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#30427 v1.3.2

Posted by GamePlanHockey on October 17, 2017 - 03:18 PM

New All Star feature

  • All Star managers may now edit their affiliate teams as often as they like. All customisation, including usage of logotypes, of affiliate teams is now an All Star feature. However, all previous customisations by non All Star managers will be kept until the current manager resigns.
 
Bug fixes and improvements
  • World info and countdown is now clickable to reveal more detailed info regarding upcoming events.
  • When world is simulating (flashing SIMULATING) more info regarding estimated finish is available when clicked (Note that it can take a few days before the estimated finish is displayed properly).
  • Announcements (inbox message and countdowns) of trading deadline and when transfers are once again allowed.
  • Youth draft has been moved to a later time (on same day) in order to allow last minute trading. The time of the youth draft is also announced as a countdown clock (see first bullet of this list).
  • More detailed team finances/salary cap info on team page
  • Improved and more individualistic player regression
  • Improved player injuries with higher risks of injury if exhausted. Also small general increase of goalie injures.
  • Adjustment of fatigue penalties. Increased for exhausted players. Decreased for healthy and high endurance players.
  • Adjustment of player development rates to prevent unrealistic ratings for non top prospects.
     
  • Computer teams now assign and recall players to/from affiliate teams.
  • Small update on non playable team’s (including affiliate teams) color mascot, now displaying first letter on team’s name.
  • Display of player stats on non playable teams (including affiliate teams).
  • Player development will slow down if assigned to too low affiliate level.
  • Player may be unhappy if assigned to affiliate even if on two way contract.
  • Possibility to move players directly between affiliates teams.
     
  • Fixed bug where team standings could be become unsync
  • Fixed bug where manager name was displayed as Computer on team history
  • Fixed bug where salary cap wasn't updated correctly when trading for affiliate assigned players
  • Fixed bug where goalie stats wasn't correctly updated when assigned to affiliate
  • Fixed bug where injured players still could be auto assigned to lineup in games
  • Fixed bug where players could play games for more than one team at once
  • Fixed bug where player stats could not be sorted on BKS (Blocked shots)
  • Fixed bug where a player wasn't rewarded a league achievement if released before season end 
  • Fixed small typo
  • Fixed bug where game analysis could not be loaded
  • Fixed bug where over aged players could be offered an entry level contract
  • Fixed bug where date for offered contracts always showed “today”
  • Fixed bug where cancel pending contract could crash
  • Fixed bug where trade offers containing old draft picks was not canceled.
  • Fixed bug where players was not auto recalled when signing a one way contract
  • Fixed bug where eligible affiliate levels where not auto added or removed when team was promoted or relegated.
  • Fixed bug where email was not sent to managers when put on holiday or fired
 
Notes
  • Affiliates have now been auto added to those teams who was currently missing affiliate teams at any level.



#28433 Pre release v1.3.0 - Affiliate teams

Posted by GamePlanHockey on July 13, 2017 - 05:55 AM

A pre release of the affiliate teams feature has been made on the UAT today! Check below for more info. Please report back any bugs to this topic (not the bugs section). Have fun!

 
The pre release contains the following
  • Affiliate leagues AAHL, AAHL 2 and AAHL 3 (new)
  • Create up to two affiliate teams.
  • Affiliate team levels Professional, SemiProfessional or Amateur. (Eligible levels depend on your team level)
  • Affiliate teams will be using the same tactics as your own team.
  • Assign and recall players to your affiliates. Only players with two way contracts (not having the one way contract clause) may be assigned.
  • Salary cap impact. Assigned player’s salary will only count as a tenth against your team’s salary cap when assigned.
  • New user setting on how to display assigned players on your roster.
  • Assignments and recalls generates transaction logs
 
Other improvements and bug fixes
  • The previous AMHL and AMHL 2 (American Minor Hockey Leagues) has been renamed to USMHL (United States Minor Hockey League) to not be mixed up with the AAHL leagues.
  • Simulator improvements to fix the delayed simulation problems.
 
