Now Offering Cheap Riders of Icarus Gold for PS/Xbox

In effect, and as far as MMORPGs are concerned today, gamers need in-game currencies if they would ever go far in their quests and missions; and ROI game is not an exception to this trend. With a view to serving the interest of ROI game fans that would like to have an access to in-game currencies without getting their account banned,, a leading gaming site for Riders of Icarus currencies, now offers the sale of cheap and safe Riders of Icarus Gold and Riders of Icarus Points for most gaming platforms.

According to Adrian Plumley, the CEO and Owner of, its been revealed that illegal trading of Riders of Icarus Gold could lead to the termination of the account of a typical gamer, and many fans have fallen victim to such a penalty because they have gone the wrong way to acquire the Gold. now helps gamers to avoid that hassles by providing a safe web portal where they can purchase the in-game currency without any potential problem, he adds. Now Offering Cheap Riders of Icarus Gold for PS/Xbox

Speaking on the ROI game mechanic, he states that the tactical performance of the team to which a gamer belongs largely depends on the strength and skills of his/her players. Most times, a large amount of the currency is required to buy the strongest players so as to create a formidable team that can guarantee a winning experience. This can be quite costly; but then, is already helping gamers cut cost in their purchases, he explains.

Moreover, its been reported that gamers can purchase their Icarus Gold for most devices out there, and these gaming platforms include PS3, PS4, Xbox 360 and Xbox One. In terms of customer service as regard every order, the Support Team at would deliver the Gold within 30 minutes. Any player that needs more Riders of Icarus Gold to accomplish his or her set goal can take an advantage of the on-going offers on the official site, Mike stresses.

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I understand all of the angles in NHL 17

There are quite a wide range of suggestions and ideas within the thread and other threads that branch into this topic. Some just want the control back they had in past games by switching systems, others want more control within TPS, and there are a lot of ideas on how that can be achieved.

I understand all of the angles. I understand there are multiple factors that lead to different individuals fun factor within a game but the extreme comments don’t necessarily make a better point.

When we put out the Beta this year, it was an opportunity for everyone to play the game. Nowhere in the Beta did it show signs that we were changing our core skating engine, so we haven’t been trying to pull the wool over anyones eyes in this process.
In the old engine, there was never a sense of committing. That is a huge factor in hockey. Once you commit to a direction, you can’t just turn back the other way without some form of recovery, pivot and transition. I played those games a ton too, in highly competitive EASHL games and gave up 0 shots on plenty of occasions because of the accountability being so low.

It became an arms race between offense and defense of who could be more powerful with all players able to do all the dekes, pass just as well, shoot just as well, etc..
The accountability is now higher. Within that accountability, we can certainly give more control though and that was what some of the changes this year were all about. We could certainly have a better transition into precision skating (but that doesn’t mean that you would all of a sudden be able to go into a strafe or t-push from full speed either).

Those that find the new game fun to play on defense have learned the mechanics within the skating engine, look at their player from a physical perspective more than just a dot they are moving around on the screen and understand where they are committing to a pivot, etc.. They understand that they angle they are trying to take sideways, above or below that lateral line with vision control on is going to impact how their player needs to pivot and that it won’t be possible at speed to keep your shoulders square to the puck at all times but that you can keep the puck in the front 180 degrees by skating either backwards or forwards as needed.

NHL 17 DEV said they can tune TPS

We need less pivots on topic, please focus on the terrible “feel” of TPS and how to fix this for EASHL online modes. We are all in agree TPS is more “real”, however there is also a large agreement that TPS/skating in general since TPS was introduced has zapped all the fun out of game, NHL DEV, please stay on topic on this very discussion.

What internal discussions are the developers having about fixing the skating engine so it’s more responsive? Please talk about that specific issue, you’ve read 1,000’s of TPS is terrible, game is clunky, a chore posts since NHL 13, you gave it a good run, TPS is advanced cool stuff in theory, but it doesn’t and hasn’t played well in reality, please address this issue by explaining to the community future direction on control/responsiveness/skating = bring back the fun in this game.

I don’t think you’re going to get the answer you want on this. Anytime it is discussed we get a drawn out answer that basically comes down to ‘we have a specific vision for the game, and it isn’t what you want’. We have had countless threads discussing the issues with the skating and it hasn’t been addressed in how many years now

“We have had countless threads discussing the issues with the skating and it hasn’t been addressed in how many years now?”

I don’t disagree with that, however the voices have never been as loud or as many as now about this topic of “anti TPS”, that is progress, that is a movement, that is what we need to inspire EA to finally listen and do something about it.

NHL DEV said they can tune TPS, why not tune it all the way down to remove as much weight/momentum as possible and let us play like that for one month and get feedback how everyone either enjoyed it or didn’t, then go from there.