Paul T

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  1. Like
    Paul T got a reaction from Peekaboo in Advanced stats help   
    I don't have a strong opinion on it, but here's why I wouldn't necessarily agree with this.
    1) High Corsi doesn't necessarily mean that team is dominating games.  It could be as simple as, the team goes down early and plays Offensive when trailing.  This could lead to more shot attempts, but not necessarily quality chances.  Or the team could play Defensive and just not allow many shots, but not get many quality scoring chances.  Either way, in this specific case, the Red Dragons are facing relegation so the high Corsi isn't helping.
    2) The game has an element of randomness to it, much like the sport itself.  That's a good thing.  Sometimes certain outcomes just don't make sense, other than the element of randomness.  Overall, the game is directionally accurate and the "better" teams tend to place higher in the standings/have better stats.
    3) If we had the tools to determine exactly why stuff like this happened, then every manager would use the same tactics, build the same roster, play the same focus.  That would get pretty boring.  I like the fact that every manager is given a clean slate and able to customize their team to their liking without there being a "right" or "wrong" way to do it.
    4) Personally, I think statistical outliers add fun to the game.  It's fun when an inferior team is high in the standings - or a completely stacked team isn't as good as everyone thought.  Although I would admit that this isn't necessarily fair... but sometimes sports aren't fair (or life for that matter).
    5) If you take a close look at this specific team, they have a very unique set up.  An Offensive Defenseman playing 1st line wing.  A Two Way D playing 4th line wing.  That would definitely screw with the simulation.  But I think we all agree the game needs more micromanagement, so I see that as a good thing.  Figure out unique ways to set your lineup.
    If you compare their defense to mine, they are actually better.
    Red Dragons - 90 89 88 88 88 85 (528)
    Stealheads - 92 88 88 87 86 81 (522)
  2. Like
    Paul T got a reaction from AlexanderRasputin in Player personalitites   
    I've wondered this, too.  I'm not sure if anyone outside of the developers know the answer to this.  I've built some lines in the past around traits, but there's nothing in the help files that indicates it makes a difference in terms of linemates.
  3. Like
    Paul T got a reaction from Peekaboo in Greatest Single Game Performances   
    I'm starting this thread so managers can post about game performances that should be acknowledged.  Whether it be a high performance rating you've never seen before, a hat trick, a multi-point game, a high-save shutout, whatever.  Not every manager sorts through every box score for their league every day.  Consider this the NHL Network for game world Cage where the analysts discuss the top plays and performances.
    Anyways, I'll start.  There was a specific performance today that sparked this and the player is not even on my team.
    ---------
    Season 3 - Day 51 - Enigma Rage vs. Eldred Elite.
    Rage center, Brendan Rowlett, notched a Gordie Howe Hat Trick... and then some.  He registered 3 goals, 2 assists, a fight (which he WON), was also a +5 with a hit and a blocked shot.  And he did it with only 15 min TOI.
    ---------
    I'm not sure if this will be topped any time soon, but the purpose of this thread is not a competition.  Just post what you feel deserves to be recognized.
  4. Like
    Paul T got a reaction from Tyrod Gibson in Greatest Single Game Performances   
    I'm starting this thread so managers can post about game performances that should be acknowledged.  Whether it be a high performance rating you've never seen before, a hat trick, a multi-point game, a high-save shutout, whatever.  Not every manager sorts through every box score for their league every day.  Consider this the NHL Network for game world Cage where the analysts discuss the top plays and performances.
    Anyways, I'll start.  There was a specific performance today that sparked this and the player is not even on my team.
    ---------
    Season 3 - Day 51 - Enigma Rage vs. Eldred Elite.
