In EHM, deflections is a purely offensive attribute. It's used for deflecting pucks towards the goal. I think you'd have to separate that from the defensive version of deflecting. Maybe you could have a "Shot Blocking" attribute? In EHM, there is a "Bravery" attribute that is used in determining if a player tries to block a shot.dabo wrote: I see you have deflecting as a defensive attribute, always thought about that as an offensive attribute but you are right, defenders use it often to deflect shoots away from the net. This is why more than one person's opinion is very useful.
Player Attributes / Profile
- bruins72
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- Dabo Hockey Manager
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So, time for a mega post 
Below I will post screenshots of the different skater and goalie attributes I have as well as their respective player types. Also I will show how the attributes influence the radar charts atm so you can correct my mistakes.
Skater attributes (this you have already seen but it is a new screenshot):

Forward player types (stolen some from ea's nhl games):

Defence man player types:

Goalie attributes:

Goalie player types:

...and finally the calculations (as you can see you can use weighted attributes for more important ones etc.):
Skater attributes:
Skating = acceleration + agility + speed
Physical = all physical attributes
Offence = backhand + passing + slapshot + wristshot + acceleration + speed
Shooting = backhand + slapshot + wristshot
Stick handling = deflecting + deking + poke checking + puck control
Mental = all mental attributes
Defence = poke checking + puck control + concentration + determination + positioning + work rate
Passing = passing
Forward player types:
Defensive forward = shot blocking + poke checking + anticipation + positioning + teamwork + work rate + stamina
Tough guy = checking + hitting + aggressiveness + toughness + (1 - discipline)
Sniper = backhand + deflecting + slapshot + wristshot + anticipation + composure
Powerforward = checking + hitting + slapshot + aggressiveness + toughness + balance
Dangler = 5 * deking + puck control + decisions + agility
Playmaker = 5 * passing + puck control + anticipation
Defence man player types:
Two-way = passing + puck control + anticipation + positioning + decisions
Offence = passing + puck control + slapshot + anticipation + decisions
Tough guy = checking + hitting + aggressiveness + toughness + (1 - discipline)
Defensive = checking + hitting + poke checking + shot blocking + aggressiveness + positioning + toughness + balance
Goalie attributes:
Mobility = acceleration + agility + speed
Physical = all physical attributes
Glove = glove high + glove low
Up-High = blocker high + glove high
Stick handling = passing + poke checking
Mental = all mental attributes
Blocker = blocker high + blocker low
Down-Low = blocker low + five hole + glove low + rebound control
Goalie player types:
Hybrid = breakaways + five hole + reflexes + agility + positioning
Stand-up = glove high + poke checking + blocker high + reflexes + positioning
Butterfly = five hole + glove low + poke checking + rebound control + blocker low
A few words about player types, I am not sure I will use this, would you want it? If so, do you want me to squeeze in more player types? For forwards it might be hard but if I have missed something for defence men or goalies I am all ears.
Let me hear your opinions!

Below I will post screenshots of the different skater and goalie attributes I have as well as their respective player types. Also I will show how the attributes influence the radar charts atm so you can correct my mistakes.
Skater attributes (this you have already seen but it is a new screenshot):

Forward player types (stolen some from ea's nhl games):

Defence man player types:

Goalie attributes:

Goalie player types:

...and finally the calculations (as you can see you can use weighted attributes for more important ones etc.):
Skater attributes:
Skating = acceleration + agility + speed
Physical = all physical attributes
Offence = backhand + passing + slapshot + wristshot + acceleration + speed
Shooting = backhand + slapshot + wristshot
Stick handling = deflecting + deking + poke checking + puck control
Mental = all mental attributes
Defence = poke checking + puck control + concentration + determination + positioning + work rate
Passing = passing
Forward player types:
Defensive forward = shot blocking + poke checking + anticipation + positioning + teamwork + work rate + stamina
Tough guy = checking + hitting + aggressiveness + toughness + (1 - discipline)
Sniper = backhand + deflecting + slapshot + wristshot + anticipation + composure
Powerforward = checking + hitting + slapshot + aggressiveness + toughness + balance
Dangler = 5 * deking + puck control + decisions + agility
Playmaker = 5 * passing + puck control + anticipation
Defence man player types:
Two-way = passing + puck control + anticipation + positioning + decisions
Offence = passing + puck control + slapshot + anticipation + decisions
Tough guy = checking + hitting + aggressiveness + toughness + (1 - discipline)
Defensive = checking + hitting + poke checking + shot blocking + aggressiveness + positioning + toughness + balance
Goalie attributes:
Mobility = acceleration + agility + speed
Physical = all physical attributes
Glove = glove high + glove low
Up-High = blocker high + glove high
Stick handling = passing + poke checking
Mental = all mental attributes
Blocker = blocker high + blocker low
Down-Low = blocker low + five hole + glove low + rebound control
Goalie player types:
Hybrid = breakaways + five hole + reflexes + agility + positioning
Stand-up = glove high + poke checking + blocker high + reflexes + positioning
Butterfly = five hole + glove low + poke checking + rebound control + blocker low
A few words about player types, I am not sure I will use this, would you want it? If so, do you want me to squeeze in more player types? For forwards it might be hard but if I have missed something for defence men or goalies I am all ears.
Let me hear your opinions!

