Just a quick update...this goalie has played 18 straight games and is just in the tired blue category! Zero impacts on performance or fatigue. This goalie also has a 99 endurance rating (along with 98+ in other ratings). I really can't wait for the reset, ridiculous nonsense like this will hopefully be FAR LESS common. It's quite sad a player would willling exploit a cheap loophole like this for his own gain, and just goes to show what types of people free management sim games sometimes attract...I wish that wasn't the case, but there's always a jerk that ruins the fun for everyone else.
I've asked this several times from many including admin. It's probably my biggest peeve with this game. I haven't noticed ANY negative impact on players or goalies based on the fatigue ratings. I've been shutout numerous times by goalies who have been tired or even exhausted. Just doesn't make any sense to me, and worse, no viable explanation.
I totally agree. Once a goalie hits "tired" there should be noticeable effects in performance on a consistent basis.
I used to worry about goalies-is 2-3 games enough? is 4 too many? We're in Iron, and i have a 74 OVR who gets paid $150,000 and a 71 at $8,000, but the 71 is better in reflexes and athleticism. So I just started alternating them, religiously. The 74 has been leading the league in GAA and Save Pct, and the 71 is usually #3. So there's that, the exact opposite of 10 games at a time...
Depends on goalie stamina ratings. My rule is 4 games maximum, 5 in emergency or playoff situations. Anything else is unrealistic and pretty rare.
Here's mine. There was a red engine logo but I can't seem to find it in the UAT beta...hopefully it will be available in the new release, since it's already in the current version. Other than that, I think I like it.
Some other variations, not sure which one looks better.
Ok, here's another update on what we're currently working on.
As mentioned earlier I have planned to introduce more diverse player ratings. A typical GHL player in the current game worlds has almost all ratings 90+. This makes almost all players very much alike and leaves very little room for the manager to be creative.
So in the upcoming release the hidden player potential value will no longer be a single value but actually six different potentials that each influences different rating values! The potentials are still hidden but are divided into the following categories; Agility, Strength, Vision, Precision, Stamina and Courage. All ratings are then based on one or more of these potentials and will develop in different speeds.
Hopefully this will bring more realism to the game and reward those manager who can make the most of their roster.
Good work! Hopefully this leads to a lot more variety in ratings and limit players with 90+ ratings to a very small minority, as it should be.
Just a small suggestion, but maybe try to tweak the values so multiple 90+ ratings will be less common? A player could really good in skating and shooting for example, but have defensive liabilities and what not. A good example in real life could be Tarasenko perhaps.
Not sure what everyone else has experienced in their game world, but I have noticed one or two teams in Lumber's GHL using some "cheese" with their goaltender. One team in particular has played their goaltender for like 10 straight games, persumably on easy training, with very little changes in fatigue or performance. Granted, this goaltender has godmode stats because of ratings inflation, but still, this sort of stuff needs to be fixed in the update. Easy training or not, it's not very realistic to have a goaltender play 10 straight games without any impact on performance or fatigue. To the player that hustled and took cheese to a whole new level, I salute you!