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#41 |
Minors (Double A)
Join Date: May 2020
Posts: 153
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So, I've yet to see an NHL All-Star Game in FHM11 which is unacceptable.
Firstoff, things that should be in game, then on to my "things I'd like to see" dreams. As others have said drafts are lackluster as far as features go and should be a core experience. I'll quote myself on something that absolutely NEEDS to be a top priority to bring better usability to the draft, and that is the retention of draft pick origins: "In the 'Draft Order' listing in drafts its shows what teams own each pick in the draft order. It currently doesn't differentiate between multiple picks owned by the same team in a round though. A team might have picks 5 and 28 but the in-game displays give us no way to figure which is which. In my games the only real way has been to do a 'force trade' and see if my team gain the proper pick or not, reload and persue the pick of choice. Traded picks should retain the team they originally belonged when traded. For example: Philadelphia Flyers (BOS) for a pick in the draft shows it currently belong to the Flyers but that draft slot actually represents what would be Boston's pick. That should be done as it would add to trade functionality as well. Great for drafts (and suggested previously) is another idea. When draft picks for that year are detrmined both in the draft list and in trade listings and pull-down menus overall pick numbers would be clearly indicated. That info is actually more pertinent I'd suggest the trade display would combine both suggestions. Currently if you add a pick to a trade it gets listed as follows: NHL Entry Draft 2025 - Calgary - Round: 1 If this pick was traded to them by Vancouver and it is the 18th pick in the upcoming draft; the suggested more useful display would read like this: NHL Entry Draft 2025 - Calgary (VAN) - Round 1 (18) Then you don't have to try and figure out/track down what pick you are trading for if Calgary has three first rounders. You also know instantly what number overall the pick is. Retaining the team traded from information gives you a better fix on pick value if you trade for a powerhouse's pick from next years first round or a team you know will struggle and get you a higher pick. I feel these to be key elements to help us assess trades and the draft. Particular issues with playing a shortened NHL season specifically... an option for "regular season length" or "compacted schedule" would be great. Shorten the NHL schedule to 42 games and the game creates a standard density of games in a shedule that then ends in December. It'd be more pleasing to me to have a schedule that ends on the same date as a regular NHL schedule it would just be less condensed as far as games played per week. In a 41 game schedule given all that calendar space there is no need for the schedule grind of an 82 game season with back-to-back games every week. If that mechanic can't be easily implemented then at least we should have an element in the scheduler that it won't schedule the Olympics at the same time as the Stanley Cup Playoffs. In my game the Conference Finals in the NHL was set to begin yet half the team's players were unavailable, off playing in the Olympics!! This should never happen! Either an option to schedule the Olympics ourselves or a "NHL Override" safeguard where players in the Stanley Cup Playoffs don't choose the Olympics over playing with their NHL team is needed. I agree the "chemistry" and "random created drama" element should be an option not a game element. I don't want to be forced to trade a player that I've been working to have a role on my team possibly for years and then have players upset and theoir performance impacted just because of a random in-game mechanic. Sure if people want that 'challenge' let them keep that box checked. Me? I'd love to turn it off as it only provides potential frustration and negatively impacts my gameplay experience. There is still that oddity of only getting full game options if you take on the GM /Head Coach role but if you want roster and line control but it leaves you without the opportunity to have a Head Coach. Let us just run the whole thing AND hire a Head Coach like we can hire our Assistant Coaches without having to end-around game options. Trade AI: **ugh** Even with a "this seems like an even trade" feedback it's near impossible to actually seal the deal on a trade reasonably. You offer a trade to a team and they neverendingly tell you it's "good but not quite". From that point on, for them to actually pull the trigger you eventually need to chip in another pick and another player or rights and you are WAY overpaying at that point for a move of minor players. Trades of any significant team-building value even when you put a ton on your side of the table are still basically impossible to cement without eventually just forcing trades through. You ask them to 'make it work' on a trade that gives them substantial gains in roles/categories they have weaknesses in and they inevitably come back with "a trade like that will need to involve[list your top three players here]" which is unrealistic and not helpful. I'm not trying to trade grinders and a pick for 1st line future HHoFers here, I'm offering key players in their reported areas of need in return for players to fill in roles I need, but you simply can never get it done let alone reasonably. Lastly I'll say I always appreciate you continuing to have a mac version. However... to say it is either tested or really supported?? At this point that assertion is clearly innacurate. On my MacBook Pro I get ZERO running color