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MartindalexC

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MartindalexC last won the day on March 11 2022

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  1. Hi all, In line with the recent tournament scheduling change for this year, the WECL is loosely pencilled in to play alongside other local tournaments like the SCL. However, due to the long period of time in which the WECL has sat with no information being communicated regarding it we are unsure of how much of a player base exists for it. Therefore, as a show of hands almost, could any teams that would be interested in playing in a WECL tournament please comment below so we can see if there is demand for it. As a (very) loose outline, the WECL will be 6v6 with a max. of two 'non-local'* players (with their most recent ECL played level no higher than Lite) in every line-up played. *Non-local players are defined as players who already have a tournament where they would be entitled to play without restriction (e.g., a Swedish citizen and the SCL).
  2. Hello SportsGamers,  The wait is almost over and in under a week (for the x-factor pre-orderers amongst us) we will have our hands on the new NHL 24. If the technical test was anything to go off, this new NHL will bring with a breath of fresh air to online gameplay that has gotten a little stale over the past few years. In the run up to this release, and with your feedback from the technical test, EA have released a change list that will be immediately active once you load up the game. You can of course find the full list of changes here, in essence though this post looks to provide an overview of what are the most interesting changes made by EA, as well as the impact I think that they will have, as such this is an opinion piece and so our views may differ.      Above: NoSleeves sits down with Lead Design Director Mike Inglehart to discuss the changes Hybrid Controls and Goalie Controls Whether it was previously planned and this announcement was an attempt at garnering good will from the community or not, NHL 24 will have the hybrid control scheme as an option for skaters, and goalies will be able to toggle whether they want the auto-positioning feature that was present in the technical test.   Gameplay changes Pressure system Based on feedback from players during the technical test, EA have decided to tweak how much of an impact simply possessing the puck in the offensive zone has regarding building pressure by 30%. Meanwhile shots on net and big hits are now the “best way to build pressure”. In addition to this, teams must stay within the offensive zone more consistently too to maintain their pressure as the rate in which the meter decreases when the offensive team is not in the zone has been increased by 100%. Overall, these two changes when paired together mean that getting ‘full pressure’ will take more time, and / or require the offensive team to be more proactive about it, as opposed to simply pinging it around the boards and playing keep away. Personally, these are a great set of changes and should reward teams for being more clinical at managing their offensive opportunities than their opponents.   Goalie fatigue system Personally, I only really tried goalie in club open practice so cannot really comment on the potential ups and downs on the tweaks mentioned. That said however, being able to see the current energy level of a goalie is a nice addition.   Physics-based contact (hitting) Hitting has the potential to be a worrying change depending on how strong the general standard of hits are once everyone figures out the controls as big hits now deal slightly more stamina damage. One area that is a welcome change is that reverse hits will now result in an animation slow down from the player throwing the hit, additionally player size will have more of an impact, with smaller players being less likely to throw an effective reverse hit against bigger and stronger players. This change might incentivise players to trend towards larger players in order to account for this ‘mismatch’ on the ice, but it remains to be seen how effective reverse hits will be in actual competitive gameplay. Additionally, hip checks have received a nerf in low-speed situations, so you’ll be less likely to see someone getting absolutely rocked a hip check unless they are carrying some decent amount of speed with them. Lacrosse Deke Mercifully, the lacrosse deke has been reduced in its effectiveness – somewhat. It will now be tied to a player’s deking attribute, with higher ratings resulting in a faster execution, this however does not say whether it impacts the success rate of the deke so while someone with 60 deking will be slower than 99, they’ll both end up completing it – which in my opinion kind of misses a major part of the issue with it.   X-Factor Tuning This is where the juicy changes are in my opinion. Close quarters has been nerfed (no this is not a drill keep calm) so that you now have to be within 20ft of the net for it to activate (how on earth it was originally 30ft and how anyone thought that was a good idea I’ll never know). In addition to this, the bonus accuracy when activated is reduced by 50%, with the superstar version by hit by a 75% decrease. All in all, a nerf to close quarters was needed and despite it taking a while for EA to get around to it, they at least have and hopefully means that it is in a good enough place to return to the competitive trait pool.   