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The SHL's battle against TPE inflation Regression
#1

The SHL's battle against TPE inflation.
Regression

TLDR: SHL Regression is a joke

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162 to max one Attribute * 8 Total attributes = 1296 TPE
162 * 9 = 1458 for centres


Capped TPE: 30
Seasons to max out a player build if only using Capped TPE: 43.2 Seasons (48.6 for Centres)
Player Life Span (before regression): 10 Seasons
Ideal TPE Cap if vs Player Lifespan: 1458/10 = 146 TPE/Season



There are many people that think SHL regression is not punishing enough. We will be dong some calculations to see if the SHL regression is really not punishing enough and see what we can do to solve it:

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Calculation of SHL Regression

1st year regression: 5%

Basically a 5% regression. It looks like a small percentage. This is the first year so they might have thought, why not? Let's start something small. But the question is if the term "regression" really matters in the books of the SHL or if it's just there for the sake of being a "regression"

1000 TPE Regression = 50 TPE

Okay you might say, it's just 25 TPE difference but the truth is that the 1000 TPE player will have attributes on 99, and updating 1 attribute point from 90-99 is an 8TPE difference. This would be a total amount of 6.25 attribute points lost. That's not a lot of TPE lost. It's only the first season of regression but I would expect more than that. Basically when everything is said and done, there will be a whole ton of surplus of TPE when you subtract the amount they will be earning that season and the amount they lost.

The percentage of attribute points a player lose on their first regression if they have a full build is 6.25/392 = 2% of their total attribute points lost


2nd-4th year regression: 10%

It wouldn't be too difficult to earn back the 50 TPE that the player lost (around 333.3 average TPE people earn per season.) So we will be calculating this back to 1000 TPE

1000 TPE regression: 100TPE

This regression is harsher than before but we are with the same problem, the surplus of TPE is still above the decrease. Even if we are using ideal TPE per season, which is 170, that is still a 70 TPE surplus. These can be earned back for the entire season.

It still doesn't feel punishing and feels miniscule. If a player has 99 points in one attribute and decides to put his entire regression deduction to that attribute then it would be bumped down to around 87. That is a decrease of around 12. Now that would be a big drop if you are only decreasing one attribute but that is just one attribute. In reality, I don't think anyone will care for 12 attribute points. Those are miniscule amounts of attribute points. You have 392 attributes in total (counting only the important attributes). That is a decrease of 3%. Pretty big deal.

However, a bigger problem arises. They can spread it around their attributes to lose less attribute points. so if one is already at 90 (8*9=72 and 100-72=28 points to lose) they can use the remaining 28 TPE to reduce another attribute to 3.5. So in total it's a loss of only 11.5. While that is just a very minimal decrease of TPE, this is to keep in mind that this method is possible to decrease the actual amount of TPE lost.


5th-6th year regression: 12%

An increase of just 2% for the next tier of regression. That seems pretty silly.

1000 TPE regression: 120TPE

Just an increase of 20TPE deduction from previous season sounds like a small deal to anyone. Really that is a total deduction of only 15 TPE. That's putting one stat from 99-> 90 and another from 99-> 93. This is the third tier of regression and we are BARELY losing any TPE. It's a 0.04% regression. That's insane for what is supposed to be a third tier regression

It's a decrease of only 4% of attribute points if you have a full build.


7th-10th year regression: 15%

1000 TPE regression: 150 TPE

Just an increase of 30 TPE for the 4th level of regression. It's looking more and more like players can live for around 30 seasons with this system. To understand how crazy that is, SHL hasn't even arrived season 30. That's 18.75 attribute points worth of deduction from 99 to 90. That's two attributes down to 90. The problem is that this is the 7th to 10th year of regression and yet players still have 90s as their attributes. That's asinine.

