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Old 04-08-2024, 06:11 AM   #5
tomkmb
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Join Date: Jan 2021
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Thanks for this thread Sebastian, just a few I can think of atm that have been fresh in my mind.

1) Individual player shot quality data tracking, I know currently this is available in the post game breakdown screens - I would love it if this was viewable cumulatively in one of the 'advanced stats' tabs - just to see WHO is taking poor shots consistently/getting in good scoring positions etc. Helps with immersion to visualise 'who is where' on the ice the most

2) An addition of expected goals, whilst there are a few ways to calculate this metric - utilising the shot quality data to create something like this would be cool - see who is overperforming/underperforming their xG etc.

3) Making your manager character scaled to the job you take - having the current setup whereby your manager is the same should you accept a job in the CHL or a job in the NHL isn't always viable, there has been plenty of discussion amongst myself and other players about how having low attributes when getting a first time job in the NHL can end up causing issues with tactics not being effective enough in comparison to your competition. I created an 'average NHL coach' based on all ratings of starting HC's and shared it here - https://www.reddit.com/r/FranchiseHo...hl_head_coach/
As you can see, he is very different from how a default coach would start when usually accepting an NHL job.

4) Staff improvements/clarifications - The way staff are currently, it almost feels as if they are an afterthought - what matters with staff? Why? Do they matter at all? These are questions I've felt getting stronger and stronger for me since I started playing religiously with FHM8 - At the moment I just try to hire whoever has the highest ratings and then leave it, that's it - there's no thought to it or enjoyment from building certain staff groups etc.

5) In Online Leagues, PLEASE don't tether the users inbox to the commissioners inbox settings. It's so frustrating to clear your inbox and then each time a sim is run it's entirely filled up again as if you made no changes. I'd love to be able to set my own settings to just get news about my own organisation and then have it just stay like that - currently it just gets ignored because of this.

6) Change staff ratings to be displayed as integers instead of a textual description - the 1-20 system is so ingrained in me from sports management games that dealing with this in OOTP and FHM has always been frustrating. In OOTP it's slightly less because the default ratings I play with are the 20-80 scale - so I'm already used to that. In FHM I'd love it if staff ratings were just shown as numbers, so that I can figure out who to hire from the default staff search screens/your team staff screen rather than having to click into each player to see their actual ratings and totally ignore the textual descriptions. (or go to the effort of trying to work out what each text description equates to in terms of attribute range but that doesn't seem like much fun).

7) Have the game use a global graphics folder - when working with custom graphics, the current workaround is to create a custom graphics folder and replace the quick start default with it, however you need to keep a copy of the custom one because each time the game is updated it will overwrite some of the custom graphics. I would love to, like the facegen folder currently, just have the game pull from a custom graphics folder for everything - so that I don't have to keep overwriting my quickstart folders or alternatively keep replacing the graphics folder in every created save game (this can start to eat up a lot of space if you're creating a lot of test saves etc).

8) Amend the main roster view 'Waivers' column to include helpful information, currently the binary system of YES/NO is not helpful in the offseason, which is a crucial time for figuring out your roster and call ups/demotions. There IS however, valuable waiver information displayed on the players card in the section where it says 'Waiver Eligible' - 'Yes(2025)'. If that information 'Yes(2025)' was just displayed on the main roster screen it would make for a much easier time navigating this issue, here's a thread with a bit more of a discussion and feedback from other players who were experiencing this issue - https://forums.ootpdevelopments.com/...d.php?t=351450

9) International Management feels like an afterthought currently, when the world juniors came around irl I was so hyped to try some international management in FHM, really thought it would be a fun way to experience the game and I was left confused and frustrated at the experience, I rarely see anyone talk about or share stuff to do with international management and the flaws I experienced almost immediately when playing it felt like a good reason why, here's a thread I shared at the time - https://forums.ootpdevelopments.com/...10#post5061310

10) Introduction of 'conditioning loans' as described here in this thread - https://forums.ootpdevelopments.com/...d.php?t=350883

11) This is probably my NUMBER 1 request in terms of a QOL improvement that I cannot believe is not already in the game. On the free agents screen, please include the players contract demands on that screen! Having to click into the negotiation with the player creates a huge problem in both single player and multiplayer, once you click into that player you actively begin that negotiation with him and clicking out of it again will just 'leave the player hanging' or actively 'closing the negotiation' with the player will piss them off!! If the years and salary demand were added to the free agency screen then you could see at a glance, "Right that player is too expensive for me" or "Oh i dont want to sign a vet to a 4 year deal, I'll pass on that guy" etc and then only enter negotiations with people you actually WANT to sign!!! Right now in online leagues, it's clicking, then noting down salary numbers, then exiting without saving, then reloading then clicking etc etc. In single player games it's the same too - it makes the offseason annoying at times. This would be a huge improvement IMO.

12) Something I see requested all the time for players that enjoy playing solely as the GM, please add a legacy control to 'allow user to set lines' despite not playing as HC. So many players post about this on the Discord, on the subreddit and here in the forum. I see this soo often from newer and more experienced players alike. It would allow players to enjoy having a head coach but also control the lineup because sometimes the coach AI will do questionable things with the lineup decisions.

13) Tracking and displaying of per line data - it would be great to be able to see which lines are performing well as a unit, why and how they are performing well etc - I know this is probably going to cause some strain on the back end which already results in slower sim speed over time but it would just make playing as a GM feel more immersive. Individual player analysis is great but per line would be a step up imo.

14) This doesn't feel like that constructive of a suggestion because I don't have a direct solution to suggest to improve it but sim speed - I like the use the 2D engine for as many games in my universe as possible (because it's new and gets worked on and is the future of the game etc) but sometimes the sim speed can be painfully slow even super early on in a save. I know that's a mammoth task though but just thought I'd tack it on at the end.

I'm also on the Beta team so have been posting stuff in the previous beta threads for each build be it suggestions or ways to improve little things etc so I've tried not to re post any of those into this thread as well as I assume that Jeff/Yourself will have already seen everything in those threads etc.

Thanks for all of yours and the teams hard work, it is greatly appreciated!
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