How to get going with affiliate teams
  1. Create and view affiliate teams by using the Action menu on your team page
  2. Assign/Recall players by using the Action menu on that player’s page



#27267 v1.2.1

Posted by GamePlanHockey on May 15, 2017 - 12:49 PM

Bug fixes and improvements

 

  • Simulator performance updates
  • Database performance updates (reduced load size)
  • Pre compiled game analysis to improve load speed
  • Check for secure save actions to avoid conflicting or corrupted data. More info below.
  • Adjusted player development for prospects (decreased)
  • Adjusted player demand of one way contract clause (decreased)
  • Small adjustment of player prospect rankings
  • Adjustment of player trade value
  • Adjustment of computer trading AI
  • Calibration of the game engine
  • Fixed bug where setting draft order could crash
  • Fixed bug where trade was not correct on player achievement
  • Fixed bug where a pending entry level contract could be offered to a player even though he would be 21 years old
  • Fixed bug where contract offer from previous team wasn’t canceled when trading player rights
  • Fixed bug where multiple friendly games could be scheduled on same day
  • Fixed bug where trade value were not equal when trading between league levels.
  • Fixed bug where team page could crash on the last day of season
 
Secure save actions
 
Many of the previous simulator crashes has been due to conflicting and corrupted data. This occurs when the simulator and the user tries to access and save information at the same time. This is rare but happens from time to time, specially on the fast worlds since the simulator runs at a tighter schedule.
 
To prevent this the save action is now locked when the simulator is accessing critical data. Not all simulations will lock the save action so hopefully this won’t be an inconvenience for the user. During critical simulations the countdown clock will be replaced by a flashing “Simulating”. During this time almost all save buttons will in inactivated. All pages are still readable. The buttons will automatically be activated once the simulation finishes. Note that some non critical save actions, such as change player number, will be enabled even during these simulations.



#27381 GHL s10 power rankings.

Posted by Erzac on May 22, 2017 - 07:03 AM

To combat some Monday boredom, I went ahead and calculated some average overall stats from GHL teams. Overall doesn't of course paint the full picture of a player's capabilities, and thus is only a vague approximation of what a team can do, but it's the only easily available number for comparison.

 

Team overalls here are comprised of the average of a team's best 18 skaters (12 centers/forwards, 6 defenders) and the starting goalie. OFF/DEF come from the same players, but are simply rounded up/down to the closest full number for clarity. SG is simply the assumed starting goalie (best overall). Calculations made on day 5 of S10.

 

Here are the numbers - teams are in order starting from best OVR.

 

1.  West Chicago Protons (GM: Richard Feynman - bouncer)

OFF: 89 DEF: 91 SG: 95 OVR: 89,5

 

2.  Deadwood Vandals (GM: Kim Vandaele - koekefix)

OFF: 87 DEF: 89 SG: 96 OVR: 88,4

 

3.  Harrisonville Sabercats (GM: Hurja Herra)

OFF: 88 DEF: 89 SG: 88 OVR: 87,6

 

4.  Rome Trojans (GM: Yann Rock)

OFF: 87 DEF: 88 SG: 91 OVR: 87,5

 

5.  Cedar Rapids Minutemen (GM: Richard Armour)

OFF: 86 DEF: 88 SG: 93 OVR: 87,1

 

6.  Eldred Elite (GM: Steven Bennett)

OFF: 86 DEF: 89 SG: 93 OVR: 87,0

 

7.  Canmore Grizzlies (GM: Matt Muffett - themattinthehat)

OFF: 86 DEF: 87 SG: 91 OVR: 86,9

 

8.  Moapa Valley Gothic Knights (GM: David Chaw - FTW)

OFF: 87 DEF: 87 SG: 90 OVR: 86,9

 

9.  Richford Rebels (GM: Jusu Manager)

OFF: 86 DEF: 89 SG: 89 OVR: 86,9

 

10. St.Thomas Stray Cats (GM: Erzac Ray - Erzac)

OFF: 87 DEF: 87 SG: 90 OVR: 86,8

 

11. Portland Oilers (GM: Xavier Zhou - xZhou)

OFF: 86 DEF: 88 SG: 91 OVR: 86,6

 

