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04-12-2024, 09:56 AM | #61 |
Minors (Triple A)
Join Date: Aug 2019
Posts: 290
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Import teams with fictional players
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04-12-2024, 04:57 PM | #62 |
All Star Reserve
Join Date: Oct 2017
Location: Oregon
Posts: 644
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1. A timer for the NHL Draft and a news splash of some sort after the draft that summarizes the picks made. Something that makes it feel like a big deal rather than just emails.
2. Some indicator of player's interest in signing with a team during Free Agency or even a top 3 teams a player would like to sign with for at least the top free agents. I'd also like to see a news splash of some sort after the NHL season that covers upcoming Free Agency. Listing top upcoming Free Agents and making it feel important. 3. Option to turn off Team Harmony. Until there is more control over misbehaving players outside of trading them, I'd rather not deal with this feature. 4. AI counter offers to trades. Just sitting offering the AI trade after trade until one finally works isn't immersive. I'd like to see the AI offer some form of counter offer at least. 5. Improved options during 2D play. I don't want to have to tell a player to skate or wait. The only options I need are to shoot or pass. and that only needs to be in the offensive zone, not the entire length of the ice. I would also like to see defensive options in the defensive zone. So when a player has a chance to make a check or to try and block a shot I'd like to make that choice. Of course with potential consequences of a missed check leading to a player out of position and potential scoring chance for the other team. 6. 35+ contracts so aging players aren't asking for unreasonable contracts. I'd also like to see players more willing to potentially take a cut in order to stay on a team and help stay under the salary cap. 7. An option to choose static salary cap or and a percentage increase year over year. 8. Ability to train for select attributes so that a player can improve specifically at attributes best suited for certain tactics. I want more control over what my players are improving at. |
04-12-2024, 06:28 PM | #63 |
Minors (Single A)
Join Date: May 2015
Posts: 55
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I'd echo what a lot of people are saying about balancing the drafts, mainly the first three or four that tend to produce far too many NHL players. I also really like that suggestion about allowing us to see the classes from three or four years into the future. That would help with scouting and deciding if you want to trade for/away picks from future classes.
Someone mentioned being able to see all training camp reports from all players in your system, not just on your team. I'd go a step further and suggest adding a development page to each player's profile so that you can track their individual improvement/decline over their season or career without having to skim through all of your messages. Training itself could use some interactivity such as allowing us to specify which skills to train and which to avoid. I always cringe when I see defensemen improving in faceoffs, or your Lady Byng candidate improving his fighting skill. I get that there should be an element of randomness but the GM/Coach should have far more control. It might lead to later draft picks developing better from having an optimized development path or your top picks becoming busts because you botched their development. To further this point, maybe some sort of "Practice" screen could be added where you assign drills, and training focuses. I'm not a big fan of the harmony system, but this could tie into it nicely by influencing player happiness and adding a risk/reward for how much and what type of training you do. It could also give more interactivity with your coaching staff who don't seem to do much at the moment once you hire and assign their role. I think that these would also be improved with more farm team control. At least in online leagues, you have no control beyond sending your players down and calling them up. An amazing UI improvement for the free agent screen would be to replace the always blank anyways categories of "Cap Hit" and "Length" with what their asks are so that you can sort by them or just get an idea of what a player wants without having to cycle through each individual negotiation screen. |
04-12-2024, 07:38 PM | #64 |
Major Leagues
Join Date: Nov 2011
Posts: 400
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For attributes give a range of potential/future attributes, as assessed by scouting.
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04-13-2024, 03:10 PM | #65 |
Minors (Single A)
Join Date: Apr 2021
Posts: 62
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Here's a random one: add to the Game by Game tab for players, what position they played in each game.