commentary text in 2d mode, just flashing notifications of goals scored (I can see the files with the dialogue are still there but they simply don't work and it seems nobody has noticed and/or cared). I get no NHL All Star game. I've let that slide as I won a Steam cert that I bought this years version with, but I'd guess others might be a little more upset with that lack of functionality. I don't expect there to be a full-time mac specific guy in a tight crew, but if you're going to continue making it avaialble there should be SOMEONE with basic overlapping knowledge that does in house testing of the Mac version before it goes up on Steam for people to pay 45 bucks for. As is FHM 11 especially as a yearly title feels a lot more like a 14.99 entry to me tbh and that pains me given how much time I've put into this game. I'm a long-time user and even an EHM tester, so I know something about the game's history and the slim but dedicated and hardworking crew behind it... but were people without that nostalgia for the game and niche love for hockey sims tand compared it's offering for it's price to other games on Steam? The price is way out of whack. In the era of amazing free-to-plays and indies at the $29 mark or less that give days of gameplay and are mindblowing transformative gameplay experiences. II mean $45 for a step-above-text sport sim when you can get Elden Ring's latest or Baldurs Gate 3 for around the same price is kind of madness. I understand the limited demand, the small team and the needing money to drive the project forward year to year but damn, $45 bucks for FHM is a big ask of your users and should be reconsidered for FHM 12 would I hope. I love this game and respect the dev crew but there are many changes that can and should be made if they want to show they are still interested in making this game all it can be. |
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#42 | |
Developer
Join Date: Mar 2002
Location: Hamburg, Germany
Posts: 5,350
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Thanks for your feedback. I want to correct one false thing from it:
The Mac version is absolutly the same as the Windows version, there is no difference at all. In your case, text commentary is limited in 2D (again, the same on Mac and Windows) as we thought it would go to fast in 2D mode (so not really readable). We might look into it again if people think that is not the case. Quote:
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Buy Franchise Hockey Manager 11 |
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#43 |
Minors (Double A)
Join Date: Oct 2023
Posts: 126
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1. European Senior Leagues – Custom/Standard Mode
- Add different European contract options like e.g. release after relegation - Ability to offer Semi-Professional Contract -> Player will develop less, will have lower contract, cause he have family to feed and need earn more elsewhere - Ability to loan player for a given period of time - Ability to connect chosen team as Second Team (“Farm Team”) in relegation league/different country league e.g. some ICEHL/Alps Hockey League teams got their second team in Italian/Slovenian Leagues - Add something like Club Reputation for European Leagues Clubs or possibility to have Division Value aside of League Value 2.European Junior Leagues – Custom/Standard Mode - Ability to connect Junior Leagues to Promotion/Relegation Leagues linked to given clubs (U20/U18/U16 etc.). As also add European Junior Contracts option. Current workaround with changing farm league to junior league has its limitation. If team is promoted/relegated farm team is delinked. Other thing is no ability to offer a contract for players in farm teams as mentioned in above point. As also obligation not honor contracts of farm team. - Ability to add junior leagues with league value below 0.30 - Ability for newly created juniors to join junior teams in custom mode at the same times as in normal mode 3.Farm Teams – Custom/Standard Mode - Ability to edit 3rd and 4th Farm Team if available in edit team screen - Ability to offer contract for a farm team player when playing as parent club. Currently if I add Farm League after Game is Created I am not able to offer such contract even if I set correct linkage between farm and parent club - Ability to connect multi structure farm teams e.g. AHL to NHL as also ECHL 4.Tournaments - Custom/Standard Mode - Gaining season score points for participating in club tournaments e.g. Winning Champions League -> 1 season score point. - Torunament will pick teams to chosen groups on basis of seeded pots. from best to worst team. - Ability to add to tournament team from chosen place in a league e.g. 10th place, not only top teams - Ability to create international tournaments with promotion/relegation structure in custom games (make user pay if he make a mistake of not having enough players) - When creating new tournament - it will take highest financial points/budget teams on 1st tournament season just after creating a game 5.Custom Mode - Ability to add Leagues in Opening Custom Game Menu without new players - Ability to add promo/rel leagues during game - Ability to preview custom leagues during "in the making" before game (some table with league values etc.) - Ability to modify league values on 1st July (even slightly e.g. 0.01 point per two/three seasons) - Ability to bulk upload list of players which should be generated in given years for given team with set stats e.g. I would like that in 2010 Connor McDavid will generate at the age of 13years even though current season is e.g. 1982 - Ability to mass delete players/staff ability to delete leagues - Ability to