07-17-2013, 04:59 AM
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#18
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Rookie
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Re: NHL 14 Gameplay Video - '94 Anniversary Mode
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Originally Posted by Weapon X |
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Something I thought about that didn't really make sense after watching the video. Rammer said that they actually tried implementing stick collisions, but that when they test played it the game felt "too frustrating given the lack of stick control the game currently possesses". Could this be because the poke/stick check doesn't do what it should, in that it's not always directed towards the puck? I mean, as it is now it's 50/50 dice roll, and it makes your skater look extremely stupid to just sit there and poke at open ice when the opposition is fumbling with the puck not two feet away from him. If the stick check was always focused on getting the puck away, and was automatically aimed in it's direction every time it was used, wouldn't one think that would help things exponentially and possibly limit those frustrations?
Perhaps this concept, in conjunction with the one that follows could help aid in the "problems" with fully live sticks. What if holding R1/RB (near an opposing player) could trigger a live "jostle" animation, where your player actively attempts to dig the puck away or gain favorable position from the opposing player if the basic stick check is out of reach of the puck? So for instance if you're trailing a guy by say half a step with your defenseman, holding R1/RB will put you into a jostle state with the forward. This wouldn't always produce the "desired" jostle state however, as attempting it from certain distances and angles can result in procedural animations that can lead to penalties (legit holding calls?), or ineffective use, like helplessly slashing the offensive players arm in a last ditch attempt to deter him. The procedural animations will also take into account whether or not the opposition took notice and shielded the puck at the proper time. If your use does result in one of the "premium" jostle animations, the outcome will depend on the defensive players fatigue level and ratings in stick checking, def awareness, strength, and discipline vs the attacking player's fatigue level and ratings of balance, puck control, strength, and offensive awareness. So if the attacking player has a low balance rating, it's more likely that a good, strong defender can cause him to blow a tire if he gets caught, but he may be able to still put the puck on net if he has good puck control. Ideally, this concept would also branch into the board pin mechanics, making them feel more organic and less rigid / predetermined.
Eh, just a thought. The late night ramblings of an OSer, I suppose.
WX
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Its a great idea, one they should have implemented by now as you see it actually happen on ice. 2k10 does somethingl like that, but just with the stick lift button. I can't wait to see the day when EA puts a gameplay mechanic like poke checks, stick lifts, and board pinning and actually evolve it past the point of implementation. I guess all that stuff gets affected when you go back to re-work the basic fundamentals of the game ie. hitting and skating. No bashing, just stating whats obvious to me.
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