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FHM 6 - General Discussion Talk about the latest & greatest FHM, officially licensed by the NHL!

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Old 11-29-2019, 01:10 PM   #1
ExeR
Minors (Rookie Ball)
 
Join Date: Aug 2015
Posts: 48
Feedback and improvement suggestions

Hello!
Great to see developers interacting with community in productive manner, rare sight nowadays.
1. Return to page after you simulate. When I was testing player performance it was very irritating to choose his team->roster every time. Maybe add "make this page home/default" to right click functionality.
2. Color grading of attributes and contracts in latest patch is awesome addition. Good ideas from other "managers" should be "borrowed and implemented". Ability to modify this grading/coloring is very important too, in my experience users have very particular preferences when it comes to design. Plus right now rookie contracts have same color as low tier rotation players (300-750k vs almost 2kk). I would gladly change it by dragging lowest gradation level to rookie contract cap.
3. Functionality/presentation control options are lacking in general. F.e. I don't like popup appearing when I drag mouse over player's name, but you can't change it outside of starting screen options. Would be much nicer to have options to make it more personalized in terms of design. Maybe it's not high on priorities list and you can't really give visual freedom without allowing UI structure to change, but at least colors and obvious preferential things should be easily modified in couple of clicks.
4. Commissioner mode doesn't allow to observe team's tactical menu. F.e. checking player roles is only available in "Lines" menu, but you can't click and even scroll (I guess that's resolution, but still can't click&choose player) in "Tactics" menus. I was checking if players are played in their designed role by AI managers, and had trouble even with checking part. While I would ideally like to change it for them, since I'm in commish mode observing/running tests.
5. Roles in general and Game Ratings. I have done just a few tests on "perfect" player for tactical role, but it's clear that GR is not equal for all roles. I know tactical role is just modifier of GR and usual stats provide most impact, but there's huge discrepancy. I've read that GR is unique because you can use engine data to show how player accomplished what he intended to do. It will be much easier to explain with examples:
a) GK. Pretty simple to understand and non-skater position. I noticed that All-Timer skill performance cap is lacking, perfect goalie struggles to secure save % very often and drifts a lot even with perfect professionalism. I know it's realistic but still, people who are near him often are much worse. So I don't dispute his value and that he can't stop teams by himself year after year like here

but the gap and frequency is on lower side IMO. I had to reload often to get legendary career going and shutdown series happen much less than series where he get trashed. But as for GR, I noticed that some good games go unrewarded, while 28 saves 5-0 trashings win him player of match & 100 GR