When I'm playing GM only and I get an email item that a player is getting better at a new position (especially if it's a position they're not currently listed as at all), I'd like to be able to look at the game by game report and see how the coach has been deploying them. |
04-13-2024, 07:18 PM | #66 |
All Star Reserve
Join Date: Apr 2022
Posts: 554
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A thought I've had for a while and this may be a place to throw it out there is for defensemen and their position ratings. With the significance (at least in the NHL) of RHD being always at a premium and the rarity of players who consistently play on their off-side I wonder if there would be a way to make a defenseman's handedness tie into his positional skill. Like a RHD would always be 20 for RD and a LHD would always be 20 for LD. The versatile ones could be 20/19 and the ones who only ever play one side could be like 20/10. It's annoying to me how quickly a RHD will switch to being a LD as his primary position, or when I'm looking for a RD some of them are LHD. Maybe it doesn't affect the sim much but it feels weird when instead of finding my stud LD a good RD partner I could just play him on the right side for a few months and voila! a RD.
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04-13-2024, 08:03 PM | #67 |
Major Leagues
Join Date: May 2003
Location: Richmond, Virginia area
Posts: 402
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Please just make the 2D simulator have realistic stats and then put more effort into the visuals.
I use "league 2D, rest classic" as many have recommended on this board. I play every game out so I only get through about 10 seasons in a cycle. So far I am only through 3 seasons as I have waited for patches to try different setups hoping the goals would be more realistic. Season one goal leaders: Larkin 81, McDavid 71, Pastnak 61 Season one point leaders: Larkin 140, McDavid 131, Draisaitl 121 Season two goal leaders: McDavid 63, Gaudreau 59, Stamkos 58 Season two point leaders: McDavid 141, DeBrincat 122, Larkin 119 The second year was a lot more realistic and I thought the patch had fixed the issue. Now in my current (third) season, with 10 games to go, McDavid has 81 goals and 154 points, McKinnon has 67 goals, and Kyle Connor has 66, and Larkin has 61 and Draisaitl has 52 games and 122 points. There are a lot of little things I want fixed but this is my number one priority. After that, any additional work on the 2D simulator would also be appreciated.. Last edited by renojedi; 04-13-2024 at 08:13 PM. |
04-13-2024, 08:25 PM | #68 | |
All Star Reserve
Join Date: Oct 2017
Location: Oregon
Posts: 644
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04-13-2024, 08:44 PM | #69 |
Major Leagues
Join Date: May 2003
Location: Richmond, Virginia area
Posts: 402
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McDavid hit 86 to end the year. With Larkin hitting 81 in the first season, that is the most goals in a season in about 35 years. And it happened twice in three years.
Matthews (in real life) is at 68 which is record for most goals in a season by any active NHL player. Maybe he gets 70 which is unheard of. So, I'd have to respectfully disagree that two 80-goal scorers in 2 of 3 season is realistic. Last edited by renojedi; 04-13-2024 at 08:45 PM. |
04-13-2024, 10:02 PM | #70 |
Minors (Double A)
Join Date: Nov 2015
Posts: 137
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- Fix AI personnel choices on the PP. All too often a high end player is left off the top PP unit because they have a two way forward or a defensive role in favor of a far inferior player who has an offensive role. Some examples are Wahlstrom (role being a 13 power forward) over Barzal (a 19 counterattacking forward) in NYI, Hayes (14 screener) over Thomas (18 counterattacking forward) in St. Louis, Bennett (screener) over Barkov (tw forward) in Florida and I’ve even seen McDavid left off the first unit as a 20 counterattacking forward before (McTavish, a 17 screener who Edmonton acquired was on the top unit in place of him). The AI also leans too heavily on positions in their PP decisions. In reality the 5 best offensive players always play on the top PP unit, it doesn’t matter if there are three centres on the unit as they all have their own area of the ice they will gravitate towards.