- philou21
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Sounds complicated to me but can't wait to try it though.
Love how you show in what the player is better with the kind of board in the upper left. 
I've got a question though, would it be possible to make the attributes on 10 like in EHM?? I'm used to play it like that but anyway I wouldn't mind getting used to that.


I've got a question though, would it be possible to make the attributes on 10 like in EHM?? I'm used to play it like that but anyway I wouldn't mind getting used to that.
- Alessandro
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- Dabo Hockey Manager
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philou21 wrote:I've got a question though, would it be possible to make the attributes on 10 like in EHM?? I'm used to play it like that but anyway I wouldn't mind getting used to that.

Happy?

Yeah I agree, will change it.Jypfan92 wrote:Can you change that "tough guy" to "enforcer" or "agitator" or "police" or something else. Tough guy just sounds stupid to me.
Nice work
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First off, I'd really like to commend you for the hard work you're putting into this. Looks great so far, and I'm hoping this will be the project that finally goes the distance.
Two things I notice that I'd like to comment on.
-I would think the 'Defense' area on the radar chart would also be effected by shot blocking, though I could also see how it might be less of a defenseman skill and more of an overall skill.
-Not sure if one of the mental traits handles this, but I noticed a lack of an attribute that's something like "Vision". (or Creativity as you guys know it from EHM) Basically, unless you think it's better to package it with passing, I see the actual ability of passing, and good hockey vision, as two separate entities. Some players are great at passing through people and getting the puck on their teammates stick, but not so good at pinpointing good scoring opportunities with the pass.
Just my two cents.
Two things I notice that I'd like to comment on.
-I would think the 'Defense' area on the radar chart would also be effected by shot blocking, though I could also see how it might be less of a defenseman skill and more of an overall skill.
-Not sure if one of the mental traits handles this, but I noticed a lack of an attribute that's something like "Vision". (or Creativity as you guys know it from EHM) Basically, unless you think it's better to package it with passing, I see the actual ability of passing, and good hockey vision, as two separate entities. Some players are great at passing through people and getting the puck on their teammates stick, but not so good at pinpointing good scoring opportunities with the pass.
Just my two cents.

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- Dabo Hockey Manager
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I guess I have anticipation instead of vision to tell how well a player reads the play etc.Panfork wrote:-I would think the 'Defense' area on the radar chart would also be effected by shot blocking, though I could also see how it might be less of a defenseman skill and more of an overall skill.
-Not sure if one of the mental traits handles this, but I noticed a lack of an attribute that's something like "Vision". (or Creativity as you guys know it from EHM) Basically, unless you think it's better to package it with passing, I see the actual ability of passing, and good hockey vision, as two separate entities. Some players are great at passing through people and getting the puck on their teammates stick, but not so good at pinpointing good scoring opportunities with the pass.
Just my two cents.
I had the offensive defenceman in mind for powerplay situations but maybe we need playmaking defenceman too?axwel3221 wrote:yeah, enforcer should do instead of tough guy. And probably playmaking defenseman, like someone that could be huge help at powerplay situations, creative version of offensive?Lookng very good, dabo.
- B. Stinson
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You asked for an opinion on attributes, so I'm gonna go all-out. 
My total opinion of the attributes, from overalls, to individuals:
Overalls:
Offense = (Shooting), (Stickhandling), (Passing), (Mental), (Physical)
Defense = Hitting, Poke Check, Shot Blocking, (Passing), (Stickhandling), (Mental), (Physical)
Physical = (Physical)
Mental = (Mental)
Passing = Backhand, Passing, Puck Control, Anticipation, Composure, Decisions, Teamwork
Shooting = Backhand, Deflections, Deking, Passing, Puck Control, Slapshot, Wristshot
Sickhandling = Backhand, Deflections, Deking, Passing, Poke Check, Puck Control, Slapshot, Wristshot
Skating = Acceleration, Agility, Balance, Speed
Individuals:
Backhand = (Static input)
Checking = Anticipation, Aggression, Composure, Concentration, Decisions, Determination, Positioning, Poke Check, Speed, Agility, Acceleration
Deflections = (Static input)
Deking = Puck Control, Decisions, Concentration, Composure, Anticipation, Aggression, Determination
Faceoffs = Anticipation, Puck Control, Strength
Hitting = Strength, Aggression, Toughness, Anticipation
Passing = (Static input)
Poke Check = (Static input)
Puck Control = (Static input)
Shot Blocking = Aggression, Anticipation, Decisions, Determination, Positioning, Teamwork, Toughness
Slapshot = (Static input)
Wristshot = (Static input)
Aggression = (Static input)
Anticipation = (Static input)
Composure = (Static input)
Concentration = (Static input)
Decisions = (Static input)
Determination = (Static input)
Discipline = (Static input)
Influence = Work Ethic, Teamwork, Composure, Concentration, Decisions, Determination, Discipline, Toughness
Positioning = (Static input)
Teamwork = (Static input)
Toughness = (Static input)
Work Ethic = (Static input)
Acceleration = (Static input), % Strength
Agility = (Static input), % Strength
Balance = (Static input)
Speed = (Static input), % Strength
Stamina = (Static input)
Strength = Height, Weight, Work Ethic, Determination

