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#41 |
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Major Leagues
Join Date: May 2012
Location: Germany
Posts: 390
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#42 | |
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FHM Producer
Join Date: Apr 2002
Location: Kelowna, BC
Posts: 17,434
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Quote:
The AI, so far, doesn't understand that, so it winds up benching and demoting the goons. I've addressed that in the new scouting/valuation system, so once that's working you won't see teams ignoring guys who can fight well and play at a borderline-acceptable level or better. It's a difficult balance, though, considering where we're at right now in real-life use of enforcers - many teams don't fill that role anymore. So enforcers need to be useful, but not essential, to get approximately the right levels of usage, and that's a pretty fine point to try to balance on. Re: non-fighters fighting too often, I think the primary cause of that right now is also the AI - by leaving the fighters off the rosters and undervaluing that skill in general, it creates a situation where there tends to be 5 soft players on the top units, and when they run into a tough opponent who instigates a fight, the least-soft winds up going a lot more often than he should. That's not all of it, I see some ratings issues that need to be fixed with Yakupov and Semin, but it's a big part. |
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#43 | |
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Minors (Single A)
Join Date: Mar 2013
Posts: 50
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Quote:
Last edited by Rob316; 07-16-2013 at 06:29 PM. |
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#44 | |
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All Star Starter
Join Date: Aug 2011
Posts: 1,949
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Quote:
how well the game handles physical play, value of semenko, schultz, probert, as well as accurately gained pim's for tougher players will be a major factor if replay guys will try the game or not have brawls been coded into the game structure yet? ps- don't forget on the main boxscore screen to include pims. it was an irritating feature of ehm to only have goals and shots on the main box, you had to click into the summery for each game to check pim's which took a lot of time |
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