edit league player age in custom game creation screen - Ability to create u15 junior league together with draft age e.g.12-14. Currently it seems I cannot create junior structure in custom game to have proper potential players in age 12-14 as game creates them at the age of 14/15. My aim is to have e.g. WHL draft players which played in younger junior level not from newly created players - ability to enter value with decimal places to rookie draft nationalities option - Ability to edit Team Founded Year 6. Standard Mode - Ability to add promo/relegation league in choose playable league screen which league value can be adjusted by players - Ability to modify Draft Nationalities in Normal Mode - Add couple more of playable leagues as Alps Hockey League/Slovenian International League/Italian League/Kazakhstan League/Slovenian National League - Ability to apply to play in different close leagues as ICEHL. Real World expansions. Sth like ootp - Ability to edit number of teams in different real leagues 7. Standard Mode/Custom Mode - Ability to modify number of junior players should play in Given match(e.g.2 players below 21 years old should play in given match) - Ability to enter the same team to two or more leagues e.g. ICEHL + Italian League - Ability to import/export team from one league to another. e.g after one season I would like to transfer my team from Italian League to ICEHL - Ability to automatically divide teams to different divisions on the base of geographic coordinates in promo/rel mode - Ability to upload newly created/modified players from .csv - Add possibility to have junior teams in senior league e.g. Slovakia U20 in 2nd Slovakian League - Ability to edit regions - Ability to switch players in edit player screen - Abilitty to edit line chemistry (if it's hard maybe ability to edit those only for newly created players?) - Ability to build Junior/Training facilities to boost juniors/seniors development - Ability to add referee ability screen and make it editable - Ability to edit rest of staff preferences e.g. (line matching tendency, goalkeeper handling, favor veterans, innovation, loyalty) - Ability to add staff - Ability to turn the player into staff - Ability to add derby name to the rivalry - Ability to edit league minimum salary - Ability to sign player as a coach/scout etc. -ability to change team id so farm teams would automatically change for those team too Don't know if this is already available but also ability to develop potential abiltity of new junior players through successes on international or Club Competittions area by given country/club Last edited by PabloSanok; 05-21-2025 at 09:15 AM. |
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#44 |
Minors (Single A)
Join Date: Sep 2013
Location: Charlotte,NC USA
Posts: 52
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First and formost this game has grown and I always appreciate the efforts put forth by the creators of this game. Not enough credit goes to the hard work you put in and it is appreciated. That said here are a few things I'd like to see added to the next version.
- In Custom Games allow finances to start before 1917 you have it in historical why not custom, it seems like there are features that are available in Historic/Standard that are not in custom and that's severely limiting on some of the fun I'd like to be able to do. - Allow for League deactivation/reactivation - I have a dream of doing every minor league that existed but when you get to the end of said league you can't deactivate it right now only make it a 2 team league striped down as far as possible - Allow For more than 1 league to be the farm system for the NHL, I was trying to run the IHL(1929-1936 version) and CAHL and it only recognizes one leagues teams for the NHL clubs to have as a farm system. While current day that's only the AHL that wasn't the case up until the early 2000's when the IHL folded - More sandbox like features like OOTPB has allowing us to be able to create whatever vision we'd like in our worlds of custom games - An easier Logo/Jersey editor like in OOTPB where you can choose the logo/uniform set within the game not having to adjust names and filepaths |
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#45 |
All Star Starter
Join Date: Apr 2013
Posts: 1,175
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An option to turn team harmony off
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#46 | |
Major Leagues
Join Date: Apr 2018
Posts: 388
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Quote:
Strongly agree with the sentiment of this post. Whilst appreciating the efforts of the devs, I just don't think there's been enough progression in the game over the last few years and too many features are half implemented. The game sorely needs an overhaul to its interface with a complete focus on polishing up current aspects of the game with a fresh, improved look and added QoL improvements through. Recent new features just seem to be a drain on resources and aren't really improving the game. Aside of the historical stuff, I'd go as far to say NHL GM mode is pretty much on par with FHM these days. That says more about how little the game has genuinely progressed as opposed to NHL GM Mode being great imho. Last edited by Colorado; 05-27-2025 at 06:18 AM. |
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#47 |
Bat Boy
Join Date: May 2025
Posts: 3
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I've played a few different versions of the game, but I didn't want to write up a wishlist until I put some time into 11. Picked it up, and not a lot of my wishes to see in the game between versions were addressed so gonna give it a go here.