This was one of the prime examples, single handily keeping his team in game, insane amount of saves, legendary performance worthy of utube vids... and 92 GR. I know from playing him on different teams that it's conditions dependent, and team barraging you with easy shots or bad defense that lead to high % of non savable shots among all opponent's shots will affect expected averages. But games where your offense&defense struggles compared to opponent should be soil for potential 100 GR games. Where without legendary performance there would be no chance of team taking it or even keeping it close. But instead he gets 100 GR for picture perfect 5-0 win with 28 saves, where he didn't allow any mistakes/rebounds to go opp's way, and thus never allowed them 1% chance of come back. I would even argue that keeping team in it for whole game + OT under barrage of shots while team is outplayed will still be much more important even if GK makes terrible mistake in the end of 2nd OT. All because team had all that time to regroup and score their own lucky goal and win the game they should've never won if not for hero GK performance.
b) But perhaps even better example is Shadow. It has alternatives in many other sports, and what other rating systems in those sports fail to capture with this role is Shadow's impact on guarded player rating. So I thought your GR could measure it, but wasn't the case. I mean it not in a way that I know how it works, but horrid games for opposing player were still unaccounted for in Shadow's rating. That role is one of those, that is very hard to get GR>80 from. You still rely on OR more. I tried it by managing tactics myself and ideal player, still it's tough to get value from other stuff, than what I know brings DR to other defensive forward roles. I don't know if there's even a possibility of measuring guarded opponent failures/being checked/being unavailable etc but I would rather give him bonuses from opp performance-averages of some sort than what it currently is. Specialist roles are better made overvalued than left unattended so they can rot in bad ratings. No sense in picking them that way. Kobe defenders in basketball, hard tackling or man markers in soccer all these players are usually unappreciated. Part of it is that their impact is hard to quantify, but if you can measure "# of checking situations", "proximity to guarded player", "blocking passing lane" in some way, it could be done. I know it's too much work for role, that probably has no high impact real player examples, but most players will vote for "got that ideal newgen, unleash the shadow on mr. mcdavid" instead of "well that role sucks, checking/two way forward it is". Also part of disappointment for me was that I was testing very "selfish" players, and Shadow seems to be the role that should save a player/newgen with weak teamplayer etc. Specialist focus, "just go guard that guy and don't worry about other stuff". But it doesn't work that way currently, and it's still easier to make him work on offense with his selfishness, than it is on defense. Even though it should be completely opposite, unless he's a sniper.
6. Another design suggestion but correlated to previous point. Important attributes need further work, mentals are very rarely important because of their all around postivie/negative nature. Just by Gretzky example it's clear that playmakers should have teamplayer while snipers/shooters can do with weaker. So my suggestions would be:
a) Don't use dark green on black "designer decisions" Hard to see, plus it's different from global coloring scheme "blue=top green=good yellow=ok red=bad". This & inability to personalize it will lead to many "arghhhhs" as it did with me.
b) More certain or test correlated important attributes. Few playing positions in hockey, so testing in "historical mode"speed can be done on 1 PC.
c) More rigid/accurate role ratings. You can't make a good shadow w/o player being good at some other def role, even if you maximize balance and checking. It leads to AI managers using player in other roles f.e. Backchecking and Shadow are identical except for Accel and Key skill changing from Checking to Positioning. So maybe add weight for high attribute value so that player with high balance instead of acceleration and high checking instead of positioning would get much better rating. Now they're barely different. I know it's work in progress, but that's what was very noticeable for me.
7. More stats & better presentation. You can check all kind of stuff in other managers and it's not just "different sport possibilities". I don't know if passes near opponents goals, heatmaps etc are available, so I will stick to doable examples:
a) Playoff stats on "Leaders" tab. You can see reg season, but when it's playoffs time you have to go to "NHL->Stats->Player Stats->" and navigate there (which is not always easy. Too many clicks. Pehaps rework that tab too, to have selectable categories on one side of screen (1/3rd) and have list on other with relatable/correlated stats. I know you have it all on player stats tab, but it will always be short presentation of those, so having player position, PP opportunities or minutes on Power Play Goals subsection will be nice.
b) Ratio Stats!!!. Even player stats tab fails short, when you need ratio stats, you need to import and calculate. Too much work [c] and obvious benefit of adding them. Players measured by absolute numbers get punished for games missed because of injury etc. Per 24 min stats, some context stats for PP/SH absolute numbers (f.e. PP opportunities).
c) Continuing previous idea, feels like some stats are lacking. Whoever draw fouls/PP opportunities is probably doable as stat? Gamelogs etc have them, so it would help to see while someone is scoring a lot of PP goals and other not so much. With ratio stats it will show difference between team opportunities, but with PP earned stats it's even better. Two way star players will shine through playing PP&SH and easing defensive load so that their line will get less PP opportunities to opp, while offensive stars will draw a lot of penalties. Some sites like icydata has penalties drawn stats, star centers lead in drawn category, there's breakdown by holding/tripping etc. Breakdown is not essential but total PP opportunities or penalties drawn would be nice.
8. GK passing explanation? It's there, non-core attributes are there, but there's no data for it. Perhaps it's counted in GR somehow and has some "shadow" positive effect but I've done some breakdowns for soccer goalies, there's a big quality difference even among top players. So perhaps it would be great to have this active skating GK and he would shine against some styles (dump?). But right now there are no tools to check that idea. Manual (which is excellent) gives some broader idea about attributes, but you can't get nothing from it outside of high passing for GK = least mistakes. Maybe add mistakes as a stat if that's possible. Same with skating, handling, pokecheck. Amount of times he skated out of net, amount of pokechecks. Right now you have GKs shootout stats, but it's small sample and again what is caused by variance, how many times he got to use his stick? I don't think it's too much (if it's doable), attributes should have at least 1 or 2 postgame/perfomance stats that they're responsible for. And if it's there, why not make it available.
9. Teams are bad at spending in historical mode, constant gap with cap. Compared to baseball difference is very noticeable. Even teams that are contending don't spend or go bidding for top guys. Also players with maxed greed and low loyalty/ambitions are too happy to resign with current team. Last year players rarely go to free agency if there are no morale problems. I think at least mercenaries or perhaps all players should check free market, and only accept extensions if they are very loyal/team is doing very well. Otherwise they lose on opportunity to listen to other teams offers and see if there's some crazy GM that wants them no matter what cost, which would put a strain on current team matching the offer. Now players leave mostly when they're old and their demands don't match their production, so there's difference in evaluation. While they should also leave because somebody is more than happy to overpay them. Contending/rebuild modes for franchise are there for a reason, so would be great to use them. Had much more fun and variety in baseball with this stuff.
Also Ovechkin's contract is good example, I don't think I ever saw it happening in FHM. You want to extend star player? How about pay max % of cap possible (NBA has this system currently) for a single player because that's what we get on market from 25+ other teams AND make it 10 years. Exclude the risk of dumping him if he gets worse as he gets old and we have deal. That's the type of advantages player should seek from extensions and not going to test free agency.
10. Any way I can make usual game mode as fast as historical? Historical is very quick, but usual mode with international competitions and feeder clubs becomes quite slow. Maybe an option user can check if he's like me "I care only about NHL" mode.
Hopefully this was helpful.