12. York Wolf Pack (GM: Jiri Heikkala)

OFF: 85 DEF: 87 SG: 93 OVR: 86,2

 

13. Violet Volcano (GM: Soupy Salez)

OFF: 85 DEF: 88 SG: 92 OVR: 86,1

 

14. Thetford Mines Pegasus (GM: Anthony Grauwels - Pingu)

OFF: 85 DEF: 86 SG: 89 OVR: 85,5

 

15. Oshawa Dynasty Heroes (GM: Kris Zenatik - Euph)

OFF: 85 DEF: 85 SG: 86 OVR: 84,7

 

16. Collegeville Rhinos (BOT)

OFF: 85 DEF: 82 SG: 90 OVR: 84,4




#18461 Current road map

Posted by GamePlanHockey on January 16, 2016 - 12:43 PM

**Updated: 13th June 2017

Comment: I've just released the v1.2.2 update containing a new set of tools to help me revert transactions. The update also contains a few improvements to prevent cheating. Check the change log for more details.

 

To let you all know what's going on and what's planned for the future I'm going to share the current road map for the game in this topic. The road map is subject to change but here's what planned at the moment. Note that the road map only addresses new features, bug fixes will be done continuously.

 

v1.3 - Farm/Affiliation teams (End of summer 2017)

Affiliation teams will be part of the already existing leagues AAHL and AAHL2 (American Affiliation Hockey Leagues) and will be controlled by the computer. All teams (GHL,SHL,BHL,IHL,LIHL) will be offered to create an affiliate team at AAHL2 level. GHL and SHL teams will also be offered to create an additional affiliate at AAHL level. Even though the affiliation teams will be computer controlled they will use the same tactics as the original team. This way assigned players will train and develop their skills according to the manager's preferences.

 

All contracted players with two-way contracts can be assigned to the affiliation teams, regardless of age. Salaries of players assigned to affiliation teams will also be lowered against the salary cap allowing more players on the roster.

 

But I'm also playing around with the idea to put players out for loan to be able to let them play for another team within the same competition, i.e an SHL team loaning a player to BHL level. If this is going to be included in the first release or not I'm not sure right now. It really comes down to the amount of time I can put in.

 

I'm thinking of extend and improve the player potential value. I have some ideas I want to try out.

 

v1.3.1 - League and playoffs enhanced (Q4 2017)

I'm not happy with the current playoff experience. Much can be done here. I'm looking to add best of seven games in GHL playoffs. I also going to add more player achievements such as All star game, League awards and more.

 

v1.3.2 - Extended player happiness (Q4 2017)

There are plans on extending the player happiness to include on how well players like each other, line chemistry, role expectations and such to influence the general happiness of the player. 

 

v1.4 - Staff (??)

Yet again, I think this one will have to wait.

I've been planning to add this feature for a long long time. But other things always gets in the way. The hiring of staff will open up a new dimension to the game where coaches can give valuable details from each game, scouts to reveal opponents tactics or find players that suits the team's needs. I'm also looking to add more staff members like doctors to improve healing of injuries, agents to negotiate contracts, mental coaches to train player traits.

 

v1.5 - Live games (??)

I really would love to introduce live games, or at least viewable games. I'm a big fan of text based game engines (like in the early manager games) where you get comments of what's happening continuously throughout the game. I don't think you'll ever see this game with 3D rendered hockey players.

 

 

Questions or comments? Feel free to add to this topic.




#30926 Anders What's With All the Untouchables on CPU Teams?

Posted by GamePlanHockey on November 05, 2017 - 04:42 PM

There has actually been an update where computer teams will protect their young stars, making them untouchable for trades. This is an attempt to further improve the computer trading AI. I will evaluate this the upcoming days and make adjustments if needed.




#29766 Biscuit Map

Posted by Paul T on September 09, 2017 - 06:05 AM

I started looking into team/city locations out of curiosity.  Being a visual guy who digs graphics, I decided to pull a map together.  Below is a map of all GHL teams.    If I get more free time I may do SHL/BHL.  Enjoy.

