Played a little more of the demo last night after taking a break for a few days. A few observations:
1. I'm not a fan of some of the awkward pass receiving animations (behind the back, one-handed, etc), most of which seem to be more frequently used by the CPU. I think the flow of the game would be much better served if these were incomplete passes. It's particularly unsettling to see one of these animations morph immediately into a shot attempt. Of course, decreasing pass accuracy may help with this, but we won't know until we can fiddle.
2. There isn't a separate human/CPU pass speed slider, so if we want to increase human pass speed for manual passing, we'll have to increase the CPU pass speed in turn. Maybe this is something Redshirt & Co could address with the server-side tuning set...

I think it's worth noting that it looks like we can play with hardcore assistance settings -- including zero pass assist -- while turning off manual passing (charging up power). It seems like a lot of people are writing off hardcore for normal due to the delay to power-up a pass. That's only a small part of the settings and it appears we'll be able to simply turn off manual pass power while keeping everything else with no assist if so desired.
I'd like to stick with full manual passing for the creativity and realism, but at this point I'm worried that it will give the CPU too much of an advantage. It will be interesting to see how we can modify the gameplay, particularly on the AI side of things, with the sliders.
3. One final point -- I'm not very good at this point and I'm looking forward to playing the likes of the Islanders, Thrashers, and Avalanche.

and thought it would have been better implemented especially with all the PR EA gave it .
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