Last edited by ExeR; 11-29-2019 at 01:19 PM.
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Old 12-01-2019, 09:36 AM   #2
Teloch
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As the topic fits, I'll leave the two little things I thought of here as well. Lots of good stuff from ExeR right there imo.

1) Better filters for staff/player search. F.ex. if I want to find an assistant coach with four specific attributes at 14+, I don't want to scroll through pages and pages of people who don't fit that specific category.

2) The nice little standings screen that pops up when you simulate a day could use a little highlight over the points column, just to bring it out a little from the wall of numbers there.
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Old 12-01-2019, 11:09 AM   #3
Simmo13
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I particularly support No.4 because I'm also playing as commissioner in a small test league I've set up and a number of the check box options for lines and player settings don't work. Perhaps this could be rectified in a patch?
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Old 12-13-2019, 12:44 PM   #4
ExeR
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Trades & AI GMs:
I feel that "two way" participation in trade is really missing and makes GM experience much less pleasant. It's either you suggest something and get suggestion if it will work and wait for their answer, or you decide who you want to let go and wait for some AI GM to screw up with their offer This is not unique, and most manager games has problems in that department in some shape or form. So there's nowhere to go but up.
Baseball game has great feature in AI offer for player or combo of players, it's more complete than "shop around" for FHM. Upgrading it will be great by itself, but it's better to start even further back - with GMs themselves.
They already have distinct features/character traits, so adding ones related to trading will be both easy and realistic. Preferences are already there, so you just need to build framework for everything to work and be connected:
1) NBA guys like Morey have bad reputation for their relentless attitude toward frequency of trade attempts and ridiculous offers they present. Their thinking is that it benefits them to know everything and not miss on opportunity that can arise. Timing & knowing is key in those spots, so they do that. Giving GMs these features would be nice addition, some jerk calling you every week about trading for McDavid and offering his whole first line of veterans for him might sound exhausting, but it's a neat personalisation and variety feature. Also, it's easily solvable, with ignore/last warning box, that will drag his offers to some sort of quality minimum.
2) Balancing that variety can start at counter offers. Again I saw in baseball version, that getting super star is actually possible, but you have to trade all the best assets of your franchise for them to agree. Same can be done here. It will get stuck because of not being able to match contracts/skill evaluation, but ideally it should be done in terms, if your assets don't have enough. F.e. "you want McDavid? But you don't have the assets" may not be the end of it for variety of reasons (his team might want to rebuild, but you got quality veterans) so they tell you what they want. Since 3-way trades are not there, at least you should be able to go get what they want. "Two under-23 4.5+ star prospects, quality sub player of his position (3.5+star ability), and we trade our bad goalie prospect for your best and we trade our bad defender prospect for your best". Since trading is limited to 5 items, maybe it can be draft picks, or draft pick trade can be added automatically as separate one.
3) Using preferences and power ranking formulas I mentioned before can be very helpfull. F.e. GM with defensive preference should hate being bad on defence in power rankings/actual result more, that on offence. Power rankings are overalls, but still he should be skewed toward stornger goalie & defenders, and try to get defensive forwards. Same with vets/physical preferences & franchise status.
Giving them time frames might also be very useful to prevent AI going crazy. Start of season should be time of more patience while getting closer to trade deadline and not producing results should make them more active. Franchise status (rebuild/contend) is very useful here too, to change time frame and activity. So GM in contend mode, with high personal activity, bad results near deadline should spam your inbox like mad girlfriend, trying to find out what you want for your star player. Since there's just 5(or limited) number of items in trade, having option to choose player in league or their asset would be amazing. "You want him? Go get me elite Goalie and you will have to take mine". Would be fun to see these mad men destroy their team and get fired, but also succeed sometimes and even knock you out of playoffs after you helped them.
4) Another idea I saw implemented in baseball in minimalistic way is understanding of $/ability (overpaid veteran is burden and AI don't view it as positive asset). The big problem with GM game and AI behavior is that they rarely understand cap and value for dollar concepts. Having cap for player is challenge, but it always leads to moneyball and cheating in commish mode with prospect potentials But for AI it's too often "GET STAR" no matter what the situation and then keep him. And this is big in hockey especially, since longer contracts are signed more often. Having cheap owner is obvious modifier for this, but it's usually the only one. While on longer contract, cap situation will be very dynamic, and player that signed with team when it was good, won't be too happy when team stops doing well after clogging payroll with veterans.
What will help this situation and help variety of situations is understanding of $/ability. Best example is skilled veteran. Nobody gets better with age except some freaks, so if veteran is on contract with increasing/constant salary his $/ability will drop. If AI is in sitation where payroll is maxed and he has that type of contract, he MUST start doing things to improve it and consider unloading even quality players. This will be opportunity for other GMs come in and take risk with Jagr type player who never gets old etc, and it will make contract negotiation and all the attributes of GMs/players involved in them so much more important. Vasilevsky has great deal for team, so good negotiators and happy star players who value other things but money will have those contracts often. Bad negotiators will fear to upset star player and give him more money or something. Greedy players or the ones that are not happy with franchise regarding with ambitions will seek to have fat contract as safety. This will also help with GM sometimes taking a chance on trading star player with good $/ability ratio for a great package. Quality player to weak position+prospect/draft picks+great prospect on position of star player. When I made perect goalie career this was one of the things that came up, when team got worse or got hit with injury bug, would be nice to see somebody trying to snatch him up for playoff run.
5) Negative value & last year of contract. Already mentioned negative value, would be nice to be able to unload players to team with CAP space & playing time and give them pick for their troubles, or make them eat bad contract for a prospect or good draft pick.
One of the more disappointing things is last year of contract. Even if they don't extend player and seems like it's going to free agency, AI GMs don't engage in "honest" & forced trade discussions. Promise of future contract might be a nice bonus to value evaluation (even if you break it, just have AI GM and player you lied to be upset or hate you, not the feature now but can be useful for this matter). Had a situation with good goalie on 2 years and good contract but there are some even better ones on last year (some of them leaving to free up spot for elite prospect, Holtby in Washington example). Would be nice to trade straight up, promise Holtby good contract and give them quality guy that won't mind going to contending team. Right now this would end in their GM responding NO WAY we're not giving you better player 1-for-1 even though he will walk and they'll get nothing. But in real life they would value having safety option (if goalie prospect busts/starts slow) and even bencher for reasonable price, since their prospect has insane $/value ratio and their GK line will get cheaper w/o dropping quality, which they should value since their cap is packed for contending runs. So it all comes together nicely in this examples, and hopefully you can add that as regular occurrences and for AI GMs to be smarter or have more variety.
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Old 12-13-2019, 03:20 PM   #5
imMapex
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Gameplay idea: press box for healthy scratches.