1. Special abilities. This is a game mechanic that has a lot of potential that seems to be kind of abandoned or underdeveloped. There's a bunch of special abilities players can have, like being good at rebounding or being hard to knock down or being intimidating. However the way they are implemented is kinda scatter shot, and feels like it was trying to be what football manager has with traits where players can have many traits that modify their behavior. Things like playing with their weak foot, playing up more often, going for big passes, slide tackling a lot etc. That mechanic in FM really can add a lot of character to your players and makes them dynamic, as well as something worth scouting for. In FHM, special abilities has three problems. First they are underwhelming in effect and lack in scope. Sure having someone good at rebounding is a good extra trait to have, however most are nebulous in what they do or if you want them. For instance two of them are being blind in one eye or another, another is knocking other players out when fighting more, another is they are more likely to stay where they are. Some of them seem to be like....innate qualities like the player doesn't get injured, but others are just skills. Like I said being a good rebounder, or having a strong ability to knock people out, or being hard to knock over. Those are all things you can work on as a player to get better at. However, there's nothing like....cherry picker, or good at board battles, or plays well on their off side, great at backhands, or a great tipper, or plays better under pressure that you see in other games. Some of that is covered in tactical tendencies of course but those are instructions not a players personality, their DNA that makes them worth having on your squad. Second, special abilities are exceedingly rare because of the narrow scope of them. After a few years, many of the players with these abilities age out and retire and newgens very very rarely get them. You end up quickly with a pro population that does not have special abilities and basically never will again. And the third problem goes into the next topic, training. In FM, traits aren't innate things a player is spawned with but a training target you can specifically try to give someone. Instead of editing the player to give them special abilities, it should be possible to tell your training staff and player to try and get a specific special ability. Also, a small thing, it doesn't matter because they are so rare but it seems players are limited to 3 special abilities. If you could train them or acquire more easily, then the cap should be raised. 2. Training. Training is a black box of a game mechanic, that most of the advice around it that I've searched for including from the game devs is to set it to let the AI handle it and leave it alone. For a game where you're trying to build players up from drafting very often to take advantage of the cap, it's very strange that the best advice for the system is to just not touch it. Other sim games also have systems that are often best left alone, however they also usually let the manager dictate where it should be going. Select for a specific player that you want them to work on specific parts of their game. Or specific skills. If you go into that screen now, it's very generic in terms of what you can target at all with training. If you want a player to learn a new role on the team and the skills to do it, you are out of luck. It'd be great to be able to give instructions to training to say "I want you to work on being a garbage collector and train at those specific skills which will improve it". Or I want you to work on playing at center or on the wing. And with above, this would be a great place to introduce special ability training. Forego stat training and instead try and get a special ability to their arsenal. Part of the reason that player development in this game feels so hands off and arbitrary is because the training system is not rewarding or intuitive to interact with. You're better off not touching it at all, which is a big loss to a manager sim. 3. Tactics. Tactics are...to put it mildly, extremely confusing and difficult to interact with. At a basic level, you cannot save tactics and switch between them easily like you can with lines and lineups. Makes it so that if you want to have a specific tactic ready for a match up, you have to go through one by one each time to change it. That's a very very simple and easy fix that would add a lot of depth. At a more fundamental level, tactics are not rewarding to interact with. The best advice for how your tactics should work that I've read in numerous places is just pick the tactic for a unit that has the most good or greats in them, and leave it alone. Nevermind how those tactics work together, why players are good at them, or the familiarity they have with them. Familiarity is a hidden mechanic I guess that I've heard the devs mention where the more a player stays with a tactic, the better they get at it. That is information that I cannot find anywhere in the screens, so you just kinda gotta vibes it. Real hockey teams have tactics that have synergies with each other, so that you're not asking players to do things that are basically impossible. That is not really present here, as I said you're encouraged to just match up good and great fits and leave it there. There's some really good threads that explain how they should be used and how they can work together, that's a lot of paratext that isn't particularly present in the game. And part of that is the tactics have no visual component to them in game. It's up to your reading comprehension to understand where your players will go on the ice or your own knowledge. Many sims have small diagrams showing the basics of a tactic, and where each player would go if you used it or how it functions. For instance it wasn't until I watched a whole game that I realized the Funnel tactic is a dump in, and that's why I had so many turnovers. A simple animated diagram of my players would've told me not to use that one. And there's no modifying a tactic, you can't flip them so that it fits one winger or d man better than the other. That would a great feature to just mirror a tactic to help out a match up. Or assign specific players to the roles in a tactic. God help me too with the behavior sliders, I read that one thread where a very helpful player tried to break down how to use them for individual players and it is so hard to follow how the behaviors work for different players and what you should emphasize. I've basically taken up a guess and check approach, trying to change the sliders so they match what I would consider real behavior to middling results. I've seen a player on a breakaway stop in front of the goalie, turn around, and fire a rocket pass to the blue line to a double covered winger because I told them to pass too much. That's so hard to figure out from the very limited descriptions that we get above the sliders to get them to act like humans. I would really love a more intuitive system on how those sliders work and maybe....have them auto populate for their role as a default? Like if you make a player a power forward, their sliders might have a default setting on them that encourages specific traits that help them. And then you can modify and save them. One thing I would really love is that if the player fits could change based on factors. For instance, if a player if familiar with a tactic their fit gets better, maybe goes from bad to good. And some kind of visual cue that they know this tactic and can run it, rather than guessing if they are familiar or if they've gotten it yet. Another would be if you could instruct them to train in a tactic to get better at it. Some fits are just bad, and there's no way around it however there should be a way to make your players better at them over time. Alternatively a negative if they're brand new to it until they understand it better. 