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What's Changed With FHM10?
#16

Ok, that would explain the different sim results then. Looks like there were a bunch of tweaks to the 2D engine between FHM 8 and 10:


FHM 9 changes

FHM 10 changes

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#17

05-12-2025, 03:18 PMtrella Wrote: Until archetypes are brought back there will be no creativity or variety in player building and team tactics
Surely archetypes will bring more variety than free builds

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#18

05-13-2025, 10:33 AMRAmenAmen Wrote: The file settings indicate we're using the 2D engine for both, and have been since the introduction of the 2D engine in FHM8

You’re right. I must have been thinking 2D and 3D

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#19
(This post was last modified: 05-13-2025, 02:29 PM by trella. Edited 4 times in total.)

05-13-2025, 01:14 PMWannabeFinn Wrote: Surely archetypes will bring more variety than free builds
Would you argue free builds are bringing us variety as of now?

The argument for archetypes is that it forces players to specialize more so we don’t see every player with 17+ across the board like we do now… would at least create different types of players unlike what we have now with most players having almost the same build and just using whatever meta roles are used in FM. Surely you see my point

EDIT:
Personally, I think it could be cool if we limited TPE a bit and had specialized archetypes that you can pick at the start of your career and have x amount of opportunities to change if you want. I don’t think it makes sense for every player to be elite at shooting, passing, skating, defending, and physicality, and we all know that FM isn’t built for every player to be God on ice. Archetypes would allow players to have strengths and weaknesses at least. Could maybe even help with all of our goalies being lit up like a Christmas tree considering the average skater won’t be McDavid on crack. But I’m just a big dummy and I’m sure the only response I’ll hear from this is snark so I’m not sure why I’m wasting my time.

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#20

05-13-2025, 02:14 PMtrella Wrote: Would you argue free builds are bringing us variety as of now?

The argument for archetypes is that it forces players to specialize more so we don’t see every player with 17+ across the board like we do now… would at least create different types of players unlike what we have now with most players having almost the same build and just using whatever meta roles are used in FM. Surely you see my point

EDIT:
Personally, I think it could be cool if we limited TPE a bit and had specialized archetypes that you can pick at the start of your career and have x amount of opportunities to change if you want. I don’t think it makes sense for every player to be elite at shooting, passing, skating, defending, and physicality, and we all know that FM isn’t built for every player to be God on ice. Archetypes would allow players to have strengths and weaknesses at least. Could maybe even help with all of our goalies being lit up like a Christmas tree considering the average skater won’t be McDavid on crack. But I’m just a big dummy and I’m sure the only response I’ll hear from this is snark so I’m not sure why I’m wasting my time.

I've been bringing up the idea that the TPE scale is a bit off for a while now. I think that we need applied TPE caps that emulate what we had with SimonT where 1600 and 2000 TPE were very similar and/or an update scale that rewards specialization as opposed to generalization - when each point 16-20 costs more than the one before it's much easier to be a well rounded player than to have actual strengths.

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#21

05-11-2025, 06:23 PMRAmenAmen Wrote: Hug your goalies, we need it
we are not okay

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#22

05-13-2025, 10:33 AMRAmenAmen Wrote: The file settings indicate we're using the 2D engine for both, and have been since the introduction of the 2D engine in FHM8
That's good news. Thank you for confirming.
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#23

Late to the game here (see what I did there?) - but for someone just plugging back in talk to me about the data! Any new stats available?

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#24

05-17-2025, 02:12 PMthiefofcheese Wrote: Late to the game here (see what I did there?) - but for someone just plugging back in talk to me about the data!  Any new stats available?

Apart from the ones mentioned already, there were a couple other notable differences

1. Shot Blocks in general are way down. Especially when you look at the leaderboards, over the last few seasons the top players are over 300 blocks, this season the highest was 266 which would barely register as top 10 most seasons

2. The scoring leaderboards are down quite a bit. This season getting 85 pts put you in the top 10, in the seasons preceding this one you would generally need to get 95+ points to hit the top 10. However, average goals/scored per game was about the same, so that means there was more distributed scoring across the board for most teams.

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