    Rage center, Brendan Rowlett, notched a Gordie Howe Hat Trick... and then some.  He registered 3 goals, 2 assists, a fight (which he WON), was also a +5 with a hit and a blocked shot.  And he did it with only 15 min TOI.
    ---------
    I'm not sure if this will be topped any time soon, but the purpose of this thread is not a competition.  Just post what you feel deserves to be recognized.
  5. Like
    Paul T got a reaction from Antti Hänninen in Greatest Single Game Performances   
    I'm starting this thread so managers can post about game performances that should be acknowledged.  Whether it be a high performance rating you've never seen before, a hat trick, a multi-point game, a high-save shutout, whatever.  Not every manager sorts through every box score for their league every day.  Consider this the NHL Network for game world Cage where the analysts discuss the top plays and performances.
    Anyways, I'll start.  There was a specific performance today that sparked this and the player is not even on my team.
    ---------
    Season 3 - Day 51 - Enigma Rage vs. Eldred Elite.
    Rage center, Brendan Rowlett, notched a Gordie Howe Hat Trick... and then some.  He registered 3 goals, 2 assists, a fight (which he WON), was also a +5 with a hit and a blocked shot.  And he did it with only 15 min TOI.
    ---------
    I'm not sure if this will be topped any time soon, but the purpose of this thread is not a competition.  Just post what you feel deserves to be recognized.
  6. Hahaha
    Paul T reacted to Steve in Greatest Single Game Performances   
    Truly epic.  In fact, my team was so impressed they kept stopping and watching him skate right on past!
  7. Like
    Paul T got a reaction from AlexanderRasputin in Greatest Single Game Performances   
    I'm starting this thread so managers can post about game performances that should be acknowledged.  Whether it be a high performance rating you've never seen before, a hat trick, a multi-point game, a high-save shutout, whatever.  Not every manager sorts through every box score for their league every day.  Consider this the NHL Network for game world Cage where the analysts discuss the top plays and performances.
    Anyways, I'll start.  There was a specific performance today that sparked this and the player is not even on my team.
    ---------
    Season 3 - Day 51 - Enigma Rage vs. Eldred Elite.
    Rage center, Brendan Rowlett, notched a Gordie Howe Hat Trick... and then some.  He registered 3 goals, 2 assists, a fight (which he WON), was also a +5 with a hit and a blocked shot.  And he did it with only 15 min TOI.
    ---------
    I'm not sure if this will be topped any time soon, but the purpose of this thread is not a competition.  Just post what you feel deserves to be recognized.
  8. Thanks
    Paul T got a reaction from Wendel Clark in Greatest Single Game Performances   
    I'm starting this thread so managers can post about game performances that should be acknowledged.  Whether it be a high performance rating you've never seen before, a hat trick, a multi-point game, a high-save shutout, whatever.  Not every manager sorts through every box score for their league every day.  Consider this the NHL Network for game world Cage where the analysts discuss the top plays and performances.
    Anyways, I'll start.  There was a specific performance today that sparked this and the player is not even on my team.
    ---------
    Season 3 - Day 51 - Enigma Rage vs. Eldred Elite.
    Rage center, Brendan Rowlett, notched a Gordie Howe Hat Trick... and then some.  He registered 3 goals, 2 assists, a fight (which he WON), was also a +5 with a hit and a blocked shot.  And he did it with only 15 min TOI.
    ---------
    I'm not sure if this will be topped any time soon, but the purpose of this thread is not a competition.  Just post what you feel deserves to be recognized.
  9. Like
    Paul T reacted to yusu1311 in NFL Football   
    If i could choose to be 41, with 3 nfl mvps ,4 superbowl mvps, 5 superbowls and a hot supermodel wife who has 400 million in her own bank. but  have to have people I never meet diss me. Id take it . In a second
  10. Like
    Paul T got a reaction from AlexanderRasputin in Player profiles [DONE]   
    Only question here is regarding Big Games.  What is considered a "big moment"? 
     