It's a 5% decrease of attribute points if you have a full build

11th + year of regression: 20%

1000 TPE regression: 200TPE

This is the only season where regression actually matters. The regression is rounded up to 50TPE higher than the ideal TPE cap. It's the last tier of regression and it's the only season to have the regression actually matter. The conversion of 200 TPE to pure attribute points is (9*8=72*2=144, 200-144=56, 56/8 = 7, 8+8+7=) 25 TPE. Considering that this is the last stage of regression it's absurd how few TPEs are dropped off. Players will still be able to have a more than decent players with their attributes ranging from around 88 to 95.


It's only a 6% decrease of attribute points if you have full build.

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What we can get out of this data.

The data clearly indicates that the regression system that we have now is not punishing enough for players. The conversion to a percentage based system seems irrelevant. There was no point in choosing it this way since the people with a large number of TPE will not be losing much attribute points since the update scale is stacking (1-2-5-8)

We have learned that the current regression system is one of the reason why there are problems with the SHL TPE system; having players with all maxed out attributes. This is one of the reason why shl decided to implement an update scale in the first place. However, the update scale isn't doing what it is supposed to do and it isn't the fault of the update scale but the other factors that affects it.

We also have uncovered new problems such as players being able to outsustain the regression system and thus have players for possibly 30 seasons.

As we see from the previous reiteration of the update scale, we still have the same problems of having capped out TPE. But how is that possible when the TPE before hasn't reached this absurdly high.

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How to solve this issue.


Decrease by attribute points instead of TPE
The current system of percentage doesn't work because the attribute scale works exponentially. The players at 99 will not lose much because they would have to lose 8 TPE to lose 1 value of attributes. The players who are at 90, will lose 1 value of attributes per 5 TPE and the people below 80 will lose 1 value of attributes per 3 TPE. Since this is the case, the TPE amount shouldn't be accounted for in the regression and instead we just reduce it based on actual attribute points. Logically, this will make it fair for every player as everyone will be losing the same amount of attribute points.

The problems that will arise from this is basically non-existent. While the more TPE you have, you'll lose more TPE in this process, they will still be SHL capable players while players who have all 70s in their stats, shouldn't even be in the SHL in the first place. Really the argument of earning the TPE and thus deserve to have TPE lowered like everyone else is null because the "everyone else" isn't gonna be in the SHL because their attributes are so low.

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Cap out older players

Jack had a very good suggestion about capping out the total amount of attribute points a player can get up to. The problem with his suggestion is that as we can see above, players barely lose TPE so that means they will never be "below" 90 or 85 in their career because the TPE they lose is so low that they can just earn that back in a single season.

For this suggestion to work, at a point in their regression, if they are above 85, it'll have to drop down to 85. It will sound crazy because they will be losing so much TPE but that is the point of regression, it's not gradual, it's sudden. It's an exponential decrease with a very steep curve.

Decrease the number of TPE regressing players can earn

This is another good method for regressing players. Players nowadays have "banked TPE". This is a huge problem that is contributing to regression and makes them be able to probably sustain a player to around 50 seasons. The banked TPE needs to be tied in to the TPE cap and they will only be able to increase using their banked TPE until the TPE cap.

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Some suggestions to fix the TPE problem in general

Remove uncapped TPE altogether

One of Jesster's suggestion. This is a good one. One of the reason why players are maxing out fast in the first place even though we have changed the TPE update scale is because of uncapped TPE. The uncapped TPE from weekly training, training camp, and possibly equipments should be enough uncapped TPE.


A gradual decrease of TPE handout

We will not be able to fix this in one season. The average TPE handed out these past seasons has to be calculated and then we gradually decrease TPE for the next few seasons until we reach the point where the TPE handout is where we want it.

If the average TPE handout the past season was 200, the following season can be decreased to 150, then 100, then 50, etc.

This is so that new players will be good and we don't see a steep decline in players. Of course this is only effective if we fix regression since if the good players that are regressing keeps being good player that are regressing then there's no point.