Human goalies tuning Again, I have very (read: none-existent) experience playing goalie in the technical test, however one thing that immediately pops out and is quite frankly borderline crazy for EA to change in the way they have is the way the instinct system works. As a rough rundown for people who aren’t aware, one feature that has been added to goalies for NHL 24 is the ability to hold the right stick in a direction and loosely anticipate where a shot is going to go, anticipate correctly and they receive a bonus to their stats and a higher chance of saving a shot in that direction, anticipate incorrectly however and they would find themselves on the receiving end of an attribute reduction and thusly a reduction in the likelihood of saving the shot. In short, this gave goalies a risk-reward system to leverage against skaters and give them an edge based on in game knowledge and skill. Well, the risk part of the risk-reward system has been completely cut away with the reward part being buffed (to an unknown amount). Now, if a goalie anticipates incorrectly, they receive no penalty, while if they get it right, they get all of the upside. On it’s own removing the risk part probably isn’t the worst idea, goalies have a rough job at the best of times, however buffing the result of a correct anticipation is sketching me out and makes the system way too forgiving (well, completely forgiving let’s be honest). It’s fine to buff it, but keep the negative. On the flip side, it’s fine to remove the negative, but keep the reward at the same level. Doing both just seems like an overreaction and makes it ripe for it to be incredibly overpowered on release, then resulting in either a year of ridiculous stone wall goalies, or an overcorrection from EA about a month into release.   Pokecheck During the technical test if you tried to poke check and then move off, you’d find that your player would take an age to start skating and consequently get blasted past by the puck carried like you were a pylon. To counter this EA have now reverted the speed loss to NHL 23’s level. Per EA’s own words, the recovery will still be lower (I presume they mean animation recovery), so while your player will still be slow out of the blocks if you mistime a poke and a pivot, you won’t lose that much speed if you do the poke while already skating.   General Gameplay Tuning As anyone that played the technical will have noticed, the nets had a slight tendency to become knocked loose and be taken for a walk by passing skaters. To remedy this, the rate at which nets can become dislodged has been reduced for NHL 24. Additionally, the glass is less likely to break so random stoppages have been cut down on. One thing that has not been mentioned are the broken sticks that they added, as well as penalties like cross checking and elbowing. While these are good quality of life additions for offline play and add a bit of immersion, they are wholly inappropriate for online play and it is hoped that they don’t actually ship WOC with these additions activated as they are things that are random, and completely out of the player’s ability to control – which is for obvious reasons are not great in an esport situation. ------ What do you think of the changes? Are you happy with what you’ve seen or would you like to see further changes for the release of NHL 24?
  3. You can't expect to score using the same builds that were only able to score based on a busted xfactor, so yes using a 72 / 82kg pmd now will be harder to score with - but that doesn't mean goals will necessarily be harder to come by. Want a harder shot? Make your guy heavier and sacrifice speed / acc / agility, or just dump more points into the shooting attributes. Alternatively, use a sniper so you have a harder shot by default. This is not a hard conundrum to solve imo Other player types exist.
  4. Hey @Geekie23 Sorry for the late response! So from what I can make out, it seems like most UK players that play 6s are indeed on Playstation, however there just really aren't that many to begin with. Quite a few play 3s but again, we're struggling to hit double digits in terms of teams and or players at this point there's a few British teams that played in the WECL 3 (Nottingham Panthers, London Lightning, & Cardiff Devils) so if you wanted to immediately jump in I'd recommend sending those teams a message and seeing if you can get some games going!
  5. Hey SportsGamers, EA have just announced that once again we will have the opportunity to play an early build of the game in the run up to the release of NHL 23 - to sign up please click here! Typically these technical tests are fairly bare bones and feature a stripped back version of the game that will release down the line, that said however they offer a great insight into how the game is shaping up, as well as the opportunity to provide EA with our own feedback and suggestions regarding the state of play of the game.  In terms of modes and features to expect, we are fairly confident that EASHL will be the main attraction as this always offers up a lot of feedback due to the sheer number of players that are involved in a single game. As for features, this is the first news of any kind for NHL 23, so we really have no inkling as to what EA has focussed on for the next iteration of the series - should be noted as well that it was recently announced that FIFA will make use of crossplay so that players are not segregated based on their console of choice, perhaps EA has extended this ability to the NHL developers? As always, spots in the technical test are limited and offered on a first come first serve basis, of course providing that you sign up for the test you will undoubtedly receive a code once it is available, which EA is scheduling for late August. The code to gain access to the game will be provided in the inbox for the email of the EA account that you signed up with - we encourage all players to quickly check their EA account settings and see if it is paired with the PSN account that you think it is to avoid confusion and possible aggravation on the day. Furthermore, let it be known for our European members that our upcoming ECL season will be moving to PS5 and so we encourage all players that are signing up to try to make as much use of the technical test as possible by choosing the PS5 version.    What are you most looking forward to see? More offensive weapons? Easier ways to defend? Improved goaltending? No matter what, please feel free to share below!