4. 3D sim. This is probably well outside the scope of possibility, but I would really love a 3d sim like OOTP and FM have for their games. It is very difficult to read the action on the ice and see what is actually happening using the 2d or classic sims. Players fly across the ice wildly, pass the puck to each other 10 times in a row at light speed, etc. A real 3d sim would be very cool for seeing how your team actually plays, and getting attached to them. Seeing them celebrate, seeing them make plays, seeing them on breakaways. That would greatly increase my enjoyment of playing this game. 5. AI trades. based on other comments, this is a well beaten horse. But it remains my biggest frustration with the game flow. The AI makes insane and unbalanced trades with itself all the time that make no sense and yet when it comes time to trade with you, they want the sun and the moon for a player. I've seen in one day Jack Campbell traded 4 times in a row for a 2nd round pick each time. I've seen a 2 star player flipped for a 1st rounder. And the waivers are part of it too, the amount of star players I've seen sent to the minors is astonishing. When I do trades, I don't even try to appease the AI anymore. Whether it's a player on the trading block, or giving them a need, it does not matter they will only try to rake you like a 1960's GM trying to get you fired. Meanwhile turn around and give out a 1st round pick for a depth player. At this point, I only play with commissioner mode on to undo insane trades and force mine through when they say it is well balanced. Something has to be fixed there, it makes the game unfair to play watching the trades fly that you will never get. Also the ability with comissioner mode to reverse trades easily if it can't. Also the way trade and contract negotiations work are very hard to work with. When you're negotiating a trade, you get feedback and submit it and then.....sim for a few days to see if it accepted. This makes it extremely hard to do quick or last minute trades, and trade deadline effectively useless as a mechanic. The same for contracts, you might have a player agree to a deal but then you have to sim several days until they ink it. It should be possible to negotiate a trade or contract within one screen and have it finished when you exit. I've played a lot of other sims that can do this, and it makes it all so much easier. FM I believe has a function to even pause trade and contract negotiations and come back to them as a conversation almost. It's so much easier to deal with in other games, and part of the reason I use force trades a lot. It's often the only way to get a deal done if you need it done quickly, or if you're trying to do multiple at the same time. And the same for three way or multi team trades. An edit on this last part, I have no problem if there's multiple offers and players or GMs are taking their time to evaluate their options. Certainly players at FA get many offers at the same time. However that should be an option not the default. It should be possible that if both sides agree it is executed immediately which we know it can be, you can accept trades from messages immediately as well as when shopping players and the force trade option. And if they want the ability to wait and see, that's an option too. It's just locked now into ALWAYS waiting a day at least when you are proposing trades and contracts. 6. Players into coaches. This is QOL idea, I would really like the ability to try and turn former players into staff. There's some that choose to, I know in OOTP there's a button you can do to convert them into a coach or staff member. Being able to take your retired legends and at least offer a choice to keep them employed with the team would be really great instead of relying on lots of newgen staff to pop up or recycling the same guys until they retire. I would love to make Patrice Bergeron my coach or assistant coach, or hire him as a scout and have him work his way through the front office. But that's not an option. A side wish for this topic, I think there's not enough front office and coaching staff to impact your team. You can sorta think about it in terms of "some of your assistant coaches might be doing other things" but that's really a fantasy in your head. Having a sports science job along with trainers, assistant gm's to aid with trades and negotiations, GM's for your farm teams, more active scouts who you can tell to bring you recommendations, player development staff, video coaches, analytics staff, scouts in charge of regions, prospect specific development, etc. I would love if in scouting especially going up to free agency you could tell your staff to bring you recommendations for specific types of players. Like find me Centers who are good at being two way forwards. Or defensemen who are really good at the point shooter role. There's a lot of cool modifiers and ways for wealthier teams to improve their teams that aren't being used in the sim. For instance, the Toronto Maple Leafs leverage their huge income to outspending almost everyone else in the front office and training and development staff. That's not really a thing you can do in FHM outside of hiring a lot of assistant coaches and scouts. Can't even hire more than one trainer, when most teams will have entire departments made up of trainers, physical therapists, strength and conditioning, and rehabilitation. More jobs and having more flavorful ways of filling them would be a really cool addition to the game. Right now I personally hire a bunch of people at the start of a sim and forget them until they retire or until they need a new contract. 