    Playoff games?... games toward end of season?... games against top teams?... 3rd period?... figure it out for myself?...
  11. Like
    Paul T reacted to Steve in Cage trash talk   
    Is this the correct forum where I come to trash talk my own team?!?!  haha.  I honestly have no idea what to do differently than last year when we finished 8/9.  Who wants to do a full team trade?!?! 
  12. Like
    Paul T got a reaction from Steve in Cage trash talk   
    West Chicago vs. Deadwood game today brought back some memories of those two teams battling it out in Biscuit.
  13. Like
    Paul T got a reaction from Tyrod Gibson in Cage trash talk   
    West Chicago vs. Deadwood game today brought back some memories of those two teams battling it out in Biscuit.
  14. Like
    Paul T got a reaction from koekefix in Cage trash talk   
    West Chicago vs. Deadwood game today brought back some memories of those two teams battling it out in Biscuit.
  15. Like
    Paul T got a reaction from Steve in Cage trash talk   
    Not really.  I'm good with Season 3.  I'll make a real push in season 4. 
  16. Like
    Paul T got a reaction from Steve in Advanced stats help   
    There’s some good descriptions in the new helps files. There’s one that lists out all the stats.
     
    I think they are a great addition to the game, but not sure how much I’ll use them in making decisions. Sample size is way too small so far as they only factor in the last 5 games or so.
  17. Like
    Paul T got a reaction from AlexanderRasputin in Player ratings/skills [DONE]   
    There's a few pieces of info up there that change the way I look at players a bit.  Thanks for this.
  18. Like
    Paul T reacted to GamePlanHockey in Player ratings/skills [DONE]   
    Updated October 28, 2019
     
    ## Player ratings
    The player ratings (or skills) are a measure of how good the player is in the different aspects of the game. The ratings display the player's strengths and weaknesses. The importance of each of the player's ratings vary depending on game situation and chosen tactics. There are 9 different ratings for players and 7 ratings for goalies. Ratings ranks from 40 to 99.
     
    ### Overall
    The overall ratings is a summary of the player's ratings. This summary is never used in any game situation, it's only used as a comparable value. Note that the overall summary is weighted differently depending on the player's position and is not the average of all the player's ratings. 
     
    ### Skating
    The skating rating is a combined value of speed, acceleration and balance. The skating rating of importance in tactics requiring speed both offensively and defensively. It's also important in different game situations like delivering and dodging body checks. 
     
    ### Passing
    The passing rating is a measure of how accurate the player can pass the puck. It's also a measure of the player's split vision and offensive smartness. Passing is very important offensively when creating scoring chances almost in every tactic.
     
    ### Puck handling
    The player's puck handling is used when the player dekes and tries to get pass the opponent. It's also used when deflecting shots trying to score goals. Even if mostly used offensively it can be useful defensively when trying to intercept passes and loose pucks. 
     
    ### Shooting
    Shooting is a value of both power and accuracy. An out most important rating when trying to score goals in almost every tactic. 
     
    ### Defence
    The defence rating tells how good the player is defensively, how well he reads and predicts the game. It is also used to tell how good the player is at positioning, intercept passes, poke checking and avoid being hit. It's also used offensively to make safe passes to prevent giveaways. 
     
    ### Physical
    This is a measure of the player's physical strength and how well he makes use of it. The physical rating is used both offensively and defensively depending on chosen tactics. But regardless it's important in game situations like delivering body checks, receiving body checks, battles along the boards, fightings and resisting injuries. Players of great height and weight will impact the physical value even more.
     
    ### Spirit
    The spirit rating is short for fighting spirit and is a measure of the player's courage, grit and with what intensity the player plays the game. The spirit value has a very diverse area of use in the game. Depending on the chosen tactic it may be used both offensively and defensively during the game. It's also used in various game situations like body checking, battling for loose pucks and fightings. It's also a vital part of the mental game and influences leadership, how well the player keeps cool when agitated and how well he can handle pressure and setbacks. It's also influences how much effort the player puts into training sessions.
     
    ### Endurance
    The endurance rating is a measure of how much effort the player can handle during the game before being fatigued. The endurance rating will also influence how fast the player will recover and how well he can resist injuries. It will also influence the effect of training intensity.
     
    ### Face-offs
    The face-offs rating is simply a measure of how good the player is at taking face-offs. Mostly used by centers.
     
    ## Goalie ratings{{skills}}
    Goalies have their own set of ratings to display strengths and weaknesses.
     
    ### Overall
    Just like the player overall the goalie overall is a weighted summary of the goalie's ratings only used as a comparable value.
     
    ### Reflexes
    The reflexes rating is a measure of how fast the goalie reacts to incoming shots. Since goalies often get very little time to react when opponents deflect shots or blocks the goalie's view this rating is vital when stopping shots.
     
    ### Positioning
    The positioning rating tells how well the goalie can cover angles and position himself in the goal. It's also a measure of how well the goalie can stand his ground which is making this value a multifaceted rating useful in most situations. Goalies of great height and weight will add another dimension to the positioning value.
     
    ### Puck control
    The puck control rating is a measure of how well the goalie handles rebounds and loose pucks in front of the goal. This is important to prevent the opponent from regaining puck possession or bang in a loose puck in front of the net.
     