My total opinion of the attributes, from overalls, to individuals:
Overalls:
Offense = (Shooting), (Stickhandling), (Passing), (Mental), (Physical)
Defense = Hitting, Poke Check, Shot Blocking, (Passing), (Stickhandling), (Mental), (Physical)
Physical = (Physical)
Mental = (Mental)
Passing = Backhand, Passing, Puck Control, Anticipation, Composure, Decisions, Teamwork
Shooting = Backhand, Deflections, Deking, Passing, Puck Control, Slapshot, Wristshot
Sickhandling = Backhand, Deflections, Deking, Passing, Poke Check, Puck Control, Slapshot, Wristshot
Skating = Acceleration, Agility, Balance, Speed
Individuals:
Backhand = (Static input)
Checking = Anticipation, Aggression, Composure, Concentration, Decisions, Determination, Positioning, Poke Check, Speed, Agility, Acceleration
Deflections = (Static input)
Deking = Puck Control, Decisions, Concentration, Composure, Anticipation, Aggression, Determination
Faceoffs = Anticipation, Puck Control, Strength
Hitting = Strength, Aggression, Toughness, Anticipation
Passing = (Static input)
Poke Check = (Static input)
Puck Control = (Static input)
Shot Blocking = Aggression, Anticipation, Decisions, Determination, Positioning, Teamwork, Toughness
Slapshot = (Static input)
Wristshot = (Static input)
Aggression = (Static input)
Anticipation = (Static input)
Composure = (Static input)
Concentration = (Static input)
Decisions = (Static input)
Determination = (Static input)
Discipline = (Static input)
Influence = Work Ethic, Teamwork, Composure, Concentration, Decisions, Determination, Discipline, Toughness
Positioning = (Static input)
Teamwork = (Static input)
Toughness = (Static input)
Work Ethic = (Static input)
Acceleration = (Static input), % Strength
Agility = (Static input), % Strength
Balance = (Static input)
Speed = (Static input), % Strength
Stamina = (Static input)
Strength = Height, Weight, Work Ethic, Determination
- bruins72
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I think that really makes a lot of sense, B. I like how some attributes are based on input from other attributes. I helps keep players balanced. One of the things I hate about EHM is when you've get a huge player with weak strength and low determination but a high hitting attribute or something. The randomness of the regens doesn't always "make sesne". By having certain attributes come from the result of others makes these things work better.
- B. Stinson
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darn, I did! I'm not good with player types, though, so I'll leave that for someone more knowledgeable to chime in on. 
Goalies:
Angles = (==? Positioning)
Blocker High = (Static input), % Reflexes
Blocker Low = (Static input), % Reflexes
One-on-one = (Static input)
Five Hole = (Static input), % Reflexes
Glove High = (Static input), % Reflexes
Glove Low = (Static input), % Reflexes
Passing = (Static input)
Poke Checking = (Static input)
Rebound Control = (Static input), % Reflexes
Reflexes = (Static input)
Recovery = (Static input), Determination, Work Ethic, Aggression
Also, If I could make a few suggestions:
- Instead of "Angles" for goaltending, maybe just use the existing Positioning attribute? Personally, I would say getting your angles right as a goalie is entirely dependent on you ability to be in the right position - which I would assume would be covered already by Positioning.
- Perhaps change Passing in the player radar to "Playmaking"? That way, Passing would remain an individual attribute showing a players ability to get the puck from point A to point B. Then Playmaking in the radar would account for that ability, plus other factors that can determine the ability to make something happen with a pass.
- Same as above for Stickhandling and Puck Control. Maybe make Stickhandling just the individual ability to handle the puck on the blade, while Puck Control could be the total ability to do something with the puck - from passing to shooting to stickhandling to deking, etc.
- Maybe make Glove and Blocker just one attribute? Would the difference between high and low be enough in a goalie to justify separate attributes?
Also, I take back what I previously said about Strength. I have Work Ethic and Determination in there with Height and Weight. I think Height and Weight would still be good, but good Work Ethic and Determination don't necessarily mean good strength. My original thinking was that players with good Work Ethic and Determination are more likely to be in the gym staying in shape. But that doesn't always have to be true. And even if it is, it doesn't necessarily equate to strength.

