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S82 PT #2: It's In The Game Due: Sunday, May 4th @ 11:59 PM PST

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Written Option 1: As your player is staying at the hotel during one of the roadtrips they get to share a room with one of the younger players of the team and notice that they spend almost all of their freetime playing videogames, either on phone or they brought a gaming device with them. It hasn’t impacted their game to the level to have coaches worried, at least yet, but your player thinks it might become problem in the long term if their focus ins’t on the right place. But is that something your player should do something about? Do they take it up with the coaching staff or do they think keeping it just between you two might be the way to go? Maybe the gaming device just disappears from the hotel room? Or does your player just ask for new roommate for next away game and leave it to be someone elses problem? Maybe they join them in the game and hope that everything just works out all right? What does your player do and how does the situation resolve?


Being a veteran in this league, I’ve seen too many times where a rookie comes in and not knowing fully what it takes to win here. While the road has all the fun that everybody talks about as far as time with the guys going out to dinners going out to bars the most important thing to do during the season is get your rest. The more video games you play the less rest you get. There’s no other way around it. In situations in the past, I’ve been able to explain to rookies this very simple thing. Sometimes it works sometimes it doesn’t. I have found, however that it usually works for the people that stick in this league and it usually doesn’t for the people that wash out quickly. It’s very important to make sure your team and your own health come first before all the fun that you can do with all the money that you’re not getting paid.


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S61 Four Star Cup - Game-Winning Goal in the clinching Game 4

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Option 1:

Inge is still a young-ish player himself, despite the responsibilities thrust upon him as Alternate Captain in Baltimore, so he knows the temptation of sitting down, zoning out and gaming, he enjoys a session of Skyrim as much as the next Scandinavian, but he also knows that you can’t get too Kyler Murray-esque in your reliance on games to support you. Inge sees himself as something of a bridge between the older generation players in Baltimore and their current insane crop of rookies and prospects. He feels a responsibility to show these younger players the level of drive and commitment it takes to succeed at this level and how his older teammates like Bergmark and Fry have maintained such high quality over the length of their careers. Working hard, staying in peak physical condition and getting enough sleep are big ones. The last one is definitely one that gets affected by too much gaming. There’s room for everything in moderation, but Inge polices things with the younger guys to keep them on the right track!

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Option 2: First of all, I would start by improving current build system, because for now, and I don't know if it's the fault of new engine or if it was like this before, but the more balanced your player is, the better he plays, so any build doesn't make any sense. Especially since in SHL it is really hard to find someone with a diverse build, the differences there are literally one point.. Character classes as roles actually already exist, but as I wrote earlier, I don't see how they matter. I would freed the goalkeeper's personality, because I know that their build is schematic and can go in one direction, so I would definitely give goalkeepers more opportunities to play with their build, what would gives mentally changes towards teammates. I really like mPT and PT, because they are lazy ways to gain TPE, as well as tipster tasks like Hattrick, where we already assume some dynamics based on knowledge about the league.

ISFL PT (username is Drizzy)

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Rence Sykut would have no problem with a teammate having a strong interest in gaming as long it does not cause detriment to their on ice performance and personal life. Gaming seems to be an unfairly vilified past time perpetuated by older generation and other forms of media that have seen their popularity surpassed by the gaming industry. If the prompt were switched from the teammate gaming to, for example, spending a lot of time reading fantasy novels or watching documentaries, then most people would take zero issue with the behavior. However, since gaming is still somehow perceived in the same vein as other addictive and damaging behaviors, it is implied that this player is doing something wrong. While gaming addiction is real and detrimental to some, many find it as a positive creative outlet, social activity, or de-stressing past time. Therefore, Rence would let his teammate game away unless it becomes a detriment to his life on or off the ice.

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Written Option 2: SHL has always had RPG elements, at least in form of player progression, but there could be room to add lot more. There are countless of RPGs out there with very different systems that are designed for varying styles of games which should mean that there would be multiple interesting things we could loan from these systems to mix things up. What would you bring over from one or multiple RPG games to SHL to make things more interesting? Skills, classes, madness, feats etc. How would they best be implemented to SHL? (If you aren’t familiar with any RPGs, what would you bring from any board- or videogames?

I think the one thing that is missing from this system is a way to upgrade gear that would have minor benefits to your stats. For something that would make no sense whatsoever, we could create a roguelike hockey dungeon system where you have to sim your stats against various 1 on 1 competitors using an energy system that you would get slowly back through recharging. There is a random chance that you will win which will reward you gear to equip your player. You can then use that gear during the regular system but they would give you things like the ability to punch harder or the ability to mock the other team more. Nothing that actually boosts your stats, but you could end up as a super agitator or something else completely insulting. This would be implemented by the already stretched thin portal development team who could then go about practicing their animation skills to show your player render fighting renders of other hockey players in the dungeon. At the end of the day only one person can be at the top of the rankings and they would get the prestigious +1 to fighting, the only stat boost that would be the result of this terrible system that everyone would love. Or just make an SHL fight mini game that could be played mid sim as entertainment.

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Credit to Vulfzilla for the awesome render pic
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I think the SHL would do really well with quick time events. Say your player is on a breakaway about to score a goal. Well a push notification is sent to your phone and the goalies phone and whoever presses 3 buttons first wins. It would really encourage activity during the sims and reward those who take the time to watch it. I also think something like a wanted or bounty system from Grand Theft Auto or Red Dead Redemption could be cool. Say your player is on a hot streak. Well their bounty or wanted level goes up and suddenly players are trying to target you and hit you more often, and the bounty is only cashed by beating you in a fight. It would encourage more physical play but also punish teams that focus on the bounty by leaving everyone else open. And besides, who doesn’t love the early 2010’s New Orleans Saints?




