for the same amount of time.
It's still a very fun game and is an excellent simulation of hockey. I guess I'm just tired of seeing so many players performing the exact same way. And I suppose I'm also getting tired of repeating myself and boring this community to death about the same thing.
My bad.
We forgive you. Oh, and hopefully the player attribute slider will help with this, as it can be frustrating. Not sure if poke/lift effectiveness is tied to D-AWR, but you'd think it should be, right?
i'm loving the demo, but have to share a concern/complaint:
i kept hearing how this game touted the idea that "you will see a noticeable difference between 1) players of different ratings, and 2) the 3rd/4th lines will play much different than your top scoring lines..."
okay, unless i'm just blind and stupid, i'm not seeing this separation. i realize that EA uses the "in the game" slogan, but i don't think any of us are going to blindly follow that malarkey (love that word!). but, as noted above, when you've got hal "i move like i'm in cement" gill skating like malkin you've got some problems.
i'd really hope the development team takes a look at these player ratings and creates more of separation factor...go to the REAL NHL STATISTICS and make these players stand out who should...slow down the ones who should...give scoring abilities to those who do...make great passers out of those who can...BUT make bad players, even though they may have a known name, play like bad players...lower their skill ratings...PLEASE!!!
i'm tired of seeing some scrub player rated a 78 (for example)... but don't release this game with all kind of flaws in the player rating department, and then make us wait two months for a roster update to fix this...
i'm loving the demo, but have to share a concern/complaint:
i kept hearing how this game touted the idea that "you will see a noticeable difference between 1) players of different ratings, and 2) the 3rd/4th lines will play much different than your top scoring lines..."
okay, unless i'm just blind and stupid, i'm not seeing this separation. i realize that EA uses the "in the game" slogan, but i don't think any of us are going to blindly follow that malarkey (love that word!). but, as noted above, when you've got hal "i move like i'm in cement" gill skating like malkin you've got some problems.
i'd really hope the development team takes a look at these player ratings and creates more of separation factor...go to the REAL NHL STATISTICS and make these players stand out who should...slow down the ones who should...give scoring abilities to those who do...make great passers out of those who can...BUT make bad players, even though they may have a known name, play like bad players...lower their skill ratings...PLEASE!!!
i'm tired of seeing some scrub player rated a 78 (for example)... but don't release this game with all kind of flaws in the player rating department, and then make us wait two months for a roster update to fix this...
thanks!!
That's a great point. Signature styles are needed in this game badly. That's another item that makes it hard for me to play long term because I want to see the separation in different players. It should be so obvious that you would be very cautious about putting out your 4th liners simply because of their lack of skill.