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1711 words

Discord are for plebs
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#2

I dont think that getting rid of uncapped TPE is a good idea. The whole point of it is to reward the hardest working users in the league so that their effort makes their players standouts.

Other than that, a very intriguing and well researched article Cheers




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thanks @suavemente !
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#3

SHL is supposed to be the league where you don't have to put in a ton of effort to have a good player.
Getting rid of TPE and shortening players careers just makes us more like the VHL.

Which isn't a bad thing…not trying to start that argument, but there is a reason why the SHL has a larger member base.
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#4

all your doing by increasing regression is getting rid of the active members that don't have the desire to start over and make a new player.

if you do have that desire and your bored with your player because you're maxed out, guess what, you can re-create.

i honestly fail to see why having players with long careers negatively impacts the league.
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#5

Don't think I can join a league that limits career lengths
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#6

Wow No Nerves with the Pentapost




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thanks @suavemente !
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#7

Quote:Originally posted by JHS@Jun 14 2015, 01:32 AM
Wow No Nerves with the Pentapost

Apparently I wanted to get my point across lol

I hope it doesn't happen in this post too
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#8

i wouldnt mind seeing 3 weaknesses tho.
would add a little more variety to player builds.
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#9

Not alot of people remember them or agree with me, but I liked the builds with max's we had when I joined, I believe we ditched them like a year or two after I joined. It actually made players look different and play semi different, mind you TPE was alot harder earned back then too so limits would be reached much faster

West Kendall
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#10

Quote:Originally posted by #NoBradyNoBanner@Jun 13 2015, 09:39 PM
i wouldnt mind seeing 3 weaknesses tho.
would add a little more variety to player builds.
Agreed. Strength to Weakness ratio should be 1:1, IMO.

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#11

Quote:Originally posted by #NoBradyNoBanner@Jun 13 2015, 09:39 PM
i wouldnt mind seeing 3 weaknesses tho.
would add a little more variety to player builds.

That could be cool.

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Berserkers Blizzard Usa




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#12

I don't understand why a more difficult update scale isn't a potential solution. Like actually make it difficult to get to 90 in something.

Also like the 3 weaknesses idea.

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08-24-2018, 01:08 PMWannabeFinn Wrote: Ah yes, the veteran meme player. A surefire bet for maybe 400 TPE Tongue
05-23-2020, 02:25 PMWannabeFinn Wrote: Scoop AINEC
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^^^^^ Thank you JSSSSS
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^^^^Credits to Snussu^^^^

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#13

Quote:Originally posted by Baelor Swift@Jun 13 2015, 05:50 PM
I don't understand why a more difficult update scale isn't a potential solution. Like actually make it difficult to get to 90 in something.

Also like the 3 weaknesses idea.
That's not the solution to the problem. We've done that twice already, but we still have the same problem.

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#14

Quote:Originally posted by Baelor Swift@Jun 13 2015, 08:50 PM
I don't understand why a more difficult update scale isn't a potential solution. Like actually make it difficult to get to 90 in something.

Also like the 3 weaknesses idea.

The thing is we've done the update scale twice, both times it seemed more TPE got handed out again. So it just nullified all the work guys did

West Kendall
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#15

Quote:Originally posted by JHS@Jun 13 2015, 08:24 PM
I dont think that getting rid of uncapped TPE is a good idea. The whole point of it is to reward the hardest working users in the league so that their effort makes their players standouts.

Other than that, a very intriguing and well researched article Cheers

I understand the standpoint but that hard work is supposed to be what point tasks are. There is a ton of tpe being handed out for everything, not entirely for hard work. Make PTs harder, and if you remove uncapped, capped tpe has to go up a bit. Also maybe money can have a little bit more value.

Overall there is too much tpe flying out, needs to be more difficult to earn.

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Ryan Jesster - HoF Goalie (S1-S14)
Proud Calgary Dragon Alumni 
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Dragons | Sweden | Raptors
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