I don't get to playing much with all the editing/testing I do, but I'm a fan of the 2D myself (so I know there are issues! HaHa) - I would love to see more time/attention spent on improving the 2D myself (so that it becomes a more accurate representation of what's happening)
It should be noted the 2D engine (and supposedly the simulation) works a lot better in hybrid icing leagues. There are some quite major oversights with how the game deals with the redline in auto-icing leagues. I understand the game was developed for the NHL first and foremost, and it's no doubt what the majority of the player base is playing (that power fantasy). But last I checked more playable leagues use auto-icing than hybrid icing. Also at least in the 2D engine it looks a lot like the system that is used for offside in FM has been repurposed for Icings in EHM, which means the refs call a lot of icings that aren't icings (at least in the 2D) which is really annoying to watch when the AI scores a very large portion of their goals either straight from a face-off or just after it. Another thing I noticed when watching games in full (despite what that did to my sanity) is that if you have any offensive zone system that isn't "positional" the pointman will just pass to where the wingers would be if you were playing with "positional" when I started using that offensive system the random passes to no one that always lead to turnovers suddenly always went to one of my wingers. Stuff like that really rubs me the wrong way, since it's a technical issue forcing me to use a really boring tactical setup simply to play around the flaws in the match engine. It was after I noticed that and changed my tactical setup accordingly that I started seeing 80%+ win rate seasons. So some of the 2D bugs are actually simulation bugs, but knowing which when the 2D is such a loose representation is much harder than it needs to be. For example all your defenders always play horribly in the 2D, which lead to me always changing out my entire defensive lineup from year to year in a rage-induced frenzy when I still watched the 2D. When really the 2D engine just makes all defenders look incompetent always, which causes incorrect conclusions from a manager side. It's essentially the game lying to you about what is happening, and that is never a good thing in a tactical game (or in any game really).
Good to know! HaHa I'm more "cold & clinical"
I don't mean to lack "bedside manner" but it seems I do sometimes; I love data/testing and I love details and I love understanding things.....I discovered EHM 6 years ago, created a 1974 DB back in 2012 viewtopic.php?f=116&t=9915 (and along with others I'm currently working on an improved/soon to be released 1998 DB); I've been helping with the TBL Rosters since 2011
I figured fast enough, my first gut reaction was that you were a bit widdled at me. But tone often goes missing in forum posts, and based on the quality of your answers I quickly realized it wasn't the case. So no harm done:) I'm the same about needing to understand things, so I can relate. I come from a quite different background and only just got EHM on the sale early February. But I've done a lot of min/maxing in other games so the fact that so much was still unknown (at least to the public) in EHM struck me as odd.
Regarding your testing regarding Practice/Development....keep in mind Coaches have hidden Attributes too (both Coaching Atts and Mental Atts), and they may/likely play a part too (I've always wanted to spend more time looking into "Coaching/GM/Scouting Attributes" but never had the needed time...though I have done some work in this area recently, while working on the 1998 DB)
I'm aware. Something I've been meaning to ask though; I haven't tracked coach attributes, but do they grow too? Or are they stationary? All my numbers (in the second big post and beyond) are done with the exact same coaching staff (from the screenshot at the end), bar head coach. Cause my coaches have had "shock retirements" out of the blue 4 out of the 5 last seasons. One did it 3 weeks after signing a 4 year contract, which is just awful:S
AFAIK there is nothing like an Attribute value "above 20" BUT.....if two players each have a 20 in the same single Attribute but one has a significantly higher CA (overall ability) I don't think these players are "the same" even though they both have a 20 in the Attribute; this might be because they are "the same" but in the "related Attributes" there are significant differences
I see, my comment wasn't relating so much to the player not growing as a whole anymore. But if player X has gained 1 or more spe every single seasons from age 16 to about 19-20 when they will normally cap out, it seems logical that it would keep growing. Naturally the player would eventually hit his own highest possible skating speed. My issue is that if he reliably gained in it for 4 years, showing no sign of slowing down, then suddenly just stopped because the game doesn't have spe above 20. Even though logically that particular players personal maximum would be higher than 20. Part of the issue here seems to be that attribute gain isn't on a logarithmic scale. going from 1->2 skating and 19->20 takes just as much (as far as I can tell from my stats) which just isn't realistic. The amount of training needed to go from 19->20 should be years in the making. Not 4 months. If we were to think of it in regular gaming terms, it's standard for each new level to take considerably more experience points than the previous. A player going from level 1-10 in an MMORPG takes less than an hour, 90-100 takes between a day and a week. If this was how it worked in EHM it would make it very hard to ever hit attribute caps for players, which makes sense. But it can't possibly work that way based on what I'm seeing, which strikes me as very odd.