 

Attached File  Biscuit GHL Map.png   257.35KB   3 downloads




#30105 Pre release v1.3.2

Posted by GamePlanHockey on September 26, 2017 - 02:35 PM

The past few weeks I have made a numerous releases to the UAT, since there have been mostly bug fixes and behind the scenes improvements I haven't released any info regarding its contents. But in today's release there has been a small UI change of the world info worth mentioning. So here's the complete change log so far.

 

  • World info and countdown is now clickable to reveal more detailed info regarding upcoming events
  • When world is simulating (flashing SIMULATING) more info regarding estimated finish is available when clicked
  • More detailed team finances/salary cap info
  • Player development will slow down if assigned to too low affiliate level
  • Player may be unhappy if assigned to affiliate even if on two way contract
  • Improved and more individualistic player regression
  • Fixed bug where team standings could be become unsync
  • Fixed bug where manager name was displayed as Computer on team history
  • Fixed bug where salary cap wasn't updated correctly when trading for affiliate assigned players
  • Fixed bug where goalie stats wasn't correctly updated when assigned to affiliate
  • Fixed bug where injured players still could be auto assigned to lineup in games
  • Fixed bug where players could play games for more than one team at once
  • Fixed bug where player stats could not be sorted on BKS (Blocked shots)
  • Fixed bug where a player wasn't rewarded a league achievement if released before season end 
  • Fixed small typo

Note. This is not the complete list for the upcoming v1.3.2. There's still a few more things planned. I'm aiming for a release to the official game worlds in early October.




#27872 Staff of GPHM - Need help, advice or any other support?

Posted by GamePlanHockey on June 13, 2017 - 05:05 AM

There are three different roles of the GPHM staff; Moderator, Advisor and Support team member. You're always welcome to contact any staff member at any time. Check the role descriptions below to know who is best suited to assist you.

 

Moderators

Moderators main task is to help users find information on the forum and moderate posts and topics.

 

Current moderators (hover names for more info)

jusatin

TheWizard

 

A moderator’s role include:

  • Help users find information on the forum
  • Moderate forum posts, for example:
    - Move topics that may have been created in the wrong section
    - Merge duplicate topics
    - Lock or delete offensive or inappropriate topics and posts
  • Help keep discussions healthy and constructive
  • Notify the support team with any urgent problem that have not been reported or already tended to
  • Move, lock or delete bug reports that have been stated not being an actual bug

 

Advisors

Advisors main task is to help users with game related questions and contribute to the help files.

 

Current advisors (hover names for more info)

rainsilent

Scorevat53

Steve

 

An advisor’s role include:

  • Help new users (if asked) to get going with the game basics
  • Answer any game related question asked on the forum (if not already answered)
  • Contribute to the Help files section of the forum. Specially for frequently asked questions.
  • Help sort out if a reported bug is actually a bug
  • Suggest and prioritise most wanted features for future development
  • Notify the developer if any feature or game aspect isn’t working  out as intended or is flawed (not bugged).

 

Support team

Support team members main task is to take action against cheaters and help users with urgent problems.

 

Current support team (hover names for more info)

GamePlanHockey

Glawing

 

NOTE! Please send an email to support@gameplanhockey.com to get in contact with the support team.

 

A support team members role include:

  • User account management
  • Investigate reported cheating suspicions
  • Help users with any other urgent problems



#20497 v1.0.2

Posted by GamePlanHockey on March 13, 2016 - 05:38 PM

# v1.0.2

## New features
  • Breaking change: The in game hints are currently removed. I have not been entirely happy with the result so instead I’m working on adding as much info to the help files section at this forum.
## Bug fixes and improvements
  • Async tab load on league, world and transfer page to improve page loads. Tabs other than the first tab will now load once clicked.
  • Manager setting for preferred height/weight setting is now replaced with a more general culture setting that also changes display of goalie stats (SV% 91,5% vs .930)
  • Players auto signed in the last minute now has lower league contracts which allows the to be released without any penalty.
  • Promotion contracts for players can no longer exceed the base salary when promoted or traded to a higher league level.
  • Small adjustment of game engine
  • Adjustment of endurance loss in games
  • Adjustment on performance ratings on players losing faceoffs
  • Adjustment (decrease) of fighting in games
  • Non playable teams are now listed among all teams on world page.
  • Only top 10 players are now displayed as top players on world leagues
  • Fixed bug where salary cap and/or trade balance was displayed as NAN while making a trade offer
  • Fixed bug where the trade option was visible on players in non tradable league levels
  • Fixed typo in injury news item
  • Fixed bug where league page would become inaccessible on the very last day of the season.
  • Fixed bug where lower league teams filtered out many suitable free agents
  • Fixed bug where powerplay opportunities miscalculated