7. Chemistry. I have a similar problem with chemistry as I do tactics. It is very unclear what constitutes chemistry between linemates other than I think playing a long time together. When chemistry has a lot more to do with personality, playing styles, shared backgrounds, achievements together. The way you want to look at it now is kinda obtuse, you hover over a player in your lines and it shows like a top 10 list of who they have chemistry list and you have to read this tiny text to see if anyone on your team is on there. And then repeat that for the other two linemates. It'd be much better to have a visual system where you can see the overall chemistry of the line, some games use a color system or lines to show it. Or just a numerical value. And then also tell you why the chemistry is that number, and allow you to increase it by fulfilling conditions. For example, if you have a playmaker on a line have it increase in chemistry by inserting a dedicated scorer on the line and decrease if you give them two fighters because those roles don't really mesh. An IRL example David Pastrnak and Pavel Zacha have chemistry because they have complimentary styles one being a goal scorer the other being more a two way power forward. But they also are from Czechia, and they are friends IRL. Having that in the game, and moving around lines and players to maximize that would be a really great addition to the very basic "play together for X amount of time" chemistry that exists now. And it'd be interesting if harmony negatively affected on ice chemistry, it might now but it's hard to know as I try to avoid harmony at all costs. It's such a strange mechanic that you don't do anything for except....click intervene once in a while and trade away problem players. 8. Long term play. This one is very tough, that the game basically breaks down within 10 years. The stars retire, or there's too many in the game, and drafts just fall apart after the first few picks. The overall talent in the league drops drastically when the game is responsible for generating new players to come into the league. I think there's a system where it respawns retired players, however that system seems to not do enough to keep up with the current talent pool. And also contracts tend to calcify as all the ones signed by real people expire and you have the AI signing deals that are all according to the formula. Ends up being a very.....stale league like 10 years in. I wonder if the players in game at the start are too highly rated, and that causes the crash in player quality as it normalizes? Not sure. Sorry for the essay, I really enjoy the game and I hope some of this kind of stuff can show up in the future! There's a ton of potential in the game. Last edited by JoeMagician; 05-28-2025 at 11:30 AM. |
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#48 |
All Star Reserve
Join Date: May 2020
Location: Scotland
Posts: 789
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JoeMagician's previous post reminded me of something I'd like to see.
When Commissioner mode is on, the option to have all AI trades sent to you for approval. e.g. a news message with the trade proposal, that requires a response with the options to allow the trade, or to block it. |
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#49 |
Minors (Double A)
Join Date: Oct 2022
Posts: 188
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how about expanding the front office/staff options, such as specifying a hockey operations president. This would include the possibility of a staff member having multiple titles (GM and Hockey Ops VP). Also an assistant GM should be an option.
for the AGM, most teams designate that staff member to also be the GM of their AHL team, so if that could be added it would be great and also, it would be nice if the hockey music soundtracks could ever get implemented |
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#50 |
Bat Boy
Join Date: May 2025
Posts: 3
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I would love that, and let you interact with more of the available free agent staff pool. You never hire GM's in the game because....why would you. You are the GM. But hiring an AGM would be great! And getting them in charge of the AHL and ECHL teams, being able to tell them what you want them to do with their players. Like....develop prospects, or try to win more games, or be profitable. Tell them to develop prospects or veterans more. It's really odd how player development works in the game, because in real life as soon as a player is signed to an ELC the team takes active part in their development. They have meetings with minor league coaches, AGM's, developmental staff to create a plan for what they want players to do and where they want them to improve. In FHM, unless you take control of the minor league teams too (a tremendous headache), the sim decides how they are developed until you call them up to the NHL. And then, like I said in my post, you really shouldn't anyway because the AI is better at micromanaging training. Being able to use more staff and options to dictate how players should develop would be a huge boon to depth and engagement rather than what we do now which is....set them to a role and hope they grow in a way you want.
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#51 | |
Bat Boy
Join Date: May 2025
Posts: 3
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Quote:
It'd be so good to let you do that, just approve or deny trades with a button. Especially since draft pick trades are extremely hard to reverse. But I think the underlying problem is more pressing, in that the AI cannot manage spending well leading to it making these insane trades and waivers. If you reversed one bad trade to get under the cap, it'll make another and another and another. I agree as a band-aid I would love that option to just stop the worst of the worst while in commissioner mode. Personally I would let SOME bad trades through, and just pretend Mike Millbury got a job again. Last edited by JoeMagician; 05-28-2025 at 11:54 AM. |
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#52 |
Hall Of Famer
Join Date: Dec 2001
Location: Ontario Canada
Posts: 9,742
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For FHM12 I would love to see a few tweaks to aid users in custom leagues.
1- ability to edit players outside of the game, ideally by being able to reimport the EXPORT CSV files, or at least the PlayerMaster.csv, StaffMaster.csv and TeamData.csv files to make it much easier to adjust player/staff names and teams. Doing players one at a time with the in-game editor is far too time consuming. 2- ability to do the same with draft classes prior to the draft so you export the class, edit it in a csv file and reimport it back into the game. Maybe a note that playerID's cannot be changed but allow editing of names. 3- Ability to specify a start date for the schedule without having to create an entire custom schedule or manually edit dates on the default one each year. It is frustrating to have a 44 game season that starts Oct 1 and is over at the beginning of January. 4- Ability to edit the name's files that the game uses. There is a first_names and a last_names file in the game data folder just like OOTP has but for some reason in FHM they are ignored.