  6. As always, with each new NHL game comes the risk that EA may inadvertently introduce a bugged mechanic that players can abuse to gain a distinct advantage. Whilst ‘R1 blocking’ another player has been in the game for a couple years now, we feel that it has gotten to the stage where a post is required to get everyone up to speed on what is, and what is not, allowed regarding it.   What is allowed: Trying to reach the puck with your stick extended towards the puck Staying in front of your opponent while skating towards a loose puck Blocking a passing lane Preserving previously gained body position by standing in your opponent’s way and having them skate around you What is not allowed: Purposefully and actively blocking your opponent’s skating lane Blatantly blocking the opposing player by putting your stick / arm in front of them without trying to reach for the puck Negating your opponent’s body position advantage by wrapping your stick / arm around them from behind. Then is some overlap in what is allowed and what is not as ultimately some level of blocking naturally occurs over the course of a game. However, the intention of this is to eliminate people exploiting the fact that the game does not recognise interference unless you hit an opponent who does not have the puck – i.e., do not do something that would be classed as interference in real life. In the event of cases where a player toes the line between what is allowed and what is not, some level of leniency will be applied. Do not take this as an invitation to routinely test how far LA will bend on the matter however, as whilst the benefit of the doubt will be applied in one-off cases, we will still nevertheless punish those that we feel are making it a habit of pushing the boundary between legal and illegal. Naturally, this benefit of the doubt will not be applied if we also deem the blocking to be blatant. It should also be mentioned that cases involving blocking allegations need to be reported immediately, not days after the fact, and be paired with good quality video material. Cases that have not been reported via the support tool will NOT be investigated by LA. To further illustrate the line between legal and illegal, we have attached four videos:   Clip One In this, between 26:32 – 26:37, the LW (green icon) for the team in white was interfered with. This is due to the defender on the other team purposefully and actively blocking their skating lane, moving in front to block the LWs path whenever he attempted to skate around him.   Clip Two The defending player for the team in white was initially blocking a passing lane with his stick, and therefore was abiding by the rules. However, towards the end of the play they turned into the attacking player and blocked them by putting their stick / arm in front of them without trying to reach for the puck. This turn was highly questionable and whilst on its own it did not elicit punishment, any further reoccurring incidents like this from the defending player could bring about punishment. It should be noted that the quality of this clip is not up to the quality we expect to be provided and handheld recording should be avoided.   Clip Three The defender for the team in orange interfered with the forward from the team in white by blatantly blocking the opposing player by putting their stick / arm in front of them without trying to reach for the puck. By extending their stick / arm across the body of the attacking player, the defender slowed down the opposing player, reducing the danger of the potential breakaway.   Clip Four The defender for the team in green interfered with the RW (blue icon) on the opposing team by purposefully and actively blocking their opponent’s skating lane. We have received some questions regarding why we haven't suspended people for the so-called "R1-block". There are a few things that contribute to this. The original rule was written for blatant cases like clip 4 (which was not a League Administrative case and settled between the two teams). The rulebook now links to this thread to give the reader concrete examples of what we hope explain clear and unclear cases. We have received quite a lot of "R1" footage where we could not without a shadow of doubt say that the intention was interference rather than blocking the passing lane.  The "R1 block" in clip 3 is probably the most blatant use we have seen and while we contemplated a suspension of two games for the player in question, we recognized that we have not successfully drawn the line before in cases like this and the player in question's team has previously been told - about what we see as unclear cases of R1 blocking -that there was no interference. As such, we are now slightly tuning the rule to make it more clear and sharing how this rule will be interpreted   We hope that this has cleared up some questions regarding rule 9.2.4 as well given everyone an insight into what we (LA) deem to be legal vs. illegal. If you have any further questions that you would like to be answered regarding this, please do not hesitate to let us know down below and we will do our best to try to answer them – after all, given that this issue is fundamentally a judgement call, we all need to be on the same page and understand what is allowed and what is not. As a general thought though, with reference to rule 9.1, if you are ever unsure about whether an event in game should be allowed (does not have to be exclusive to legal vs. illegal interference with a player), ask yourself whether you would be happy being on the receiving end of what you are doing – if not, do not do it. Again, as this is possibly the most subjective rule in the rulebook, we ask that we are able to have an open and non-judgemental discussion to find a community consensus on what you see as interference and what not. Please share your thoughts in the comments section, as we are willing to adjust the rule ahead of ECL '22: Spring based on community feedback. 