IRL, Gusev for the Devils was healthy scratched for a few games. He was sent up to the press box with Elias where he could view the game from a new perspective. After returning to the lineup, Gusev's game, especially defensive, has progressed nicely. I recall the same benefit happened to Gaudreau a few seasons back as well.

It'd be great to healthy scratch a rookie or foreign player, send them to the press box, and have some stat modifiers involved. Perhaps a player boosts their Positioning and Getting Open stats at the expense of negative morale for being healthy scratched.
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Old 12-13-2019, 06:10 PM   #6
avsfan96
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Completely agree with the GM observations. Just of couple of things I would like to add.

Farm Team Control

One needs to have the ability to control the Farm team when playing as GM/Coach of a NHL Club. The ability to hire and fire coaches and staff. Be able to sign players to AHL contracts. Have control of tactics and lineups, so one can match what the Big club is playing and teaching. Basically have the same control as one does with the Pro Club. The Colorado Avalanche just moved their AHL Club to Loveland, Co this year just for this purpose.

The ability to edit the schedule maker. It still makes to many back to backs and I have had it run through the All-Star weekend before with no break. Being able to make little fixes would be nice.

As mentioned before, trades and contract negotiations need to be more interactive with the many suggestions from a number of users on this blog.

Cut down the preseason games. The NHL/AHL and ECHL teams do not all play 7 preseason games a year. The AHL clubs usually play 3 or 4 at the most and they start after the big club. This way prospects can play with the NHL club a few games before being sent down. It's tough when all the NHL/AHL/ECHL team all play 7 Preseason games and some on the same days. One has to have complete rosters on each level. Gets tough shuffling players around to get the various roster requirements for a Preseason game

I have played 6 seasons so far in my standard league and every year their has been 6 or 7 injuries due to players helping friends move. These are guys who are busy and on the road half the season. How can they be possibly be moving so many friends? I've brought this up before and was told it should only happen rarely but that's not the case.
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Old 12-14-2019, 08:35 AM   #7
Eugus
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"One needs to have the ability to control the Farm team when playing as GM/Coach of a NHL Club. The ability to hire and fire coaches and staff. Be able to sign players to AHL contracts. Have control of tactics and lineups, so one can match what the Big club is playing and teaching. Basically have the same control as one does with the Pro Club. The Colorado Avalanche just moved their AHL Club to Loveland, Co this year just for this purpose."



This change is def needed imo

Last edited by Eugus; 12-14-2019 at 08:38 AM.
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Old 12-15-2019, 12:43 PM   #8
Colorado
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Simple suggestion for usability:

Can the arrow keys be function for scrolling on pages, especially the post-game report?
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Old 12-18-2019, 05:13 PM   #9
Colorado
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I know this has been mentioned before but the lack of trade feedback and market info is a real immersion spoiler for me.

Please can you consider things like l'ooking to rebuild through the draft', or 'wants to add bottom six forward depth' etc to indicate what a team's needs are. It would also be good if we could also set out our trade intentions using similar terms.

In game this could be on the trading screens but also as a news item i.e.: 'A respected hockey insider is reporting that TEAM A want to add a top-four defenceman'.

The game has grown immeasurably in recent years and I love how the game is constantly improving, and that the OOTP guys do interact here, but this is now becoming a real shortcoming of the game as it evolves.