#30849 (S11) National Teams

Posted by GamePlanHockey on October 31, 2017 - 04:44 PM

Great post guys! And yes, national teams is on my todo list! =) Will probably an off season tournament during Silly season and Pre season days.




#30454 Traits

Posted by GamePlanHockey on October 19, 2017 - 09:22 AM

I understand that it’s not very obvious what impact the player profile has, but that’s also by design. It’s not supposed to be too obvious - but at the same time obvious enough so that you can use your common hockey sense to figure things out. And as I can see in this topic so far, you’re already on the right track. However, I have been asked to give a comment on this matter and I’d be happy to. I won’t reveal any secrets but hopefully I can shed some light on this.

 
First, it’s important to understand that the player profile is not only used to impact the player’s game performance. It will also influence things like team culture, happiness/unhappiness triggers, retirement age, contract negotiations and demands (including choice of team).
 
When it comes to game performance the player profile will play an important role (it can be the difference between a win and a loss) but it will only act as an addition to the player’s original skill level. That means that if your player’s skill level is high enough it can compensate for his bad profile. But as mentioned above the profile will influence other parts of the game (culture, happiness, etc.) which in its own turn can lead to a bad game performance. Also, both high and low values can be of benefit in different situations. It’s a complex system, just like it should be.
 
And now to RNG. As Rainsilent pointed out I don’t believe there is any good way to exclude random numbers from any game. Depending on what meaning you put into the word random I believe there’s a random factor present even in real life. A top sniper wont score 1 million goals on a 1 million shots even with an empty net. He would probably miss at least one ;). But I promise you this, there are NO complete random numbers in this game. All actions will be based on skill, trait or other ratings to decide if an action is a success or failure.



#29726 4 Goalies Start Every Game & Multiple Teams Owned

Posted by GamePlanHockey on September 06, 2017 - 02:17 PM

With the last update goalies should now be more affected by fatigue. Before the update you could start your goalie even if exhausted without too much of a rating penalty. That's not the case any more. Exhausted goalies will perform much worse now. But it can be adjusted further, without a doubt. Especially when it comes to goalie injuries. There are almost no injuries to goalies right now and it's something I will have a closer look at for upcoming releases. Playoff performance and fatigue is another interesting subject.

Regarding multiple accounts, Rainsilent is right. The game is designed for one account per person. But not saying it's anything wrong with creating more than one. But features and limitations will be developed with that in mind. And why adding the player numbers to the all star account? I didn't like removing a feature from the free accounts but it was a feature that suited the all star template, a customization feature that didn't affect your team performance. And I needed to make the all star more attractive since the game really needs the income to stay alive. Sorry if it disappoints anyone.


#29175 GHL S11 power rankings

Posted by Erzac on August 08, 2017 - 01:23 PM

1. West Chicago Protons (Richard "bouncer" Feynman)

OFF: 89 DEF: 92 SG: 91 OVR: 90,6

 

2. Harrisonville Sabercats (Hurja "Hurjaherra" Herra)

OFF: 88 DEF: 90 SG: 93 OVR: 89,2

 

3. Deadwood Vandals (Kim "koekefix" Vandaele)

OFF: 88 DEF: 89 SG: 96 OVR: 89,1

 

4. Cedar Rapids Minutemen (Richard "rainsilent" Armour)

OFF: 87 DEF: 89 SG: 94 OVR: 88,6

 

5. Canmore Grizzlies (Matt "themattinthehat" Muffett)

OFF: 87 DEF: 89 SG: 92 OVR: 88,3

 