  7. I don't think throwing your previous team(s) under the bus by calling them weak is the clapback that you think it is. - Let's remember to keep the posts here relevant, if you want to go off at each other please take it elsewhere.
  8. The League Administration has made some changes/clarifications to the rulebook. Please see the specifics below. You may access the rulebook through the usual links, or by clicking here. Neo: Playoffs Given ECL Neo’s unique standing in the ECL system, we often have to examine the current state of play regarding the division, and this season is no different. In the rulebook published for this season, we stated that five teams from each group, plus the next two highest ranked teams would progress to the playoffs – this would have given us 32 teams when working under the assumption that there would be six groups of teams. However, due to this season having four groups of teams, we have decided to make the following adjustments: The overall number of playoff teams will be moved to 24 from 32 The number of teams making the playoffs from each group will rise to 6 To make this number of playoff teams work (24 cannot work in a standard playoff structure where exactly half the number of teams are eliminated each round), the top two teams from each group will progress directly to the second round (seeds 1 – 8), whilst the remaining teams (seeds 9-24) will play in the first round, with the victors joining the top 8 seeds in the second round.   Pro / Core / Lite Prize Pool   The Licenses have been tallied up for each division and we can announce the final prize pools for the Pro, Lite and Core Winter seasons. The number of licenses purchased for the divisions were: Pro 32 (Compulsory) Lite 28 Core 37 After deducting the payment provider fees and VAT, the payouts for the divisions will be as per the below image. As a reminder, the prize pool only applies to teams who purchased the license. For a full list of Lite and Core licenses, see below: Disconnect Protocol: Update Due to a set of cases pertaining to disconnects and how teams are supposed to act, we have decided to update and add further clarification as to how team's should approach the situation: If the player has disconnected (icon not shown above their in-game player's head) before face-off, the game will stop immediately and teams are required to clear the puck.   If the player has disconnected (icon not shown above their in-game player's head) and the puck is in the neutral zone, the game will stop immediately and teams are required to clear the puck. The above rule does not apply if a player disconnects outside of the game situation, e.g., while a counter-attack is taking place. If this occurs, then teams must: Play out the immediate game situation. Once the initial game situation has been played out (e.g., odd-man rush no-longer applies) teams are required to clear the puck as soon as possible. If there are disagreements whether a goal scored during this time should count or not, teams must submit video proof to League Administration for review   If a player drops in either offensive/defensive zone the immediate game situation should be played out. The game situation cannot be extended beyond this and teams are required to clear the puck as soon as possible   If there are disagreements whether a goal scored during this time should count or not, teams may submit video proof to League Administration for review   EA Update Issues & Subsequent Rescheduling In a recent update that EA published, it made entering World of Chel difficult for some players, meaning that unfortunately some games were postponed. As such an event is outside the realm of control for teams, we have decided to make some slight modifications to some of the deadlines to finish the regular season. As such, the rulebook now states that: All regular season games in ECL Elite must be finished by the close of the 10th of February 2022; ECL Pro by the 6th of February 2022 ECL Lite by the 6th of February 2022 ECL Core by the 3rd of February 2022 ECL Neo by the 3rd of February 2022.   With that being said, we ask that teams try to finish and report their games as soon as possible, in order for our staff to set up the playoffs and for our writers to write the playoff previews.