Last edited by Colorado; 12-18-2019 at 05:18 PM.
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Old 12-18-2019, 05:42 PM   #10
thim1960
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In terms of statistics, the goalkeeper record W-L-T-OTL, a defeat in overtime which gives 0 points is a defeat in the goalkeeper record, a defeat in overtime which gives 1 point is a OTL in the goalkeeper records. Which is not the case at the moment in the games.
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Old 12-19-2019, 12:03 AM   #11
Ekcut
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1) Customizable screens. Being able to pick and choose which ratings/stats you want to view.
2) More filter options. I want to find a guy with 15 Speed, 15 Hitting, who scored 20 goals last year making under $6mil with more than 1yr left on his contract.
3) On one screen, a toggle box to select they players you want and then "Offer selected players a qualifying offer" option
4) When negotiating, enter the contract offer for season #1, and "Use for all" to make that salary appear on all years in the offer
5) View all players in the league through " Scout Joe Blow's" eyes. Then tag which ever players you want to flag, and view all players through "Scout Jim Blow's"eyes and see how those players compare. (sorry, terrible example)
Basically a way to compare 15-20 players one scout likes and see on one screen how another scout views those same players in whatever categories you;d like (see item#1).
6) Top 100 prospect list from every scout. And a summary screen where you can pick 6 or 10 or however many scouts you want and have those Top 100 lists side by side and easy to compare.

Love the game!
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Old 12-19-2019, 10:13 AM   #12
DirkGildun
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Once again I will ask for something that I never get a reply to -- the ability to import and/or edit a fictional league game schedule. OOTP Baseball has had this ability for years and years. How hard can it be to implement?
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Old 01-02-2020, 05:18 AM   #13
ExeR
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Is there something wrong with World Cup, international duty and trading block? I just noticed, WC is in time for preseason so most teams need to shuffle roster around. But I went to trading block and there are some people listed that make no sense. No 5 star guys, but I noticed a lot of 4star players that seems to be listed for no other reason but international duty. Most of them starters or by far best player in their position. I would understand dumping salary, but like half the teams have these players in trading block

Goalies especially. Hellebuyck no substitute, listed. Grubauer, Varlamov, Vasilevsky. All same. Kane listed, Hertl listed, Kessel, Lindholm. Just too many good players on too many teams to be anything but what unites them all - INT status.
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Old 01-02-2020, 03:34 PM   #14
JJ Lehto
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An option that allows the AI to take over tactics, but not the lines.
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Old 01-03-2020, 09:54 PM   #15
GMO123
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Adding the number of 3 star selections of a player for each season in one of the player's info screens e.g. number of 1st star selections for player A in season 2021-2022, number of 2nd star selections for player A in season 2021-2022, number of 3rd star selections for player A in season 2021-2022.
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Old 01-05-2020, 06:31 PM   #16
Savoie45
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Something I'd like to see added is the "Make this trade work" feature from OOTP Baseball.
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Old 01-08-2020, 10:24 PM   #17
brianwcu
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Lightbulb

I'd like to add a few items if they have not been mentioned.

The ability to modify logos for teams without having to go through the folders and move images around.

More options for playoffs - currently I have 24 teams with 8 team playoff, 4 per conference. I can't set division winners to automatically have a spot. So with three divisions, one had three teams, one had one team, and one division had no team.

More flexibility on when I can edit league besides one day, july 1st.

When creating new team it will automatically pick a random city/name - I'd like to pick this myself with the same options when creating the custom league - prevents extra time having to go back and edit the teams profile.

Editing uniforms besides color in game.

Most of these features I believe were in OOTP 20, so why they are not included in FHM6 I do not know - and please correct me if I am missing something with the suggestions as I just got the game recently.