6. Thetford Mines Pegasus (Anthony "Pingu" Grauwels)

OFF: 87 DEF: 88 SG: 95 OVR: 88,1

 

7. Portland Oilers (Xavier "xZhou" Zhou)

OFF: 87 DEF: 89 SG: 91 OVR: 88,0

 

8. Richford Rebels (Jusu Manager)

OFF: 86 DEF: 90 SG: 90 OVR: 88,0

 

9. Eldred Elite (Steven "sbb11578" Bennett)

OFF: 86 DEF: 89 SG: 93 OVR: 87,9

 

10. Rome Trojans (Yann Rock)

OFF: 87 DEF: 89 SG: 88 OVR: 87,8

 

11. Pascoag White Ice (Nicolas Senet)

OFF: 87 DEF: 88 SG: 91 OVR: 87,5

 

12. Oshawa Dynasty Heroes (Kris "Euph" Zenatik)

OFF: 87 DEF: 88 SG: 87 OVR: 87,1

 

13. Violet Volcano (Soupy Salez)

OFF: 85 DEF: 88 SG: 94 OVR: 87,1

 

14. York Wolf Pack (Jiri "jiihee" Heikkala)

OFF: 85 DEF: 88 SG: 91 OVR: 86,8

 

15. Buckingham Breakouts (Jussi "jusatin" Ahonen)

OFF: 86 DEF: 86 SG: 93 OVR: 86,5

 

16. Pinehurst Miners (Phoenix "phoenixtf" TF)

OFF: 85 DEF: 86 SG: 91 OVR: 85,9

 

 

Calculated on day 5 of S11, using:

 

Team OVR = (OFF + (DEF x 2) + (SG x 2))/26

 

where

OFF = Combined overall of 12 best centers/forwards

DEF = Combined overall of 6 best defenders

SG = Overall of starting goalie (best overall goalie in team)




#28769 Buried INJ #

Posted by Fangowolf on July 27, 2017 - 08:27 AM

We all know a red oval on the roster is an injured player, instead of putting INJ in the field, why not put the expected length of injury there.  Currently we have to go to the plyer page and then the form tab.

 

A delete all messages in team and manager would be helpful as well.




#27871 v1.2.2

Posted by GamePlanHockey on June 13, 2017 - 04:56 AM

Bug fixes and improvements

 

Note. The v1.2.2 is an update to help prevent cheating and abuse

 

  • Support team - New set of tools, including full support for reverting transactions
  • Display of manager No. on team and manager page and on transaction hover.
  • Account cooldown after resign

 

More info regarding this update and cheating can be found at the blog:

http://www.gameplanh...-and-what-to-do




#25940 v1.2.0

Posted by GamePlanHockey on February 20, 2017 - 01:23 AM

New features

  • Game analysis
    The game analysis contains detailed report on each player and team overview. Player performance rating is extended into four categories; Offense, Defence, Physical, Role. Read your assistant's most positive and negative remarks on each player. You'll find the game analysis in the assistant's report available after each game. (Game page -> Action menu -> Assistant's report). The game analysis will only be available for your last three games.
     
  • New game stats
    - Player stats for blocked shots
    - Game stats of puck possession.
    - Game stats of zone coverage.

 

Bug fixes and improvements

  • Adjustments to player development speed.
    - Increased development for high potential young players.
    - Decreased development for older players.
  • Adjustments of player retirement factors.
  • Increased effect of hard training. More development. More endurance loss.
  • Decreased the number of fightings in each game
  • Small face lift of 'Play-by-Play' in Game view
  • Possibility to offer next season contracts even after transfer deadline (during playoffs)
  • Small adjustment of effect of fighting.
  • Fixed bug on player development graphs. (Won't fix historical data).
  • Fixed bug where computer team and player offered and accepted contract offers almost simultaneously
  • Minor improvements of simulation speed.
  • Minor bug fixes of event handling
  • Database version upgrade

Note. The update was moved from status minor update to major update. It's been renamed from v1.1.9 to v1.2.0 since it contains both new features and a database upgrade.




