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**Updated: 20th April 2019

 

Thought I’d share a couple of lines on what we’re currently working on for the next release other than various bug fixes.

 

Our top priorities for the next release is to ensure that new users will get the grip of the game as fast as possible. Therefore we will reintroduce the guided steps on each page plus integrate the help files into the game in a better way. We will also extend and complete the content of the current help files.

 

Afterwards we will most likely look into adding support for PayPal, improving instant messaging, extend player training options and adding league awards. Please note that this is our current priority and may be changed over time.

 

And remember that we’re always considering your suggestions and feedback.

 

Thanks!

 

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


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Hopefully the youth draft will help balance the teams especially in game world duster. Its kind of rediculous how bad some teams are. Its a full team of 80 overalls vs an almost team of 91+ when I play. The all star game would basiclly be gators vs angels at this point, so the draft would help make every team have at least one good player.

 

Playoffs is kind of boring when its best of 3, so its great your fixing that as well. Usually you sleep one day and wake up and see you won the series, and that isnt very intense at all. Would be great if that in fast game worlds, GHL finals would be 24 hrs/game instead of 6 hrs/game


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The European leagues are really cool as ive already experienced them already. It makes FA more challenging because they sign players from the original FA and you have to search their teams to find good players.

 

Question: When Farm teams are added does that mean that a GM we dont know would be controlling those teams if its not a computer? And If so does the GHL teams have most control or how will that work? Because if the SHL team wins the league and advances does that mean your farm team change? Plus one worry would be that if i sent down a prospect to the SHL or BHL and it was controlled by a computer team. Id be scared they would yry trading or releasing that player. Otherwise I love the plans made for this game


 

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Great questions. Here's some quick answers.

 

1) Yes, a human manager may be in control of the farm team

2) As you're saying, the farm team may advance so the farm teams has to renewed each season.

3) Farm teams doesn't have control of your players in regard of trading or releasing. Only in lineup assignments.


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How are the farm teams going to work, will they be assigned as random or do the players have few days during the silly season to find a suitable farm team? I mean, if you play puck control hockey and want your young player to be trained in certain offense and PP or PK tactics, but your farm team doesn't play them, then there's not much reason to send the players down?


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Great input jusatin. I've actually played around with idea to have managers send farm team invitations to others and if no farm team is assigned before season start one will automatically be assigned. But even if the farm team doesn't play your exact tactic it's far better to have you players playing games than to be a healthy scratch on your own team. But of course, it would be great to have the farm team play the same tactic as your own.


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What about having "non-playable" teams attached to each team serving as farm teams? Same concept in that they won't be able to trade/cut players(maybe we can control our farm teams lineups or make that automatic based on what type of tactics we choose or something...). That way, we won't have to attach our teams with random other people's teams....

 

I guess with that though, you'd have to have a sort of fully non-playable computer-controlled "farm league" attached to each league....

 

That will also eliminate the new farm teams every season...that'd be hectic with having to make sure that all of our players come back to us and then we would have to send them down to our new farm teams......couple that with the promotion/demotion of teams and you could have a large mess if some error occurs.

 

Not sure if other people agree with me or can convince me otherwise :D


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Hello Anders.  Thanks for everything you do for this game. Just a few ideas:

   I can see a few problems with having a potential competitor, managing his future competitors farm team. Mainly that once he is promoted to the GHL, he will lose some significant players, and the better he treats those farm players, the more difficult his future path will be.

  What about having a parallel farm system, with AA and AAA farm teams that only the GHL managers control, and is not playable to non-GHL managers. Basically: each team has a tier 1, and a tier 2 team permanently attached to it.

EX: all BHL teams' farm teams play against each other. When a BHL team graduates to SHL, it's farm teams will now play against all the other SHL farm teams. 

Difficult because this might require doubling, or tripling the quantity of -80 level players in each game world. Trade limitations would have to be expanded to two or three levels up and/or down.  Some GHL managers might get irritated by receiving offers from BHL managers whom are trying to pick the bones of their farm-system.

Much to ponder...


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I understand your points regarding separate farm leagues. I thought of this as well. But the main reason why I don't think it's a good idea is that I don't find the full realism of those kind of leagues. What I mean is, a farm team to a GHL team would most likely contain players with an overall around 75. Since the farm team most likely wont get enough players from the parent team to create a full line up the farm team must sign players of their own. So the question is; why would a player of overall 75 sign with a farm team in a non competitive league when he could sign for a SHL team in a professional league. The realism of every aspect is very important to me and is one of four core values of this game.

 

But I certainly get the point of having full control of your players. Nothing is entirely decided yet and I will of course take your input in to consideration.

 

Really appreciate all your feedback in this topic!


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That point is valid as well....maybe create a pool of players that can only sign with these non-playable farm teams? But then, I guess they would still be able to find their way into our leagues if we call them up(I've still not fully understood which players we can call up....only the ones with two-way contracts? Aren't all farm team players with two-way contracts though...?)? It would eradicate the problem of players not wanting to sign with farm teams though....

