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Old 09-20-2025, 01:44 PM   #141
BlackIce
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Hits/game improved/ fixed in 3D Mode much like Classic Mode is already
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Old 09-20-2025, 05:40 PM   #142
WoolyKnights
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Quote:
Originally Posted by Tangerino View Post
I'd like the ability to keep player roles on certain players, maybe similar to the way you can lock players to certain lines, I just mostly play as GM only and its really frustrating when I have a coach set to "Defensive" or "Standard" tactics and he sets my first line offensive player as a two way forward and therefore the 4th line guy that for some reason is set to playmaker gets 1st line power player minutes, it has happened it so many simulations and it gets so frustrating and if I sign an offensive coach then we just get scored on severely so there's really nothing for me to do except fire the coach and play as coach which is exactly what I don't want to do.

and also for the sake of it why can't we lock players on lines or even just move them around when set to gm only? you used to be able to do it in really old variations of the game and it makes no sense not to have it.. I understand in real life nhl gms don't pick the lines but this is a game and I wan't more control over it without actually having to coach the team.
Hey Tangerino, I just started a new save to test out the GM only and I am able to set the lines how I want using the Lineups tab to set them. You may also have to go into the Manager Options and change the Setting Lineups to yourself instead of Assistant to get them to stick. But it seems to be working how I would expect it to, though I am not watching the games play out to verify 100%.
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Old 09-21-2025, 06:55 PM   #143
Infinite_Jester54
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I'm really hoping that the game has more built-in analytical tools & data: it's hard sometimes to figure out what's going wrong with your team/your tactics right now.

I also kind of want a complete makeover of the tactical engine to be something more like FM's tactic designer, but I imagine that's a bit of a pipe-dream.
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Old 10-03-2025, 12:36 AM   #144
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To add to some previous suggestions, one very general improvement which might not make it into FHM 12 but should be a target for future: make fog of war funner.

I am someone who reviews the full scouting report of player's I'm interested in, including both the written descriptions and all the attributes. It's incredibly fun but sometimes it feels a bit OP because the player is often much better at talent evaluation than the AI. For instance, while your scouts are often wrong about the star level, and can apparently be wrong about player attributes as well, tactical role ratings are always accurate. On the other hand, if you turn on fog of war, then the only information you have are the written description, which removes a lot of the "scouting experience". I'm not sure how it would work in practice, but I think that FOW could be reworked a bit so that you can get more information, but imperfect information. As part of this, counting stats should have a much bigger impact on players' trade and contract value (right now it has a slight effect on star rating); while this is not always the case (see Matt Grzelcyk last season) GMs may often place a lot of value on a single season of high offensive output, and that should make an impact when trading away and trading for players; the player should not be immune from this.

On a related note, different teams/GMs (perhaps even scouts) should have "biases" and while those shouldn't be completely transparent, it should have a noticeable effect on trades, drafting, etc. You should be able to know something about players (or the kind of player) that another GM is particularly high on (and they should know the same for you). There should be some biases that are relatively common that should mark up the price of certain kinds of player. For example, I like big right-handed centres and defencemen who can skate, hit, and defend, and so do most NHL GMs in real life. So those players should be more valued for contracts and trades than their skill may otherwise demand.
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Old 10-05-2025, 05:17 PM   #145
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Originally Posted by Savoie45 View Post
The OOTP development team and the FHM team are not the same. Yes, they are under the same publishing umbrella, but how they operate is not the same. Saying just because OOTP does this or has this that FHM should is naive. They both have different budgets and different priorities. Lets please move on before they close this thread.
I know they aren't the same. FHM also isn't the same as literally every other game out there... all of which know how to market a product and have it ready in a timely manner. The season didn't sneak up on anyone, they just do a genuinely terrible job with timing and maximizing interest. The season is in 48 hours and there isn't even a hint of a presale or anything coming along. This product is never going to improve until they do. Another year of money saved on my end though at least.
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Old 10-05-2025, 10:31 PM   #146
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Originally Posted by szczepam View Post
I know they aren't the same. FHM also isn't the same as literally every other game out there... all of which know how to market a product and have it ready in a timely manner. The season didn't sneak up on anyone, they just do a genuinely terrible job with timing and maximizing interest. The season is in 48 hours and there isn't even a hint of a presale or anything coming along. This product is never going to improve until they do. Another year of money saved on my end though at least.
I don't get how you can state the game isn't going to improve based on a lack of marketing.
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Old 10-06-2025, 12:20 AM   #147
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It's hard to believe that with the NHL season 2 days away, that there has been nothing mentioned regarding FHM 12.

Lack of marketing can lead to reduced pre-release interest, which can lead to lower sales, which can lead to fewer resources to devote to future development.

Not releasing a sports game on or near the start of the season isn't optimal, but doing it without some word to the games fan base is a curious decision.