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Cliff Markle HOB1 greatest pitcher 360-160, 9 Welch Awards, 11 WS titles |
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#53 |
Minors (Single A)
Join Date: Dec 2017
Posts: 79
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For Non North American players I would love there to be a stat for the likely hood of them leaving their country
I mentioned this before but would like to see injuries potentially affect the player more. Especially Skull Fractures and Eye injuries could be career alternating maybe even leading to early retirement. Multiple knee injuries could start to slow the player down. Just feel stuff like this would add to the randomness of every different game. Over haul the contract negotiations should be allowed to offer ice time pp or pk time etc and market size or contender or re builder could play into it. Also when a guy refuses to resign would be nice to have an excuse and throughout the year I could maybe do something to try and convince him to stay instead of nope I am gone that's that. Example would be maybe he wants to be on a contender I could add a big player or two to try and convince him that we are ready to make a playoff push |
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#54 |
Bat Boy
Join Date: May 2025
Posts: 1
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i think before adding any new features, improving the QoL, (substantially) and tweaks to various base-level aspects of the game have to be the main priority. why add features to a shaky foundation.
I truly hope my pent up rant shows how badly i want this game to be a better user experience. <3 -ability to copy, paste, and save global, individual, or line tactics. it seriously wastes so much time having to click through each thing. (an example would be if you want to switch from an aggressive 2-1-2 with forechecking wingers and a backchecking center, to most other nz tactics where the center is gonna play forward (and in my mind needs to change his play style a bit). instead, you have to go through all 12 forward's individual pages, and change the sliders since there's no option for having LW, C, RW, LD, RD, all have the same sliders so you can quickly change. would cut down the 12 pages to three!) -labelled diagrams of formationsfor the love of god OR a far less vague description than 'RW plays back" etc. would love if there were something similar to how the line ui works now, but it's in the formation of whatever tactic you've picked. a better description of the goal of the tactic would be great too beyond saying stuff like 'reduces giveaway chances along the boards' i'd probably be able to figure that out if i knew exactly what my players are supposed to be doing on the ice. -i'm sure simulating hockey is incredibly difficult, but some of the things that happen while i'm watching my team play is really hard sometimes, these are a scant few examples: -to dump and chase is to just give the puck away for free so the defence can make a pass straight through your forechecker(s) (the defender WILL get there first 99% of the time.)-anything to save my wrists. seriously needs more hotkeys or some sort of change so that you don't have to click between things so repetitively. -general ui QoL. not sure how to be more specific other than to say it feels like i have to fight with the game to get to the page i want to get to. the game should actually remember the previous pages you were on, not 'what page you were on, but it's also linked to the team you're currently viewing which wasn't the team you were just viewing? but also sometime you hit back and you just get sent to the canadien's page' . sometimes it just takes you to a different team, or you'll click on a player to view their stats, hit the back arrow, and then the line editor goes right back to 5 on 5 no matter what you were just viewing. there's more, but i've tired myself out. all I want is a sound hockey sim, where the hockey looks like hockey, the menus (because it is the definition of a menu game) are easy to quickly navigate and not clunky, and information is accessible, and not something you have to search on google, and hope it applies... |
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#55 | |
Major Leagues
Join Date: Apr 2018
Posts: 388
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Quote:
Everyone's opinion is equally valid, but this is exactly what they shouldn't do - spending more time implementing extra customisation tweaks instead of fixing and polishing the core game itself. However, given the past few years, your wish list is far more likely to come to fruition. |
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#56 |
Bat Boy
Join Date: Mar 2020
Posts: 12
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How has nobody said a new UI yet? It's abysmal that FHM11 has the look and feel it does in 2025.