 

Obviously, I don't know enough about coding and stuff to know how much memory, time, and effort this would require....I'm just throwing ideas out there :)


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What Anders is going after regarding farm teams is something akin to loans in Soccer or more appropriately Futball in combination with what you see with the NHL-AHL-ECHL.

 

Say a team from the Barclays Premier league has a promising young player however don't have the ability to give them regular playing time. They would offer the player on loan and a team would approach with a loan offer. If accepted the player would play for that team for the year. The caveat here I would think is that you could call the player up if you needed or wanted to.

 

Why I put it this way is because obviously the human farm teams would change every year due to promotions and demotions. Thus while having the NHL-AHL-ECHL system in terms of having a minor system the teams will likely change on a regular basis. There is a potentially great plus side to this as well. It gets managers in contact with each other creating a pseudo mentoring system. Bolstering the community in a way like this could be a great thing.

 

However there are also 2 great potential flaws. 1. We could potentially be dealing with an extremely high number of players being introduced and thus have a player saturation issue. 2. It could create a domino effect of GHL sends prospects down to x league farm team, x league farm team sends down players to y league farm team, y league farm team sends down players to... This has 2 issues going on. Teams are essentially not playing their own players and it really messes with league balance saturating the lower leagues with higher league players.

 

Thus I would really think it critical to potentially limit the number of players you could send down to farm teams along with restricting the skill of the player.

 

However an idea regarding the draft. Have one draft for all of the leagues. How would this work to where you can ensure talent gets to the lower leagues? Grade the prospects A, B and C for each league is one potential way. Why A, B and C? Anders suggested a 3 round draft. You can only draft from the A grade prospects in the 1st round, the B in the first or second and the C in all three. A grade would or could be different in each league though so it would be a bit complicated. This system would also go a way into preventing player over saturation.

 

Edit: as for calling up I would think anybody you send down you can call up and that you could only send down two way players.

Edited by rainsilent

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An elaboration on my ABC draft idea. This is just me basically running with the ABC idea through what it could look like.

 

What makes a player A, B or C grade? Potential+ambition. Both potential and ambition have 5 levels with the lowest level giving 1 "point" and the highest 5. Say A level players have a combination of 9 points or better. B has 5-8 points and C has 4 or fewer.

 

There are 16 teams in each league. So for the lowest league to be able to get such players there have to be at least 80 players in each group. However the players overalls have to be high enough to be an impact in the GHL but not too has as not to want to play in the LIHL. A simple solution could be have player overall in each category spread across the ranges of say 80-50 with GHL teams not being able to pick players with overall below say 65, SHL 60 and BHL 55 if necessary. There is an issue with just 80 players in each pool however. It leaves the last few teams with very little choice if any. They have to have a choice however we have to avoid player over saturation. Thus have maybe 100 total players in each pool with the leftover players going to FA and to avoid player over saturation have players retire after being in FA for 2 straight off-seasons.

 

The only issues with the proposal above regarding the players themselves is that first the 3rd round players are essentially throwaways. That isn't good. However the isn't good goes beyond that. Second if the A group is 9 or better it means that the players are either 9 or 10 totals. That is pretty much a guarantee that every year we are getting 100 players that will be elite at some point. That creates an over saturation of skill which isn't good either. Thus my recommendation is have A be 6 or better, B be 4-7 and C be 5 and lower. The little overlap between each gives the opportunity for "busts" and "gems." On top of it have 20 or fewer players be within the top 2 points of at least A class to make those Crosby like players a bit harder to find. This means of the 100 A class players only 20 at most will have totals of 10 or 9 while all of the rest will be 6-8.


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Part 2 of elaboration to avoid 1 long post for those that like shorter posts.

 

As for the players when they get drafted they immediately go to the roster of the team that drafted them. The contract length and pay is a big deal here. 1 year will be too short and 3 million is way too much for a rookie contract in the GHL. Thus 2 or 3 year deals at 1% of the league cap would be around ideal I think. However a team has to also be given the option to cut the player for free if they just either don't have the room or don't see a fit with the player. At least until we are about a week into the season.

 

The draft order should be straight forward. Leagues draft GHL down in reverse order of final results from the season. Only in the GHL could this potentially not be in the reverse 16-1 order. The last 8 teams in the GHL draft should be determined by playoff finish order in my opinion but for simplicity sake can be done in reverse standings order. Also I would advise that draft picks not be trade able at least with AI teams if they are even available at all.

 

Please note that these are just ideas that I threw together with my opinion on what would be better within this idea. My opinion does not mean it is the best way to go or do it. I did only throw this idea together in about 2 hours after all give or take too. There will be things I overlooked and things I may not have thought through fully creating problems. That is fine as I just wanted to give one possible idea on what the draft could be like. Make your own suggestions or changes to this one. The more different ideas the better in my mind.


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There are some truly great ideas here. It's not easy to get this perfect (if even possible). I think the European leagues will help prevent the over saturation issue and if possible I would really love to have only one draft. But I agree that the drafting round order is difficult to get right. I have some ideas I'll post later. Thanks!


