Player Development
Posted: Tue Jul 23, 2013 12:01 pm
There's a really interesting post from Jeff about player attributes and development (here's the original link):
JeffR wrote:As promised, here's the first in a series of more detailed looks at the game's internal systems. I'll be posting these as I write them up for the manual (where they'll get nicer formatting), but there's no reason not to post them now as well. I'm not going to give extremely specific numbers, e.g. the exact values for the chance of something occurring, but I may mention some general boundaries, e.g. what constitutes a normal rate of improvement for player attributes.
One word on terminology: I'm using the term "Attributes" here to describe the individual player ratings, e.g. faceoffs, acceleration, leadership, etc. I don't think that word actually shows up in the interface anywhere, but we use it internally to specify that level of editing within the broader category of "ratings," which can also include things like positional ratings, collective groupings of attributes, potentials, etc. The attributes are divided into six ratings groups: Offense, Defense, Goalie, Mental, Physical, and Hidden. The Hidden attributes don't change, so they won't be discussed here. Skaters use all of groups except Goalie; Goaltenders use only Goalie and Mental (and they replace a couple of attributes in the Mental group with goalie-specific ones.) You can see which attributes belong to which ratings groups on the "Ratings" screen of the Player Profile.
Offense, Defense, and Goaltending Attributes
The individual Offensive, Defensive, and Goaltending attributes each have a monthly chance at improving. The exact chance is the product of a two-step (three for some) procedure.
First, a check is made against the player's Coachability attribute; if this check is failed, the player's chance of improvement is penalized significantly - he just wasn't interested in listening to what the coaches had to say that month. The player's current Happiness level influences the check; an angry player with a bad attitude isn't going to see much of an improvement.
Next up is a test of the effectiveness of his team's coaches. The player is automatically assigned a "position coach", based on his preferred position: the coach on the team with the highest "Coaching Goalies/Defense/Forwards" attribute, as appropriate. (The automatic assignment eliminates some mindless busy work by doing what the player would do anyhow, assigning the best positional coach to each player.) If that coach's check is passed, the player's chance of improving the attribute receives a bonus; if it's failed, a penalty. The exact amount of the bonus or penalty depends on the player's training settings - if the attribute is part of the the primary training focus, it's a large bonus and small penalty; the secondary focus gets slightly less of a bonus and more of a penalty, and if it's not part of a focus at all, the bonus is the smallest possible and the penalty the largest.
And that requires a little more detail on the training focus system: the player's Offensive, Defensive, and Goaltending attributes are further separated into two subcategories, Mental and Skill:
Offensive Mental - Offensive Read, Getting Open, Screening
Offensive Skill - Passing, Puckhandling, Shooting Accuracy, Shooting Range
Defensive Mental - Defensive Read, Positioning, Shot Blocking
Defensive Skill - Faceoffs, Hitting, Pokechecking, Checking
Goalie Mental - Positioning, Poke Check, Rebound, Puckhandling
Goalie Skill - Blocker, Glove, Reflexes, Skating, Passing
(The "mental" attributes are ones that tend to improve as the player becomes smarter and more experienced, while the "skill" attributes are things that get better from simple practice, repetition, and technique refinement.)
Each player can be assigned one of those subcategories as his primary training focus and another one as the secondary. This is done by right-clicking the player's name on any roster screen (we had a separate training screen at one point, but removing that and building its features into the roster display made the user's workload a little easier.)
Finally, if the player is age 24 or under, they get a chance at a special "Prospect" bonus - this is a check done using the ratings of the coach with the highest "Coaching Prospects" rating on the team. When managing in a junior league, then, that rating should obviously be a strong criteria for hiring coaches.
Once all the bonuses and penalties are calculated, they're added to the base chance of improvement, and a simple pass/fail check is done against that adjusted chance of success.
If a player repeatedly passes every possible check, the bonuses will mean his chance of getting at least one point of improvement in that attribute over the course of a year should approach 100% (and it's possible, with some luck, that he could improve the attribute multiple times.) If he keeps failing every check, the chance of improvement will be near (but never equal to) zero.
These three attribute categories are all capped by separate potential ratings for each - once the maximum potential total is reached, the player won't improve further in that category. There is, however, a chance (and I won't specify exactly how or when) that those potential ratings can change. In general, most players shouldn't see their potential change by large amounts over time, but there is a chance that an exceptionally good or bad run of luck could move it up or down significantly.
Physical Attributes
The attributes in the "Physical" subcategory work a little differently. They're also checked individually, but only twice a year instead of monthly. The chance of improving them is entirely age-dependent, with the most rapid advances coming at a young age, and the odds gradually declining until the chance of physical improvement ends entirely at age 28. The player's best Physical Attributes are the most likely ones to improve further, as they get a bonus to their chance while the worst ones receive a penalty.
Mental Attributes
The Mental attributes are also handled differently. Some of them - Aggression, Determination, Bravery, and Coachability - have almost no chance of changing, just a low-odds check once a year that can cause a small (one-point) fluctuation in either direction. The other mental attributes (Team Player, Leadership, and Temperament) should increase slowly as a player ages - average luck will see a 1-point increase in each every 4 years - so veteran players will tend to have good numbers for those attributes. Mental attributes for goaltenders are a little different; for them, Mental Toughness and Stamina replace Bravery and Temperament. Both of those attributes belong to the group that sees steady improvement with age.
Neither physical nor mental attributes are restricted by potential ratings.