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Old 07-08-2013, 12:20 PM   #3
Airchallenged
Minors (Rookie Ball)
 
Join Date: May 2013
Posts: 39
Quote:
Originally Posted by dejaqwho View Post
Seems like trading has a long way to go. I been playing around testing trading, proposing a ton of trades to the CPU.

Computer/Computer trades seem good for 3rd line type players, but numerous times they do awful trades, this is more likely to be the case with top players.

Human/Computer trades are hard to make, almost impossible. Here are some examples.

I tried trading Hemsky for a 4th round pick, nothing.

I tried RNH at trade deadline for what was most likely to end up 10-15 pick, computer said NO WAY, not even close.

Defensmen Rayan Whitney for a 5th round pick...no CPU team would accept.

Some suggestions:

I like the fact that computer says right away we don't want to trade their best young players. But they should at least entertain offers, they should be open to an overpayment.

For teams trying to acquire a player on another team that's in the same division, trade AI should be programed to seek an overpayment, just like in real life.

So far teams are only listing 1 position that they need. In EHM teams were much more detailed on what their needs are. Teams should list more detailed needs... ie. 2nd Line 2 way forward, Checking Center, Playmaking center....etc

In EHM your assistant GM would tell you if the trade proposal was fair or an overpayment, how likely the other team was to accept and that was fairly accurate...and FHM attempts to do this, but they are awful at it, very inaccurate.
I've been trying to think of a way to implement the value of picks better. My idea was to assign every pick a value. For example pick 210 (the last pick) would have a value of 1 while pick 1 would have an initial value of 210. There would have to be some heavy multipliers for the top picks and some medium ones for the rest of the first round. Some negative modifiers would have to be applied to later years so that you can't cheat the system like in EA to rack up the top five picks for no real loss.

At the same time there would have to be some modifiers on bottom six players (who are generally less than 3 stars) for teams that REALLY need that level of player. Basically some formula has to be worked out so that every pick or player has a value and teams will accept when they are relatively close in value on both sides.

My only loss is how to value players? Do they have a base value for their skill level and that's it? Is that value adjusted based on the other players of their level and position (Off vs. Def)? If so what stats do you take into account? I think the latter is better but then you would have to think of some equations that pump up the value of over excelling players, but not so much that a 4th liner has the same value as a 1st liner.
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