Last edited by Cork55; 10-06-2025 at 12:21 AM.
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Old 10-07-2025, 09:58 AM   #148
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it would be nice to have new games not require imported seasons to be before July 1st, but rather have an option to modify existing save that are post July 1st with any changes. maybe in a future release, but since my save is in September I'll just be skipping v12
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Old 10-08-2025, 10:44 PM   #149
zodiarkh
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Overall game speed and responsiveness really needs to be improved greatly. It's only been getting worse/slower over the last couple editions of FHM. Which is worrying because you'd think it should be trending in the opposite direction as the game matures.

Free Agent/Hire Scouts/Staff Free Agent screens can take 10+ seconds to load even on a brand new save. On saves decades into the future, which is what I personally enjoy playing FHM for the most, it can take 30+ seconds. As well as 5-10 seconds to execute clicks when I want to hire/sign someone on those screens. Either pagination needs to be introduced to those screens, or maybe not displaying every staff/player right away and let us choose the filters first, or the way of displaying the data needs to be drastically optimized in general.

The UI in general feels clunky and slow, like dragging players around many times grabs the wrong player. Clicking on any player and going to the edit screen feels very slow, especially if I want to go in from one screen just to check a players ratings/other info and clicking the back button takes a few seconds to load the previous page.
Maybe that page should be cached or something? Or maybe it already is, I don't know.

Just the overall responsiveness and snappiness of the game being improved would make the experience a lot more enjoyable than it already is. Because at the end of the day, the game consists of a lot of clicking.
I think if players have the hardware, there should be some way the game could allow you to take advantage of it.
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Old 10-09-2025, 10:25 AM   #150
northjersey
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Quote:
Originally Posted by zodiarkh View Post
Overall game speed and responsiveness really needs to be improved greatly. It's only been getting worse/slower over the last couple editions of FHM. Which is worrying because you'd think it should be trending in the opposite direction as the game matures.

Free Agent/Hire Scouts/Staff Free Agent screens can take 10+ seconds to load even on a brand new save. On saves decades into the future, which is what I personally enjoy playing FHM for the most, it can take 30+ seconds. As well as 5-10 seconds to execute clicks when I want to hire/sign someone on those screens. Either pagination needs to be introduced to those screens, or maybe not displaying every staff/player right away and let us choose the filters first, or the way of displaying the data needs to be drastically optimized in general.

The UI in general feels clunky and slow, like dragging players around many times grabs the wrong player. Clicking on any player and going to the edit screen feels very slow, especially if I want to go in from one screen just to check a players ratings/other info and clicking the back button takes a few seconds to load the previous page.
Maybe that page should be cached or something? Or maybe it already is, I don't know.

Just the overall responsiveness and snappiness of the game being improved would make the experience a lot more enjoyable than it already is. Because at the end of the day, the game consists of a lot of clicking.
I think if players have the hardware, there should be some way the game could allow you to take advantage of it.



hear hear on the menu response. if you want to import an old player, you can click on the button and then go make yourself a 5 course dinner, finish it, wash up the dishes and pans, and return just in time for the menu to be loaded
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Old 10-10-2025, 04:49 PM   #151
Tham
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OK about coaching...

I would love to be able to offer an older player (36 and over) or after they announce their retirement, a coaching position (and if you can, add a retirement notice in the players page somewhere...like the contract section).

I also think (if this is not already the case) to have their position be the same as their preference (offensive or defensive).

I also think ti would be cool if the players talent was related to their skill set as a coach.

Cause everybody loves a legendary player becoming a legendary coach story lol.

Last edited by Tham; 10-10-2025 at 04:58 PM.
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Old 10-10-2025, 11:33 PM   #152
TimRaines30
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I would like customizable reports. I want to be able to pick ratings and stats, contract info, pretty much anything on the same screen.
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Old 10-11-2025, 02:58 AM   #153
Varbergfc
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Draft

- Edit a Draft clock for each rounds as in real life
- deeper individual tactics and possiblitity to have different player roles in 5v5 and special teams.
- tactic screen, visual picture or 2d so it possible to see different between choices
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Old 10-14-2025, 03:53 PM   #154
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Ability to edit college commitments, scholarship amounts. & what season they're starting college hockey on a player's page
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Old 10-21-2025, 04:07 PM   #155
jclh
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By the way, we should probably have long-term and possibly career ending injuries. I assume that they would just be really really long regular injuries (but perhaps with a new cosmetic label like "Career-Ending" or maybe "Career-Threatening" if you're going to include a small chance of players (like Lemieux or Landeskog) returning after a few years' absence.
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Old 10-21-2025, 04:17 PM   #156
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European leagues can sign players on ECHL (and possibly AHL) contracts.
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Old 10-21-2025, 05:35 PM   #157
VVS
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sim speed

pleas boost sim speed when simming a long strech at once can take forever, its the only like major issue I have with the game, even if its by a a little bit (ive tried everything even 3 new pcs)
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Old 10-21-2025, 09:54 PM   #158
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Also, adding accurate waiver rules and complete coaching histories for real-life GMs and coaches.
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