GamePlanHockey

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  1. Like
    GamePlanHockey got a reaction from fangwall in Disable Computer Trading Completely?   
    Thanks for all your feedback and great suggestions in this matter. So what to do? The only thing I could do right now is to either turn on computer trading or to keep all computer trading disabled. And with that in mind and based on your feedback I'm going to turn on computer trading on Game World Dangles. However, I will continue to improve the trading AI starting with making key player untouchable on computer teams. But I will also give some of your suggestions a thought for future releases. Thanks!
  2. Like
    GamePlanHockey got a reaction from Steve in [SOLVED] Home screen doesn't know it is a new season   
    This might be a issue from when Biscuit was paused during the season turn over. However, the standings on home screen will update once regular season starts.
  3. Like
    GamePlanHockey reacted to EXXEO in [SOLVED] Playoffs Canceled?   
    Ha ha! You're probably right... that's called I need more sleep… Or more coffee, either one!
  4. Like
    GamePlanHockey got a reaction from MattBerserkers in [SOLVED] Dangle affiliates team name order wrong   
    Should be fixed now.
  5. Like
    GamePlanHockey got a reaction from jusatin in Traits   
    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.
  6. Like
    GamePlanHockey got a reaction from Paul T in Biscuit pause   
    Bah, forgot to activate the world. Sorry.
  7. Like
    GamePlanHockey reacted to TheWizard in Traits   
    I cast Fire Shield to resist your Cone of Cold.
  8. Like
    GamePlanHockey got a reaction from Steve in Traits   
    Yes, I have been playing a lot of RPG in my younger years. We made a lot of modification and wrote our own set of rules to those games. That's how I came up with the idea to write my own game engine for a hockey manager game. There are a lot of similarities to RPG resistance tables. No total random rolls, all decided by skill and the opponents resistance.
  9. Like
    GamePlanHockey got a reaction from Steve in Traits   
    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.
  10. Like
    GamePlanHockey got a reaction from Wick Schozen in Traits   
    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.
  11. Like
    GamePlanHockey reacted to rainsilent in Traits   
    Stamkos won't hit any of them. Well ok he wont hit targets in an empty net.
  12. Like
    GamePlanHockey got a reaction from rainsilent in Traits   
    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.
  13. Like
    GamePlanHockey got a reaction from koekefix in Traits   
    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.
  14. Like
    GamePlanHockey got a reaction from Paul T in Traits   
    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.
  15. Like
    GamePlanHockey got a reaction from Erzac in Traits   
    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.
  16. Like
    GamePlanHockey got a reaction from Big-Bobby Clobber in Pre release v1.3.2   
    Thanks for the report. I'll check that out.
  17. Like
    GamePlanHockey got a reaction from Big-Bobby Clobber in Mitts Paused   
    Bug found and fixed. UAT back up.
  18. Like
    GamePlanHockey got a reaction from xZhou in [SOLVED] Incorrect Team Information   
    Ah, that explains it. That bug was fixed on the last v1.3.1 release on September 1st
     
    Fixed bug where team references on affiliate assigned players could be become unsync. I will check if there is something I can do to correct the problem on your team, otherwise it will sort it self out for the next season.
  19. Like
    GamePlanHockey got a reaction from MattBerserkers in Pre release v1.3.2   
    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.
  20. Like
    GamePlanHockey got a reaction from Big-Bobby Clobber in Pre release v1.3.2   
    Sorry, must have missed that this was an issue. So no, it's not included. Is this problem reported in the bug section?
     
     
    That's not a bad idea. Thanks.
     
    I will try to recreate your scenario to see if there is a bug.
  21. Like
    GamePlanHockey got a reaction from koekefix in [SOLVED] GP in AAHL   
    A fix for this will be included in the next release. Thanks
  22. Like
    GamePlanHockey got a reaction from Mattti0 in Pre release v1.3.2   
    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.
  23. Like
    GamePlanHockey got a reaction from xZhou in Pre release v1.3.2   
    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.
  24. Like
    GamePlanHockey got a reaction from Steve in Pre release v1.3.2   
    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.
  25. Like
    GamePlanHockey got a reaction from Paul T in Pre release v1.3.2   
    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.