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I play this everyday, but I also don't need or want a game that requires much more time or attention than it already has.  15-30 mins top in any one day.  If we are required to manage several teams daily, etc, then this moves beyond the casual gamer category.  We just had three teams switch users in the past week in my league, which shows that almost 20% of our league found it too much work or effort to commit to.  Although we can't make 100% of the people happy, we don't want people to be drawn to this awesome product Anders has created to only bail after 2-3 weeks b/c it requires too much effort and b/c people that have 2-3 hours a day to devote to this will always be consistently better.  

 

I like the farm system idea.  Put my forever scratched players somewhere and hope they improve, but it'd be nice if I didn't have to get involved beyond sending them down or calling them up.  Let the computer manage that team.  If each team had one farm league team (and I like the max contracts idea!) or even if several teams shared a computer managed Farm Team League, you'd accomplish the goals without adding much time factor in day-to-day management.  

 

I like the draft idea, but how would that work since we are all in different time zones, many don't seem to log on everyday, etc.?  How would you automate it so it doesn't go on for many, many days waiting for one team to make their picks?  I actually like scouring the FA lists for new youngsters during the first few days of each season just fine.  It's serves a similar function as drafting and the season isn't held up on non-involved owners.  


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I like the draft idea, but how would that work since we are all in different time zones, many don't seem to log on everyday, etc.?  How would you automate it so it doesn't go on for many, many days waiting for one team to make their picks?  I actually like scouring the FA lists for new youngsters during the first few days of each season just fine.  It's serves a similar function as drafting and the season isn't held up on non-involved owners.  

 

There was a good hockey manager game that went under due to lack of interest from the people running it and it had an independent draft for every league in the game. When I say every league there was one game world with a lot of countries (30+ including US, Canada, Russia et cetera with a world cup that was played every season too) with their own league in it. Each league was structured like here except if there was enough population in one countries league after tier 1 there were 2 tier 2 leagues 4 tier 3 8 tier 4... The US league had 5 tiers for example. That alone is 31 drafts to sim through. That is a lot of leagues to run drafts for and the lot in the entire game.

 

However to the important bit about how the draft would work. Have the draft sim like it would the games. It would be the only way. How do we pick players? By giving us a draft board and ordering the players on there. Obviously there is the plan for scouting however that will come later by the looks of the plans. So on this draft board you can look at the players (How much is shown should be debated. See everything with everything precise when scouted or just certain things like best skills and personal traits and a general range of what they are that would get smaller the more the player is scouted.) and order them based upon what you want. The game will draft players via the draft board order for each team and when it gets to your time to pick the game will give you the highest player on your draft board remaining.

 

As for the mention you made of the farm system there are positives and negatives to having a "detached" farm system vs an "attached" one. Detached being what you suggested where the farm teams are independent CPU teams and attached where they are the teams in a lower league than you. Attached is potentially a lot of hassle and annoyance on both sides. You are the farm team of some other guy who sends a player down to play on your team when you already have a group of players that you want to play. Alternately you have a player you want to play that won't be able to make your lineup you have to find a suitable farm team which invests time.

 

This game already is pretty much ideal in time investment though. Granted we do not know why the players left however requiring more time to invest will only cause less to play. (FTR: We just had the year 1 GHL cup winners leave the game in Biscut due to absence from team.) It is safe to say that is not a good thing especially considering the population for a game like this (online PC hockey management game) is only in the thousands world wide at its highest. At least I have never seen a game like this have a population higher than the thousands. Some people just want the basic GM/coach experience without the added ownership hassle. Others love micromanaging every detail and thus want the whole ownership experience. What we currently have is the basic model and oh is it great and well done Anders. However we are talking about potentially adding some owner type stuff in down the road that requires more time investment. If we do add that stuff (and I say why not so long as...) we need to be careful not to force it to have to be done by everyone. This is where Anders may have done a brilliant thing either by design or by accident as the solution is right in front of us for that if things become too difficult to create a for everybody world. Create multiple worlds where one is GM/coach and the other is owner.


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Totally agree with you all. The continuos goal is to keep this game easy to play but at the same time generate a rich and realistic experience. That's why farm teams most likely won't be controlled by the manager. It would be to time consuming. Farm teams will probably be auto assigned each season but I like the idea to have the farm teams within the league structure since it would be most realistic. But the idea of restrictions regarding number of players sent down may be a good idea actually.

 

Regarding draft so is @rainsilent spot on. The idea is to have managers create a wish list of prospects before the draft is held. Then the draft is simulated at a specific time using those wish lists to draft players automatically. It would to much of a hassle to have a live draft. Maybe sometime down the road but not right now.

 

I'm also looking to create options for letting the assistant manager (computer) handle more duties in the team such as lineup creation, contract negotiations and so on. That way the human manager can decide how much time he or she would like to spend in the game.

 

Loving the feedback guys!


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