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How to fix parity and make lower tpe players better
#16

09-11-2020, 10:56 AMPremierBromanov Wrote: 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.

I really like this suggestion of the added benefit of certain positions. 
That could probably also be expanded to different roles
Sniper has +2 shooting accuracy
Playmaker get +x in passing 
Screener has +x in screening

Creating the feeling (at least early) that your selected role makes a difference in how your player will be best used

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#17
(This post was last modified: 09-11-2020, 11:15 AM by PremierBromanov.)

09-11-2020, 11:03 AMkrazko Wrote:
09-11-2020, 10:56 AMPremierBromanov Wrote: 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.

I really like this suggestion of the added benefit of certain positions. 
That could probably also be expanded to different roles
Sniper has +2 shooting accuracy
Playmaker get +x in passing 
Screener has +x in screening

Creating the feeling (at least early) that your selected role makes a difference in how your player will be best used

thinking on this some more, i wonder if we could do a flat  +1 to each "important" stat for each role.

pros:
-GMs can set lines as usual with no additional overhead
-Players have a sense of agency regarding their role, because GMs are naturally incentivized to play them at certain positions. Ie, a sniper would be much better at sniping than gooning.
-Low overhead: players select position at creation and can change once a season, like usual.
-Players are incentivised to get things to 20, since 21/22 is huge.

Cons
-Some positions have 6 important stats, some have 8. How would we decide? or might it be a flat +8 spread across all of the stats. Ie, maybe for a role with 6 stats, two of them are +2 instead of 1.
-Confusing for updaters and players alike. But, we have done strengths and weaknesses before. Still, moving the goalposts, so to speak, in terms of how much a stat costs could be confusing and error-prone.
-regarding 21/22, reduces parity (ie, widens the gap)

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#18

09-11-2020, 11:03 AMcharlieconway Wrote:
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.

Going off this post from a developer in the forums

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#19

09-11-2020, 11:22 AMTommySalami Wrote:
09-11-2020, 11:03 AMcharlieconway Wrote: 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.

Going off this post from a developer in the forums

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Woah, thank you.

That adds an interesting aspect the breaking the 20 cap.

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#20

Bro make breaking the cap cost like 65 or so tpe so then people mite not abuse it because other attributes will lack but it will add flavor and I think honestly people with alot of fhm insight should really think about retooling the way tpe works 0-20 to make lower players able to make the jump before maybe say 6 seasons or 7

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#21

I think that these two suggestions kind of offset each-other. Adding in the ability for players with a huge store of TPE to break through the 20 cap, given how FHM treats such players in the sim, would kind of work to counteract any benefit gained by making the lower end of the scale more approachable to low TPE players. It would just change the parameters by which there is a lack of parity, rather than solving the issue.

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#22

@Allegiant
That's why someone smarter then me does the math if you make 20>21 cost 80 or 90 tpe it will lower there abilitys in other areas

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