    ### Puck handling
    The puck handling skills is how well the goalie can make saves with the stick and handle his stick with the puck. The latter is useful when the goalie acts as an extra defensemen intercepting the puck behind his own net both to prevent scoring opportunities but also to quickly set up plays and get the offense going.
     
    ### Athletic
    This is a measure of the goalie's agility and the ability to make those impossible saves when the goalie is out of position or down on the ice. It's also a measure of the goalie's ability to quickly move from post to post. Goalies of great height and weight will have a bigger challenge when making athletic saves.
     
    ### Endurance
    The endurance rating is a measure of how much effort the goalie can handle during the game before being fatigued. The endurance rating will also influence how fast the goalie will recover and how well he can resist injuries. It will also influence the effect of training intensity.
     
    ### Spirit
    The goalie's spirit influences of how well the goalie can handle pressure and setbacks during a game. It's also a measure of the goalie's courage when fighting for loose pucks in front of the net. It's also influences how much effort the goalie puts into training sessions.
  19. Like
    Paul T reacted to GamePlanHockey in Player roles [DONE]   
    Updated October 28, 2019
     
    ## Player roles
    Player roles are very much like a job description where a player is instructed to focus their game to certain areas. This will let you control which players that are involved in different game situations. 
     
    What roles that fit a player depends on the player's skills. Check the profile tab of the player page to see what roles that fits a player. Also note that by assigning a role to a player he will evaluate his game performance by that role which in the end will impact his confidence.
     
    Roles are also an important factor when setting your forward line focus or defensemen pairing focus on your lineup. See lineup for more info regarding line and pairing focus. 
     
    To assign a role to a player access Player roles from the Action menu on your team page. 
     
    ### Playmaker
    A playmaker's job is to create scoring chances for his team. If you assign this role to a player he will try to have a lot of puck possession and focus mostly on offense. Others on your team will also try to run as many offensive plays through him as possible. 
     
    Characteristic skills for a playmaker are passing and puck handling.
     
    A player with this role may be unhappy if not given enough ice-time or not producing enough scoring chances and points. 
     
    ### Sniper
    The sniper's job is to score goals. Plain and simple. Players assigned to this role will focus on offense and will try to find open space in the offensive zone to make themselves available for passes. Teammates setting up plays will also keep an extra eye open on where to find the snipers.
     
    Characteristic skills for a sniper are shooting and puck handling.
     
    Players in this role may lose confidence if not scoring enough goals or not being given enough ice-time to at least create a decent amount of shots on goal.
     
    ### Power forward
    A power forward's role is to provide both scoring capabilities and toughness to a team. Players in this role will try to take a lot of shots on goal, body check the opponent when possible and will not be afraid to defend his teammates in fights.
     
    Characteristic skills for a power forward are shooting and physical.
     
    When looking back to his game performance power forwards will especially evaluate the number of points and hits during the game. As all producing roles a power forward will also demand enough ice-time to fulfil his assignment.
     
    ### Two-way
    A two-way forward has responsibilities in both end of the ice. They are instructed to set up offense when possible but also be the one taking the lead on the defense. This will require that the player can handle all aspects of the game.
     
    Characteristic skills for a two-way are defence and passing.
     
    Players in this role will be looking for producing points and having a good +/- at the end of each game. They will also require ice-time to be able to do their job properly.
     
    ### Grinder
    A grinder is a player that focuses more on hard work and checking than scoring. That means that players in this role will help the team more defensively than offensively.
     
    Characteristic skills for a grinder is skating and spirit
     
    To feel happy about their game performance grinders needs to be credited with hits and takeaways. Since grinders are usually used in the third and fourth lines they won't demand a lot of ice-time.
     
    ### Enforcer
    An enforcer's job is to deter and respond to dirty or violent play by the opposition. When such play occurs, the enforcer is expected to respond aggressively, by fighting or checking. Enforcer know their role and won't require much ice-time to do their job.
     
    Characteristic skills for an enforcer is physical and spirit.
     
    ## Defensemen roles
     
    ### Offensive
    An offensive defenseman's job is to create scoring chances and produce points for his team. Offensive defensemen will focus on offense, sometimes to the extent that they may neglect their defensive duties.
     