- tactics need an overhaul, especially on the Powerplay. Using a 4 forward unit guarantees whoever is the forward placed at the point on the PP will produce significantly less than the other four players on the unit. Putting somebody’s role as dangler in the regular season is basically a cheat code and can add 20+ points to their production compared to say a perimeter shooter role. Players with high defensive attributes and low offensive attributes never have good defensive stats, they are always among the team leaders in shots and goals against and vice versa, I’ve seen terrible defensive players with great defensive metrics. In real life there are far more high/low event players at both ends. - more variety in award winners. I’ve never seen anyone with under a 4.5* rating win the Hart. If a 3.5* player comes out of nowhere to win a scoring title convincingly they never even get nominated, it’s always the same guys year after year. The Norris nominations are generally the leaders in combined points and plus minus. Goalies rarely win the Smythe. - A pre game and saved game editor. This would save so much time instead of having to click through the player menus to edit everything. - Tweaks to logic in valuing draft picks in trades. Top 10 picks all have insanely high value but the 11th overall pick is too easy to acquire. The drop off in pick value should be gradual instead of plummeting between 10 and 11. Also a team outside the top 10 who wins the lottery tends to value their pick as though they didn’t win so it’s a bit of a cheat code in order to acquire high picks. - AI assessment of defensive defensemen. Every year high end defensive dmen are on waivers. Pelech, Slavin, Lindholm, the list goes on. Meanwhile the likes of Tony DeAngelo always seem to get playing time due to his offensive attributes despite being a complete defensive liability. - AI goalie usage. Probably don’t need to elaborate here. - refining results when using 2D simulation. Classic provides far more realistic results in terms of counting stats. This game is unbelievable and I’ve spent many hours playing it. I think some of the above issues if they were addressed (some have been problems for years) would take the game to another level. |
04-14-2024, 09:31 AM | #71 |
All Star Reserve
Join Date: Sep 2013
Location: Calgary, AB
Posts: 582
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- Defensive players / Tough players not being demoted constantly. ie: Radko Gudas, Tanner Jeannot, Brandon Duhaime etc......
- Historic milestones being noticable like Ovie breaking Gretzkys scoring record! - Veteran Players especially former Stanley Cup winners getting some boosts in leadership and ways of staying relevant during they're later years instead of abilities blowing up too quickly and plummeting to sitting in free agency for years or playing overseas - Special Abilities added to players during development - During training to specialize and focus too improve in an ability or a few abilities. Training is confusing and boring ! |
04-14-2024, 09:43 AM | #72 |
Minors (Rookie Ball)
Join Date: Mar 2021
Posts: 41
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mprove AI trade logic especially in lower level leagues.
I am playing in the WHL. My team was doing awful so I decided to trade away my overage players before the deadline for draft picks. I had Calgary offer me their first round draft pick for one of my overages. Calgary was like 8-30 on the season with no chance of making the playoffs -- why would they trade the potential #1 overall draft pick for a guy who will age out of the league after the season ends?!?! |
04-14-2024, 01:38 PM | #73 | |
All Star Reserve
Join Date: Oct 2017
Location: Oregon
Posts: 644
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04-14-2024, 07:11 PM | #74 |
Minors (Single A)
Join Date: Dec 2021
Posts: 56
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It would be cool if special abilities were more like x factors in eanhl
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04-14-2024, 07:20 PM | #75 |
Minors (Single A)
Join Date: Dec 2021
Posts: 56
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Make a drop down like ootp has where you can view player's skills compared to the rest of their league. Playing in chl saves or anything other than the nhl isn't very visually appealing when you have to look at a bunch of super low ratings, having an option to see how skilled they are for their current league would be super nice.
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04-14-2024, 07:36 PM | #76 |
Major Leagues
Join Date: Feb 2020
Posts: 452
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Last edited by Greenert11; 04-14-2024 at 07:39 PM. |
04-14-2024, 09:13 PM | #77 |
Major Leagues
Join Date: Nov 2011
Posts: 400
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replays in 2D.
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04-15-2024, 11:35 AM | #78 |
Hall Of Famer
Join Date: Apr 2010
Posts: 2,518
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04-15-2024, 04:44 PM | #79 |
Major Leagues
Join Date: Nov 2011
Posts: 400
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Manual should give more details about various coaches/assistants/AI.
For example in Roster,Action Menu - there is 'Assistant: Dress players' and 'Create Lines'. Who is the assistant? How is it determined? Also in Roster, Action Menu, there is 'AI set Roles' and 'AI set tactics' - who/what is the AI and how is that determined? With the 'assistant' and 'AI', what do the Head Coach and assistant coaches do? How are they different from the 'assistant' and 'AI'? Also under Manager Options the 'assistant' can do scouting etc. Who is the 'assistant'? |
04-16-2024, 07:18 AM | #80 |
All Star Starter
Join Date: Jan 2021
Posts: 1,297
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