In addition to all the issues displaying on Macs, there's also no UI scale adjuster, fonts are blurry and overlap with eachother, text is super small on larger monitors, and the actual layout and user experience is terrible. Me and my friends all agreed we will not be buying any more FHM game until the UI is brought up to at least 2005 standards. |
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#57 |
New User
Join Date: May 2025
Posts: 1
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Suggestions to Improve Franchise Hockey Manager – Promotion/Relegation, Fonts, and Custom Skins
Dear developers,
First of all, thank you for your continued work on the FHM series. I’ve been a dedicated player of Franchise Hockey Manager since FHM 7 and have spent over 3000 hours across all versions to date. I truly appreciate the depth and realism the series offers. Based on this long-term experience, I’d like to share a few suggestions that I believe could significantly enhance the gameplay — especially for those of us who enjoy managing European leagues or building custom league systems. Promotion and Relegation System for Custom League Structures It would be fantastic to have an option in Commissioner Mode to enable promotion and relegation between leagues, such as between the KHL and VHL. This would allow players to simulate the sporting principle that existed in Russian hockey before the 2008–2009 season. Ideally, this feature would include: Automatic movement of teams between leagues based on seasonal results. Full control over adding, editing, or removing farm team affiliations. This level of flexibility would greatly expand the creative possibilities for custom league setups. Font Customization The ability to change the in-game font would be very helpful. For instance, the font used in FHM 9 appears much cleaner and more pleasant on laptop screens than the one in FHM 11. Allowing players to choose or switch fonts would improve readability and overall user experience. Editable Skins (Custom UI Themes) Just like in Football Manager, giving users the ability to create and apply custom skins would go a long way in boosting immersion and personal connection to the game. Combined with font customization, this would allow for a more polished, atmospheric, and personally tailored interface. Thank you for considering these ideas. As a long-time fan of the series, I genuinely believe that such additions would elevate FHM even further and make it more appealing to a wider audience. Best regards |
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#58 |
Minors (Single A)
Join Date: Dec 2011
Posts: 83
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-In custom games, give us the ability to change farm team affiliations on July 1st
- Also in custom games, give us the ability to add NCAA college hockey to an existing save. Or, as an alternative, allow us to create the NCAA as a separate file and export the players that graduate to a csv file that can be imported into the draft pool of a custom game |
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#59 | |
All Star Reserve
Join Date: Oct 2017
Location: Oregon
Posts: 692
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#60 |
Minors (Single A)
Join Date: Aug 2023
Posts: 77
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This is a multiplayer-centric list keep in mind. Just some things that have come up over the years in the league I run. But here it goes-
- Allow GMs to override injury treatment deferment in multiplayer. Right now, the game decides on behalf of the GM and only the simmer/commissioner can reverse. A possible solution could be that, when treatment is deferred and the player is playing through injury (Game Available), the GM receives an email with the option to place the player into treatment at any time (thus Game Unavailable and recovering). - Ability for GMs to offer staff contracts in multiplayer. Right now, the action menu is greyed out for GMs and the commissioner has to orchestrate bidding out-of-game. - RFA Compensation tier editing. Right now, there is no mechanism for the commissioner to alter RFA compensation and the game doesn't dynamically increase these tiers as the cap rises either. So, as our salary cap increases and thus player salaries increase, the compensation tiers quickly fall behind what makes sense. - Ability to edit historic award winners as commissioner. Some leagues like to vote on trophy winners outside the game and it would be cool to place the trophies on the correct players in-game. - Ability to increase league minimum salary. Right now, this is not possible and it stays at $775K no matter where the salary cap goes. Most important to me, this also impacts what amount of cap is "buryable" when you send a player down to the AHL/farm league, so that number also forever stays at $1.15M. I'd like a mechanism to increase this number as the salary cap increases. - Ability for commissioner to assign AHL trainers in multiplayer. Just a small thing I've noticed and there is some demand in my online league for this. The commissioner can set AHL assistant coach roles, but we cannot set the trainer role for some reason. So, the trainer spot sits empty until the AI/assistant sets it (which is less frequent than you'd expect). - Ability to control/create GM profiles for AHL teams/farm teams in multiplayer. This is a hail mary, but there is big demand in my online league for GMs to have more direct control over their AHL teams. - Ability for commissioner to recall players from waivers. Right now, once they're on waivers, there's no calling them back even as commissioner. - Increase impact of low fitness on goalies. These guys are invincible lol and most leagues have an out-of-game rule limiting goalie starts since there's no real in-game punishment for playing the same goalie every game. - Unsigned free agents need to lower their asking prices over time. Just my opinion, but I think players should be more open to dropping their asking price once games start. This is a market after all, and players seem to stubbornly stay at the same asking price despite the market telling them there's no demand at that price. - Unsigned free agents need to be more aggressive about signing overseas. Again, just my opinion, but these free agents seem very comfortable with not playing once games start. Perhaps they should leave for the KHL or Europe more frequently as November rolls around. - NTC lists need to be a little more random. By my observation, every player follows the same formula. 4 teams based on market size, 4 teams based on cup readiness, and maybe 2 random teams. Sadly, this results in very predictable and repetitive lists across the board every year. I think there needs to be more variance here as IRL there are more factors at play than just market size and cup readiness. For example, I always play as Nashville, and unless I'm a top 3 team, I'm guaranteed to be on no lists. Where in real life, Nashville is on many lists due to factors like state taxes. |
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