    Characteristic skills for an offensive defensemen is passing and shooting.
     
    Players in this role will look to produce points and scoring chances every game. That means that they will demand ice-time to do their job.
     
    ### Two-way
    Just like the two-way forward this role will have responsibilities in both end of the ice. The two-way defensemen will try to support the offense when possible but will always have his focus defensively first.
     
    Characteristic skills for a defensive defensemen is passing and defence.
     
    Two-way defensemen will require ice-time to perform well since they're expected to produce both points and have good +/- stats.
     
    ### Stay at home
    The stay-at-home-defensemen's job is to focus defensively and prevent the opponent from scoring. They will also play tough when possible but won't take part offensively very often.
     
    Characteristic skills for a stay-at-home defensemen is defence and physical.
     
    Stay-at-home defensemen are not requiring much ice-time but will look for hits and not allowing any goals in their game performance.
  20. Like
    Paul T got a reaction from Mark Z in An observation on Training (and some questions)   
    Half question/Half thinking out loud... and this just dawned on me... do you think when training is set to Offensive or Defensive that it factors in mostly Tactics - and when the training is set to General it factors in mostly player Role?
     
    That would be interesting.
  21. Like
    Paul T got a reaction from Tyrod Gibson in An observation on Training (and some questions)   
    Warning:  Another book of a post written by Paul T.  Please proceed with caution.
     
    There are many factors involved in training such as the intensity level, offensive/defensive/general, and what tactics you play - but I think the most important factor is the Player Role.  I think this because I have tracked my players progress for quite a few seasons, both new and old worlds.
     
    I could list many examples, but to save everyone some time, I'll give a specific one.  My 19 year old Hemminki Jokinen.  Below is a table that shows his development per attribute for the minors (Cage S1) and his first season as a pro (Cage S2).
     
    Attribute   Minors   Pros
    Skate         +5         +2
    Pass          +3         +1
    Puck          +7         +3
    Shot          +3         +2
    Def            +8         +2
    Phys         +1         +1
    Spir           +6         +4
    End           +1         +2
     
    Now most of the rates seem to be in line with my previous research that shows that players "typically" improve at a rate of 50% in their first year as a pro as compared to the minors (again, there were exceptions in my research, which are likely due to the other factors mentioned above + the hidden potential and ratings caps, etc.).
     
    The only two that seemed to have material variances are Defense and Spirit.  Defense did not continue to progress as it did in the minors and Spirit progressed the most, despite progressing 3rd overall in the minors behind Defense and Puck.  The main reason for this is because Jokinen played a Two Way role in the minors and last season I had him as a Grinder all season, thus the decrease in Defense and increase in Spirit.  Training was also on Hard and General.
     
    This poses two questions for the Admins.
     
    First, in terms of training, when does the game take into account all the factors for training??  For example, if a player plays a game as a Two Way, but then his role is changed right after the game to Playmaker - does the player train as a Two Way or Playmaker?  I would assume it is whatever the player role is at the time the training runs, but I also know that ice time plays a factor (taking faceoffs in game improves faceoffs), so maybe the opposite is true... would be nice to confirm!
     
    Second, are there plans to have more advanced training in the future, such as training for a specific role eventhough the player currently fills another role?  Obviously if a player is 99 Shot and 85 Passing, you want to play them as a Sniper, but would prefer the player trained Passing.
     
    Back to the first point, if the answer is right before the training occurs, more active managers could play certain roles and train as others, but obviously this would have to be toggled daily and be quite time consuming.  Having the second point as an option would eliminate the need for that. 
     
    The End.
  22. Like
    Paul T reacted to rainsilent in An observation on Training (and some questions)   
    I can't answer what you are asking but I figured that I would throw a few points into here as well.
     
    Yes, the player role makes a difference in training from what I understand. However, team tactics play a bigger role if I understand correctly.
     
    In terms of the growth of individual skill, it has been changed as well on a player by player basis. As a result, not all players will grow the same rate for every skill. In the prior version of the game, there was little difference in the growth rate between players as a result. On top of that, not all players have a skill cap of 99 for every skill anymore. The combination of the two made it pretty impossible to distinguish elite players from the rest in the past iteration of the game.
     