  9. Northern Ascendancy are looking for an LD / LW. Please contact me here or alternatively on discord @ Bobrov#8165
  10. Northern Ascendancy (Elite) is looking for a starting forward.
  11. NHL 22 - New gameplay trailer EA Sports just released a new NHL 22 gameplay trailer, showcasing some of the new features of the highly anticipated next iteration. As announced, the move from Ignite to the new Frostbite engine will greatly improve the game visually, but there will also be some other areas where the transition might have helped. Stick physics is going to be one of the improved areas in NHL 22, meaning that movement along the boards and penalty calls will be more accurate, and puck battles will be more skill-based. Also, a multitude of new animations and skill moves will look and feel better than ever thanks to Frostbite. An interesting detail that has been added is the use of Augmented Reality visuals in the game broadcast. This means integration of stats directly to the game through overlays and graphics on game surfaces, leading to players getting more out of the action and the game having a better flow in between whistles. Of particular note to EASHL players I’m sure are the new X-factor superstar abilities. From this deep dive we can learn that these abilities are split into six categories: Shooting, Skating, Passing, Hockey IQ, Defence, and Goaltending. They span all positions, and game-modes, as well as give rise to what EA is calling “class-based strategy”. Does this mean that they are locking certain abilities behind player types? It’s possible. Indeed, it would be a little game breaking if say a grinder with barely anything in passing could suddenly start flinging auto saucers because they had an ability like Tape-to-Tape or Third Eye. This is further compounded when considering that we are going back to the class / attribute system of NHL 09-15 again, where the lines could be blurred a little when comparing two different builds of varying class. Additionally, on the topic of the ‘systems’ of EASHL. From what it seems, X-factor superstar abilities could be split into two distinct types; zone abilities are the current specialities (i.e., only one can be active at a time), whereas superstar abilities are the current traits (i.e., more than one can be active). It remains to be seen whether this means that it will be a straight one-for-one where the current system is simply renamed. That said however, I personally would not say it’s a wild guess to make that the zone abilities are simply superstar abilities, but elevated. In other words, making a specific ability a “zone” one would boost the, well… boost it has on your player – although this is purely speculation at this stage as I’m sure that EA will release information directly pertaining to EASHL shortly, perhaps even when they announce when the closed beta will be playable. What is refreshing to see is the way that stick-on-body contact seems to be handled now. Instead of your stick being akin to a lightsabre, passing through whatever you want it to, regardless of speed or power behind the swing, instead it will now have a much more ‘solid’ feeling behind it. Sticks seemingly can get caught on things and even blocked on purpose. This could mean for instance, that it is harder to get tripped if you are in proper body position, and in turn harder for pokes to connect with your stick / the puck. They even go as far to make mention of the fact that protect the puck is supposed to be working as intended now, offering a weapon for forwards to use when trying to counter any potential poke spam they may receive en route to the net. In terms of pure gameplay and the speed of it, it does admittedly seem quite similar to NHL 21, although this is sort of to be expected given the shift to a new console, and a new engine, whilst trying to maintain playability on the old one(s). As for the UI mid-game, it does seem to be quite intrusive. We will have to see just how much of an impact this has on game durations, as whilst UI packages like the one in the video are nice as a novel addition, players will inevitably start mashing A / X to skip past them once they’ve seen them a few times. On this front, EA does not have a great track record with bloat like this, for instance if anyone can remember when they added the end of period highlight reel it took ages for games to end due to them not being skippable at first. All abilities mentioned Wheels Make It Snappy (Exceptional power and accuracy when taking snap shots while skating) Shock And Awe (Elite shooting out of dekes) Crease Crasher Yoink Send It Quick Pick (Defensive interceptions) Beauty Backhand It’s Tricky Contortionist (Goaltending) Third Eye (Increased pass assist with advanced ability to auto saucer pass out of a player’s field of vision) Shnipe (Outstanding skill to settle pucks with advanced wrist shot accuracy off settled pucks) One Tee (Advanced power and accuracy on one timer. Increased ability to one timers from less than ideal passes) Seeing Eye (Great shot through screens) Tape to Tape (Great passing with vision) Puck on a string (Great stick handling) Shutdown (Defensive skill increase?) NHL 22 will be available on Oct. 15th, 2021 on PlayStation 5, Xbox Series X/S, PlayStation 4 and Xbox One. For more information on EA Sports NHL, visit www.easports.com/NHL. Related articles:
  12. Well everyone, the wait is finally over! EA SPORTS have officially announced that NHL 22 will be with us later this year and that we will be able to participate in a technical test sometime in the coming few weeks. Going off technical tests that EA have released for NHLs past, it would be best to temper everyone’s expectations going into it as it may very well be an ‘alpha’ build fraught with glitches. Furthermore, there is a split in versions that you can sign-up for. PlayStation and Xbox will each receive two builds of the game, one made for PlayStation 5/Xbox Series X, and one for PlayStation 4/Xbox One. Given the distinction made by EA it would be a fair bet to imagine that players will not be able to play on one version, and then play against players on another version. As such, it may be worth signing up with two different EA accounts, so that you can maximise your experience on the technical test, regardless of console. You can find the link to register your account and which console / region you would wish to play on here. Please note that EA SPORTS have indicated that there is a limited number of spots available for the technical test, so don't take any extra time signing up, as it may be closed by the time you get to it next time. Given this restriction however, let us know in the comments below what you are thinking would be best going into this technical test? Should we try to push towards getting as many players as possible on the Playstation 5/Xbox Series X version; or maximise the amount of total players we can have playing together by focussing on the PlayStation 4/Xbox One version?
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