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Thank you @xjoverax for the sig!

Written Option 2:

There is already a pretty heavy link between traditional RPGs and the SHL world we play in today. Player attributes are just like RPG character attributes, and the user builds their character to play a role they imagine in their mind.

But we could and maybe even should adopt even more elements of traditional RPGs into the SHL world. In particular, I love the idea of classes. FHM already has built into it the idea of roles for a player, and it's worth considering whether we should make that a more formal part of this world as a form of player "class". Today the GM decides when putting lines together what each player's role will be. It would open up a whole new dimension of build planning if the player's in-game role matched exactly their predetermined role "class". This might also make the GM's scouting and recruiting efforts more interesting, and not necessarily harder. Taking into account the player's predetermined class/role would give a GM more to think about, but it would give them a bit more certainty in terms of long-term planning.

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(This post was last modified: 05-02-2025, 11:35 AM by Ashes. Edited 1 time in total.)

Prompt 2:

I don't know how possible it would actually be to implement this into the SHL as I have zero experience with how FHM works - and thus cannot make any technical assertions here - but a sort of "feats" system would be cool. I'm imagining these working kind of like X-factors in the NHL games. You could have a feat on your player that makes them especially skilled at breakaways, a feat that allows them to recover faster after taking a big hit, a feat that makes them perform better if the team is losing in the last minutes of a game, et cetera. I think something like this could really help make players feel more distinct from each other, allowing them to develop their own styles. As for how these feats would be earned? I'm thinking you unlock one feat with every 500 TPE you earn. While you're down in the J, you have to keep your feat "banked" until you reach your 4th J season, where if you have reached 500 you can unbank your feat. Once you get the callup, you can unbank all the feats you've unlocked. Feats do not go away with regression - you can consider them somewhat of a permanent reward for hitting a certain peak TPE.



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Thank you OrbitingDeath and RainDelay for the sigs, and sve7en for the You Belong banners!

Code:
Written Option 2: SHL has always had RPG elements, at least in form of player progression, but there could be room to add lot more. There are countless of RPGs out there with very different systems that are designed for varying styles of games which should mean that there would be multiple interesting things we could loan from these systems to mix things up. What would you bring over from one or multiple RPG games to SHL to make things more interesting? Skills, classes, madness, feats etc. How would they best be implemented to SHL?  (If you aren’t familiar with any RPGs, what would you bring from any board- or videogames?
I think an interesting element we could bring over from RPG games is... LOOT! We'd have to make it pretty underwhelming so as to not become overpowered, but we could reward gears for hitting certain milestones or winning awards like MVP or Challenge Cup winner. You could even have seasonal awards like a Santa hat at Christmas or Jack-o-lantern head at Halloween. Each player could have a player menu with the typical empty boxes for head, chest, legs, etc. and slowly over the course of their career they could add pieces to make their player more unique. If we did include buffs it would have to be basic, like +1 attribute at most, or maybe super odd ones like +5 to leadership when down by 1 in the 3rd period (although I have no way of knowing how to implement that in the sim). Or no buffs at all and just make fun, unique gear that people can show off.

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Written Option 1:

Matti steps through the door into the room and stops dead in his tracks.

There's his roommate for the trip, reclined back in his bed and entirely focused on the console in his hands. Again. The cheery jingle of whatever game he's playing is echoing in the room, sharp and overly loud.

Right.

Normally, Matti would have no problem with it, and might even join in the fun as he had before, but he's still buzzing from a busy game between the posts. He'd lost track of the number of saves once they'd passed 30, and a night like that always leaves him on edge.

Well, they're all entitled to their post-game chill, so he shakes himself, steps inside, and decides to deal with it after he manages his own shower, if it's still ongoing.

And it is.

He's never been the biggest fan of confrontation with his teammates, but he might honestly lose it if that song loops again.

Ah, an idea.

"Hæ! Challenge!" That's one thing about hockey players, they can't back down from a challenge.

"Yeah?" His teammate pauses the game and looks up. "What're you thinking, Ice Man?"

"What games you have on that thing? First thing in the morning, you and me, a competition in whatever game you pick. Loser wins a bag skate?"

Alright, maybe not the best idea, but it was something.

The man stares at him for a moment before starting to snicker uncontrollably. "Sure thing, bud. I hope you're ready to skate, then."

The next afternoon, as the rest of the Grizzlies cheer him on from the boards, he starts his skate, waving with mock cheer.

At least he'd been able to sleep last night.


WC: 284

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Maybe what the SHL should have is a skill tree unlock system so that you have to unlock skills for your player through career progression. Want to skate fast? First you have to unlock the ability to skate you noob! And then maybe unlock the skill for backwards skating for defensemen and then being able to have crossovers or dancing on the blueline. Better stack those skills! Same with shooting. Want to have a wrist shot? Unlock that skill! Want to have a booming slap shot? Unlock. That. Skill! Backhands? You know the drill, unlock that skill (hey that rhymes).

Make it so that there is way more customization and skill tree builds for participants to choose from so that it becomes more engaging. The SHL can look to big names such as Diablo or Path of Exile as some possibilities on how to implement this. While we are at it... maybe make it so that we can play our players?

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(This post was last modified: 05-02-2025, 02:41 PM by FuriousChicken.)

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