Thx
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Old 01-16-2020, 07:47 AM   #18
ExeR
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User interface
1) Stay in same place as before clicking player profile. Mostly for tactical menus and shortlists.It works as needed in some menus, but not for these ones (f.e. search screen, where if you got to player profile and click return/back you get to the same conditions of search and basically the same screen). So if I'm in shortlist, and click player to go to his profile, going back should bring me to same shortlist, not the default one. It would be much easier with custom columns, but that's not an option even in baseball version, so I don't know if it's even possible. Same goes for tactical screens, you select player, go to his profile, go back, selection is on first/top player/unit instead of him. In tactics you can get used to it but in shortlists it's just a major difficulty&empty clicks. Maybe checkbox to make this shortlist default?
2) Suggest tactics only has been mentioned several times. One more variation of that would be suggest tactic/role to player/unit. If you need to move lines around in offseason or lost/acquired key player for top lines, style of play might need to change. Also would be helpful to have tactical presets. You can save lines but not tactics? I know it might be counterproductive to allow "can someone give winning tactic" culture, but you can see them with commish mode anyway. It's not very essential in terms of quality, but from comfort stand point it would be great to have presets and not manually adjust everything, especially when your young 2nd line becomes 1st after veterans left and you need to transfer their tactica manually. And it's not like you can leave them there at 2nd, line matching and engine's tendency to prioritize top lines forces your hand.
3) Some sort of check box or option to prevent player order from changing, when you change type of stats or type of attributes. I thought adding another drop down menu to choose particular line/all players in roster screen can be good idea. Because that's where trouble occurs. I look for LW, change stats from summary to defensive, he jumps to random row. Or in search screen/shortlist, I searched for slow defenders, ordered them and need to fix it somehow, so that when I go to defensive attributes it won't lose the order. So maybe checkbox to "fix order"?
4) Ability to select multiple players in search screen? Probably hard to do for users with popups, but adding players to shortlists one by one is another manual exercise I can live without.
Game experience
1) I didn't go far enough to full regen/newgen zone, but things that are already noticeable:
a) Hidden attributes don't have a lot of variety? Maybe that skewed by people already in starting DB, but it's tough to meet personality freak. Only example was 7 consistency 19 big games 14 coachability Luxembourg player from Belgian League, who had low potential. He had sick offensive read but went undrafted so I had to peak. Also offensive read is much more frequent than defensive, I don't know if it's by design. But that leads to capped potential in some custom ratings I made for myself, already don't see enough players in younger age groups to meet criteria.
b) Correlation between "linked" attributes. Too many similar players with terrible and unrealistic character. It's nice to have them as a challenge, but not when they fit same pattern. Terrible team player, while epic professionalism and temperament. Excellent temperament, very high aggression, very low bravery. Low bravery and low teamplayer are the most common weaknesses, while amazing temperament and professionalism are common strength. It's very tough for defenders in these circumstances

I would understand low agro&low bravery. But not as many and not when most of them have terrible teamplay, it's contradictory to common sense. And there are couple of screens of them in 3+ star potential young defenders.
2) Some way to deal with player unhappiness, especially game time. There's GM attribute to control that, but sometimes it's just unfair situation that needs a human touch. Young players getting upset about playing time on 3rd/4th line happens too often. It's common practice, they perform well and you got plan to move them up next year. But you can't calm them down by informing them. I would understand if I would take blue chip prospect and keep him there for some scrub, but it's not the case. Actually I've just drafted a guy with sick skating for 18 year old who is as good as my 1st line offensively too. So it would make sense for him to try and jump the line and say "I don't have experience but I'm as good or better than him". But usually there's no conflict or mismanagement on my part, they're just upset about ATOI. Same with veterans who get moved from 2nd to 3rd line when you improve team with trade. They should be happy about contending for title and not be upset about 2 minutes per game.
3) 2022 was the year of buyouts and AI GMs didn't handle it well at all. First they cut some quality players. Not all teams, some of those were dead wood, but worst part is what comes next. Having all that free space didn't affect them at all and they froze, when that's exactly contrary to what they should've been doing. I noticed it late because I had my cleaning that year too, so I just used bunch of free cap ASAP and was happy to get quality guys. Then I noticed something strange, I was trying to get Price as my backup, but he asked for too much. But every third team didn't have a goalie yet he stayed. Started looking further and it wasn't just him, or goalies or salary number. Teams with 20 million of CAP and playoffs expectation weren't doing anything. I had to make a spreadsheet and sign players for them using pick swaps. Not the first time I had to babysit AIs in manager games but this was just bizarre. No logical explanation they just sit and watch. I was able to assign all 3star players but it took to preseason because I had to wait for all of them to agree to sing with me first. I should've made copy of save @ that time but I hope note is enough. Some buyouts were strange too even in vacuum, but they way they behaved with freed cap space made whole idea useless.
4) Continuation of previous. Babysitting AI GMs comes with a price. It's not huge deal, but I just got perfect situation to illustrate it.