    That said I think it is more than safe to say that we are all still learning the details of the "new" development system.
  23. Like
    Paul T got a reaction from Steve in S3 GHL Power Rankings   
    Always appreciate these.  Thanks again, Erzac.
     
    The LeopardStealheads are off to a hot start... ready to dominate the regular season once again... which will secure a really bad draft pick... and get smoked in the 1st round of the playoffs.
     
    Let the fun begin.
  24. Like
    Paul T got a reaction from Kyle44 in A few suggestions   
    I think in theory you are right.  The main reason I don't necessarily agree with this is because the overall ratings are already known... for current players, for free agents, for prospects... so it's not equivalent to real life that way.  To me the overall rating is the absolute base info you can get on a player, so why not make it easier to retrieve (along with shot R/L, height, weight).  In real life there are so many draft analysts, that they kind of tell you how good a player is at a certain time.
     
    To me, the deeper information is the specific attributes.  Personally, I don't really go by the players overall rating since I want them to fit my team and a specific line and role.  The more in depth info is attributes, injury history, traits, stats and development.  Development probably being the biggest one since that impacts where a player will land overall.  I also strongly believe that stats are a good indicator of how well players perform.  I've acquired some players in the past with high overalls who just can't score and others who exceed expectations, so I think that is a great hidden trait.
     
    But I would also be onboard with being able to export the specific attributes and leaving the overall hidden as well.  Just SOMETHING to shave off some time and encourage managers to do draft research.  Right now I think there's 2 types of managers when it comes to the draft.  Those who spend 10+ hours and those who don't bother at all.  I could be wrong.
  25. Like
    Paul T got a reaction from AlexanderRasputin in A few suggestions   
    Because I'm in a post-y mood today.  This is mostly a copy and paste from a thread I started over a year ago, with a few items removed, but still think all of these suggestions would be great for the game.
     
    (1) PLAYER STATS
     
    I would LOVE the ability to export player/league stats into excel.  At the very least, have the league stats page show more than the Top 20.  Maybe top 100-200.  Additionally, I think it would be cool to have some type of stats archive for each league by season - and team by season.  I guess I'm just hoping for some better/expanded options for current season and historical stats without having to dig into them by team and/or player.  For example, if someone wanted to see stats for their league from two seasons ago... or their own team's stats from two seasons ago, etc.
     
    (2) DRAFT PREP
     
    I feel that drafting should be a big part of this game.  There are quite a few reasons why managers trade away their draft picks and I think one of the main reasons is not wanting to spend the time preparing for the draft.  I know a few guys on here that do their research and it takes them many hours (15-20 hour range).  Of course you don't have to put THAT much effort into it, but every team gets 2 draft picks and with leagues expanding to 28 teams, there's a lot of data to review.  There has to be an easier way than looking up each player one by one, especially with everything to consider (Current Overall, Improvement, Individual attribute ratings, Stats, Traits, Injury history, Height/Weight).  That's a lot of info to sort through.  I think managers should be encouraged to put some time into the draft, but it should be more efficient.  Not even sure what I'm asking here.  Maybe a way to export some of this info into excel, even if it's just the base info like Overall Rating, Height/Weight, Hand...? 
     
    (3) TACTICS BY LINE
     
    This one might need a separate thread/vote.
    Initially discussed here:  http://forums.gmgames.org/topic/8862-adding-more-tactics/
     
    My suggestion was that team should be allowed to play different tactics per line.  So for example, a smaller faster line for transition rushes... a bigger physical line who can crash the net, etc.  I think it would allow managers to get more creative with their lines.  Even if teams were only allowed to become fully familiar with 2 tactics instead of all 4 to keep some sort of identity.  Maybe instead of being familiar with only 1 O/D tactic, teams can be familiar with 2.  I don't know if this is possible and I'm not looking to make this too complex, just looking to add a bit more depth to the game, if possible.
     
    (4) SHOOTOUT LINEUP & STATS
     
    This one has been discussed a few times over the past 2 years.  I would love the ability to set a lineup for shootouts.  Pick your best 5 players... and if the shootout is tied after 5 shots, have it repeat.  A lot of important games have ended in shootouts recents and you are helpless to the result as you have very little control over it.  Additionally, it would be great if there were separate stats for shootouts.
     
    Discussed here:  http://forums.gmgames.org/topic/5142-shootout-lineup/