#25108 v1.1.8

Posted by GamePlanHockey on November 23, 2016 - 03:31 PM

New features

  • Pending contracts
    A complete rework of player contracts extensions. An extension will no longer replace the current contract. Instead it will take effect after the player's current contract ends. This also means that you now have the possibility to manage both this and the next season's salary caps. Once it's clear that your team has promoted or relegated you'll have access to the new leagues salary cap for the upcoming season. You may now approach players in non playable leagues once the regular season ends, if the player accepts he will join your team next season. Players that you already own the rights to will be able to accept a contract offer during the complete season. But this feature also comes with a limitation where contract extensions will now only be allowed on the last year of the player's current contract. Also note that pending contracts will be accounted for when releasing a player. Pending contracts will also be included in trade offers just like a normal contract.
     
  • General happiness
    The contract happiness has been removed and is replaced by General happiness. This will be extended further in future releases with more happiness factors, such as likes and dislikes within the team. But for now it will handle the contract happiness situation and will give more accurate detail regarding if the player wants to move to a bigger club or just is unhappy with his salary.
     
  • Trade lock for newly signed free agents
    There is also a new feature introduced where newly signed free agents will be on a trade lock for 20 days before being able to include them in a trade offer.

 

Bug fixes and improvements

  • Improved computer teams trading AI
    - Computer teams will be less likely to agree on trades involving a large number of players and picks. 
    - Computer teams will be less likely to agree on trades if already been involved in a large number of trades the current season. 
    - Computer teams will value incoming draft picks less
  • Improved transactions loading speed on transfer page. Also includes extended filter for non playable leagues.
  • Extended logging for future simulator crashes
  • Fixed bug where trade offer could cause a simulator crash
  • Fixed bug where junior teams could sign over aged players
  • Fixed bug where teams weren't reserved to users on sign up
  • Fixed bug where teams in non playable leagues missed to play games

 

 




#25036 Tactics

Posted by rainsilent on November 16, 2016 - 09:26 AM

You'll have to search the boards. There is plenty of help but we are all you opppostion. Tips aren't free. Good luck.

 

Tips aren't depending upon who you ask. Since the answer sought can't be found via searching the boards it should be answered.

 

The Answer: None. Directly anyways. The defensive scheme to counter a team that crashes the net is to have all of the players in the defensive zone collapse back to the net. We don't have such an in game tactic directly. Outnumbering your opponents in front of your own net will go a long way in limiting what your opposing team can do via crashing the net. Look at what the Penguins did to the Sharks in the SCF last season. The Penguins didn't win because of speed. Well ok they did but not speed in the sense that they were strictly a faster team. The Sharks for the most part were actually just as fast skating speed wise as the Penguins. The Penguins were faster in the sense of reacting to plays faster. The Penguins kept forcing the Sharks to react to what the Pens were doing and as a result the Sharks were always playing catch up the entire series. The biggest point of this is the Sharks offense and how the Pens completely neutralized it during the series. The Sharks offense was (and still is) focused heavily around crashing the net and getting to the front of the net. The Penguins countered by collapsing to the front of their own net first, putting pressure on the puck via numbers when the puck was down low and then attacking the puck when it was eventually passed to the point using their speed to quickly get to the puck carrier at the point. Look at how many times the Sharks point shots got blocked during the series. The Sharks never adjusted for the fact that the Penguins were using their speed to block their point shots that they relied so much on for their offense. So many key plays during the series happened when the Penguins used their speed to close on the puck at the point to force bad shots that they could easily block or causing turnovers that they could then go the other way with.

 

In terms of in this game there are only 2 things you can really do to counter a crash the net offense. First, and the best, thing to do is to get physical defensemen that are also highly skilled in the defensive skill. Second, and relatively minor, is to set your defensive pairings to stay at home. There is nothing in the defensive tactics that really would go into helping with anything in the defensive end as all of the options there are actually just forecheck options that have relatively minor, if any, impact to the defensive zone play of your team. If you really want to name a defensive tactic that may be better conservative trap may help but I seriously doubt it will make a significant difference if any.




#21438 Shootout Lineup

Posted by EXXEO on May 24, 2016 - 03:06 PM

Would it be possible to add a shootout lineup option into the mix?