We're talking about different things.....
What you're referring to is ingame descriptions. What I'm talking about is the new "Player Role" system created from EHM1 (it didn't exist in EHM07).
The ingame descriptions are NOT necessarily congruent with the new Player Role! But my understanding is they will be as of the next update!
That is interesting, but it does sort of fit with my theory, I may just have worded it poorly. Say that Player X is "Player Role" w_finesse. When he's a kid with "meh" attributes he may have the ingame description "quick/flashy/skilled off fwd" as he improves this will eventually change to something like "goal-scoring(if he's w_sniper_finesse)/off playmaking fwd(if he's w_playmaker_finesse)". It's the game giving you some kind of feedback on how far long in his progressing within his role the player is. It's a bit vague still, no doubt. But it does give some hint to what "Player Role" he is, and how well he is progressing within it. This presumably means that many roles start with the same in-game description. But as the player improves he will branch into a more specific descriptor. If he is simply in the "w_finesse" role maybe he keeps being described as "quick/flashy/skilled off fwd" no matter how good he gets? Whereas the others eventually become goal-scoring, playmaking, etc.
I totally agree!
If you ever get the desire work on rosters, send me a PM with what you might be interested in doing! Whether modern/current TBL roster work, or work on a retro roster project, we can always use more thoughtful, data driven minds!
I appreciate the offer, but my actual real world hockey knowledge is pretty lacking for stuff like that. I used to play myself until I sustained a shoulder and knee injury in my teens. Since then I've been on a 10 year hockey hiatus. I hadn't watched a single game or kept up at all until I bought EHM in feb. and started keeping up with NHL happenings and the constant economical drama that is HockeyAllsvenskan. The team I manage in HockeyAllsvenskan in EHM used to be our nemesis team back when I played, we almost always faced them in the "state" finals, our top player from back then is actually currently playing in HockeyAllsvenskan too which makes it so much more relatable and fun.
Hmmmmm.....does Moverare continue to decline?
Back when I did my EHM07 testing (3 tests, 125 players age 13-24 at startup, each test 10+ years, CA/PA and all Attributes tracked yearly) I was surprised to see that CA could actually drop sometimes! And then go back up! So a "bad/off year" that can happen IRL, where a player regresses, is likely possible ingame too
So far he's declined for 3 out of the last 5 periods, his first one came at the end of a season where we made the playoffs and he had an above 7 average rating as a D-man with around 0.5PPG from defence. So he had a good year, but a -13(!) loss at the end of season. The summer before he also showed a small loss of -4, but he was on the phys schedule and it was during summer. So I didn't put to much stock in it since he gained those 4 back on Tech in the early season. The summer after on Tech2 he was static and this early season on Tech he showed a -7 loss, having a 7.07 rating, 19 points in 28 games and being 3rd in the league on assists. So he's been having career seasons and losing attributes like it's going out of style at the same time. It's really weird.
Historically speaking before this decline he always had bad summers (generally small loss or static, one decent gain of 4) but he did really well in the seasons (7,10,8,7,10 Trainable attribute gains) from the age of 17 to 22.
Edit: He's been losing the attributes all over the place too. From mentals that aren't directly affected by training, and from all the subsets of training. He's even had some of the bigger losses in the things that are on intense (-3 to off skill in 4 months while on Int @23y/o) so I can't even see any way a change of schedule would fix it by focusing more on getting back what he's lost. Cause he's literally losing everything, and I've only seen that happen over this long a period of time in players who are "getting old" but who gets old at 23!? It sucks even more because his consistency coupled with his ability to lead meant that I was going to make him our next Captain, once the current one hits that points where his "leg loss to absurd wage demand"-ration hits the negatives. Sadly it seems like Moverare might decline even faster than said 31y/o though. Which is a bummer.
Was the "always tired players" topic covered already?
Not as far as I've seen. I'd love to hear more.