Goalies:
Angles = (==? Positioning)
Blocker High = (Static input), % Reflexes
Blocker Low = (Static input), % Reflexes
One-on-one = (Static input)
Five Hole = (Static input), % Reflexes
Glove High = (Static input), % Reflexes
Glove Low = (Static input), % Reflexes
Passing = (Static input)
Poke Checking = (Static input)
Rebound Control = (Static input), % Reflexes
Reflexes = (Static input)
Recovery = (Static input), Determination, Work Ethic, Aggression
Also, If I could make a few suggestions:
- Instead of "Angles" for goaltending, maybe just use the existing Positioning attribute? Personally, I would say getting your angles right as a goalie is entirely dependent on you ability to be in the right position - which I would assume would be covered already by Positioning.
- Perhaps change Passing in the player radar to "Playmaking"? That way, Passing would remain an individual attribute showing a players ability to get the puck from point A to point B. Then Playmaking in the radar would account for that ability, plus other factors that can determine the ability to make something happen with a pass.
- Same as above for Stickhandling and Puck Control. Maybe make Stickhandling just the individual ability to handle the puck on the blade, while Puck Control could be the total ability to do something with the puck - from passing to shooting to stickhandling to deking, etc.
- Maybe make Glove and Blocker just one attribute? Would the difference between high and low be enough in a goalie to justify separate attributes?
Also, I take back what I previously said about Strength. I have Work Ethic and Determination in there with Height and Weight. I think Height and Weight would still be good, but good Work Ethic and Determination don't necessarily mean good strength. My original thinking was that players with good Work Ethic and Determination are more likely to be in the gym staying in shape. But that doesn't always have to be true. And even if it is, it doesn't necessarily equate to strength.
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- Dabo Hockey Manager
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Do you have any suggestions on an attribute I can substitute it with? else my design will be ruinedB. Stinson wrote:- Instead of "Angles" for goaltending, maybe just use the existing Positioning attribute? Personally, I would say getting your angles right as a goalie is entirely dependent on you ability to be in the right position - which I would assume would be covered already by Positioning.

Those are good points, will most likely change that.B. Stinson wrote:- Perhaps change Passing in the player radar to "Playmaking"? That way, Passing would remain an individual attribute showing a players ability to get the puck from point A to point B. Then Playmaking in the radar would account for that ability, plus other factors that can determine the ability to make something happen with a pass.
- Same as above for Stickhandling and Puck Control. Maybe make Stickhandling just the individual ability to handle the puck on the blade, while Puck Control could be the total ability to do something with the puck - from passing to shooting to stickhandling to deking, etc.
I am happy about this atm.B. Stinson wrote: - Maybe make Glove and Blocker just one attribute? Would the difference between high and low be enough in a goalie to justify separate attributes?
Last edited by dabo on Wed May 26, 2010 4:35 pm, edited 1 time in total.
- B. Stinson
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Very unhelpfully, I don'tdabo wrote:Do you have any suggestions on an attribute I can substitute it with? else my design will be ruinedB. Stinson wrote:- Instead of "Angles" for goaltending, maybe just use the existing Positioning attribute? Personally, I would say getting your angles right as a goalie is entirely dependent on you ability to be in the right position - which I would assume would be covered already by Positioning.![]()

So with that being said, I would say just keep it at whatever works best for you.

Also, A+ on the colored chart. The color really adds to it.
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