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How to fix parity and make lower tpe players better
#1
(This post was last modified: 09-11-2020, 06:33 AM by Fitted2106.)

Lower the update scale costs AND LET PEOPLE PUT ATTRIBUTES OVER 20 JUST MAKE IT COST ALOT THE GAME LETS YOU SO MAKE THIS CHANGE


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Yes I can they say it takes to long for rebuilds because players need massive toe amounts around 1300 to be even ok in the shl. simply make the cost of current updates cost slightly less so players can push there attributes higher maybe make 17>20 cost 25 instead of 40 and so on down the line. However make going over 20 cost 50 you can go over 20 in fhm but to make players hit the shl running a little better lower the overall tpe cost of updating 5>20

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#2

Hm interesting. Could you elaborate?

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#3
(This post was last modified: 09-10-2020, 11:50 PM by Fitted2106.)

@ACapitalChicago
Yes I can they say it takes to long for rebuilds because players need massive toe amounts around 1300 to be even ok in the shl. simply make the cost of current updates cost slightly less so players can push there attributes higher maybe make 17>20 cost 25 instead of 40 and so on down the line. However make going over 20 cost 50 you can go over 20 in fhm but to make players hit the shl running a little better lower the overall tpe cost of updating 5>20

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#4

I just want 25 aggression

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#5

09-11-2020, 12:06 AMSlashACM Wrote: I just want 25 aggression

this guy gets it

As for my pro thoughts: the current scale definitely did make the mid-earner fairly useless, namely the sub 1300 TPE crowd mentioned by fitted.

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#6

I'm almost positive that 20 is the max for all attributes in FHM, but an interesting perspective nonetheless

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#7

09-11-2020, 12:24 AMAgentSmith630 Wrote: I'm almost positive that 20 is the max for all attributes in FHM, but an interesting perspective nonetheless

Gretzky has 21/22 in a couple stats.

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#8

09-11-2020, 12:24 AMAgentSmith630 Wrote: I'm almost positive that 20 is the max for all attributes in FHM, but an interesting perspective nonetheless

What @Keygan said and yeah McD has one or two stats over 20 and just checked in FHM and set something to 24 and it showed as that.

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#9

Gretzky has 27 passing and 25 o read

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#10

@AgentSmith630
Max is 40 over 20 is supreme tho

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#11

I like that the first comment from Fitted is longer than the article.

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#12

This is a great idea and frankly I think that it would help differentiate the 2k players, because many of them seem to have similar stats as the 1700+ crowd. I know that is because of lines and tactics, but IMO a 2k player should be able to overcome that as many superstars in the NHL can (arguably) still have great seasons with plugs on their line.

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#13

There's a big issue with letting players go over 20. With attributes 1 to 20 the progression is linear meaning the jump from 10 to 11 the same amount of skill added as a jump from 11 to 12 and 19 to 20. The amount of skill gained is increased further with each jump into the 20s. I don't know the exact calculations used but 20 to 21 is a greater jump in skill than 19 to 20. 21 to 22 is a greater jump in skill than 20 to 21 and it continues in that manner all the way to 40.

Someone with 25 in a attribute might have a 100% increase in skill compared to someone who has a 20 but the difference between 20 and 15 is only a 33% increase in skill. This would make parity between the best and worst players even greater.

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#14

While we're here, lets argue about starting stats for different positions/roles

HOT TAKE:

Certain roles/positions have a permanent +X to certain stats. Let's say....its 5. For shits and giggles. Lets say for centers it's +5 faceoffs. This means at player creation, you have 5s across the board and 10 (5 + 5) in faceoffs. If you spend the 1 TPE required to push base faceoffs to 6, your faceoffs is now 11. This means getting faceoffs to 15 for a center would cost 15 TPE. That's probably fucking insane, but its a fun experiment. Could it work with less? +2 in values? At start it saves you 2 TPE. At 17 it saves you 80 TPE.

The result of a system like this is that different positions are encouraged to actually be good at things, because the more you invest in that thing, the more the additional +2 is worth. As it stands, there's virtually no difference between a winger with 15 faceoffs and a center with 15 faceoffs. The only real difference is that a winger would never really have 15 faceoffs because they don't normally take them. Meanwhile, centers have to dump like 60 TPE into face-offs just to compete with other centers. This necessarily creates a divide in centers and wingers, because wingers can be better at other things instead. So maybe its a moot point but im hot taking here so dont yell at me.

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#15

09-11-2020, 10:51 AMTommySalami Wrote: There's a big issue with letting players go over 20. With attributes 1 to 20 the progression is linear meaning the jump from 10 to 11 the same amount of skill added as a jump from 11 to 12 and 19 to 20. The amount of skill gained is increased further with each jump into the 20s. I don't know the exact calculations used but 20 to 21 is a greater jump in skill than 19 to 20. 21 to 22 is a greater jump in skill than 20 to 21 and it continues in that manner all the way to 40.

Someone with 25 in a attribute might have a 100% increase in skill compared to someone who has a 20 but the difference between 20 and 15 is only a 33% increase in skill. This would make parity between the best and worst players even greater.
Do you know this for a fact, through testing? Or is it said somewhere in the documentation for the game? That's really interesting if so.

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