Fan happiness is not the most important thing but this is example of it being flawed. When I made 3 way trade: Calgary had Ovechkin but no Goalie, I had Goalie, WAS had two quality Wingers on Trade Block. So I gave Calgary goalie, WAS gave them wings and cap space for Goalie, Calgary gave WAS Ovechkin back, I got picks for helping WAS improve and take their deadwood out and for Calgary to give them a goalie and quality subs for star player. There's no mechanism to make 3 ways in game right? So I had to do it this way, and even though it was offseason and Ovechkin haven't even been in town, I got punished from fan happiness perspective.
What is even more important, is that it was capped at 100 when I signed MacKinnon. So not only I got punished for that 3 way trade, but I also got no love for MacKinnon. So it's a fault of simple formula, but MacKinnon situation shows how flawed it is. Fans wouldn't care about anything more than about signing one of top3 players in the world. But because of CAP at 100 and adding/decreasing at the moment it happens, I lost points for weird reason, but even worse is that I shouldn't lose them at all. Again, it's not an important part of the game, but maybe CAP at 100 is not a good idea here, GMs/coaches get extra years for winning 1 championship all the time. Or change formula to consider timing/time of season. So trading player untill he actually plays one game doesn't affect anything (sometimes there's a good reason to do that). But when he does play, you get boost for star players. Even if it doesn't increase higher than 100, make it as a positive modifier for negative events. All the negative moves count as 50%? Something like that.
5) More important factor and return to AI GMs. I already made some broad suggestions in initial post, but here's typical situation.

Usually in preseason, teams are more than happy to trade their star players. Sometimes it doesn't make sense at all. But here's sensible situation. Their backup is one of the best. Quality goalie eats a lot of cap space and want longer contracts. Vasilevsky is not the case, but usually those latter years of contract are in rapid skill decrease territory. So it's possible they will want to move best goalie and improve defence f.e. I would try to do that if I was them. But here are the problems with these typical situations:
a) Playoffs expectation, they are perennial contenders with same core. Even if it's hard to make AI GM understand that, playoffs&top player@his position shouldn't produce "trade block" outcome. I would understand if they tried to suggest a trade to me and improve Stamkos (ignoring his line chemistry with other key players). But this trade would only make sense for them if they improve other positions.
b) It just so happens that I have improvements for their needs. I'm weak at GK (compared to Vasilevsky anyway), got cap and got defenders on TB that shouldn't be there. No attempt to initiate anything from them. Even if they don't want to improve me, decision to TB key/top player comes from their side. So I can babysit with commish mode all I want, but I can't understand logic behind their actions. Either they try to think about their own team and fix this situation (strong backup goalie allows to use starter in trade for quality upgrade at defence) or they try to not improve other contenders and they should list backup so that teams with no goalie would offer something good for him instead.
I know that AI can't be super tough. Hard to make him be smart, and it will punish inexperienced players too much. But some of these examples have no logical explanations. Hopefully it's not by design and can be fixed, because not everybody will love AIs and babysit them as much as I do But injecting life into trading activity and improving logic in correlation to circumstances will help enjoy game much more.
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Old 01-17-2020, 07:38 PM   #19
jokerhusky1129
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One small thing I'd like...list opponents of Stanley Cup on history screen
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Old 02-24-2020, 11:51 PM   #20
KevT90
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Would like to have access to the same complete league player stats tab for every past years, when clicking on a season's year inside the history/stats tab. (full season/playoff stats for that year).

Last edited by KevT90; 02-25-2020 at 11:17 AM.
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