Home | Webstore
Latest News: OOTP 25 Available - FHM 10 Available - OOTP Go! Available

Out of the Park Baseball 25 Buy Now!

  

Go Back   OOTP Developments Forums > Prior Versions of Our Games > Franchise Hockey Manager > FHM - General Discussions

Reply
 
Thread Tools
Old 08-07-2013, 12:08 AM   #1
JeffR
FHM Producer
 
JeffR's Avatar
 
Join Date: Apr 2002
Location: Kelowna, BC
Posts: 16,599
Game Systems: Attributes

Not so much a technical explanation this time as a simple glossary. This is a list of all the player attributes, their definitions, and some explanation of their in-game function where it's needed.

The Attributes are grouped into ability categories: Mental, Physical, Offensive, Defensive, and Goalie (goalies also have a unique Mental category with a couple of different attributes that the Skater version.) The total ability scores in each category are used for various purposes in the game, including, among other things, player valuation, filling in unrated players in a realistic way, and governing (in combination with potential) some types of ability improvement.

The content of the Offensive, Defensive, and Goalie categories targets is fairly self-explanatory, but Physical and Mental require a little more explanation. Don't get fooled by the "Physical" name into thinking this ability covers only physical play; four of the seven physical attributes are skating/mobility-related and two are strength/conditioning-related, so toughness
is only a small part of that number. Mental ability as the "intangibles" ability - the tough, charismatic, hard-working team leaders are at the top; the lazy, cowardly, and unmotivated are at the bottom.

Finally, there is a group of Hidden attributes that aren't visible during gameplay (unless you use commissioner mode to peek); these govern various player tendencies and tend to be fairly static and unchanging over the course of a game (with some exceptions.)


Mental Attributes

Aggression: The primary PIM-determination attribute: how often he tends to do things that result in a penalty. Out-of-range (over 20) values will be more common here than for other attributes, due to the existence of goon/enforcer-type players with massive PIM totals. A 20 rating should produce about 180 PIM under modern NHL penalty settings, assuming the player plays about 10 minutes per game; values beyond that will increase that number by large amounts, close to 400 for a 25-rated player.

Bravery: The player's willingness to put himself into physically risky positions - in front of the net, in the corners, fighting for the puck with bigger and stronger players. Note that a big player doesn't necessarily have to be brave to go into the corners if he's stronger than anyone he's going to meet there, while a small player who does that regularly would get a high bravery score.

Coachability: How easy it is for coaches to get this player to improve. A high/low number here will have a significant effect on the player's likelihood of improving his offensive and defensive attributes. Note that it's not used for any other purpose, so it doesn't consider unrelated personality factors like the player's tendency to be disruptive in the locker room.

Determination: Player's tendency to be unaffected by bad news, e.g. losses, demotions to lower leagues, being benched. High-determination players will be less likely to be affected by those events.

Leadership: The player's ability to positively influence the in-game performance and off-ice happiness of his teammates. Captains and Alternate Captains usually have the highest leadership ratings on the team.

Team Player: The player's ability and willingness to make use of his teammates, both offensively and defensively. A player with a low score will tend to try to do things himself, attempting to do things like carry the puck or cover an opponent even when a teammate might be in a better situation to do those things. A player with a good score will trust his teammates to do their jobs correctly (even if that trust is misplaced).

Temperament: The attribute mainly determines the likelihood of the player taking a coincidental minor or fighting; the higher the Temperament, the less likely it is those things will happen. In most cases, Temperament will be a near-opposite of Aggression - a player with a high Aggression rating will also presumably fight a lot of the time and should get a low Temperament. If it's appropriate to the player (say, an aggressive player who doesn't take quite as many penalties as you'd normally expect from a player with his style), researchers can use Temperament to fine-tune his penalty totals - in that example, they might raise his Aggression rating a point or two higher than his penalty totals would normally suggest, but also cut his temperament by at least the same amount to keep his PIM at the right level.


Physical Attributes

Acceleration: How quickly the player reaches his maximum speed.

Agility: The player's ability to move quickly to evade opposing players, or respond to an opponent's evasions. A player doesn't necessarily have to be fast to be agile. Size will tend to be inversely related to agility, bigger players will in most (but not all) cases be less agile and smaller ones more agile.

Balance: The player's ability to remain upright in a controlled manner when in contact with an opposing player (regardless of which one of them initiated the contact.)

Fighting: The fighting rating affects two things - primarily, the player's success in fights and, to a much lesser degree, how often he fights. Aggression, Temperament, and Sportsmanship have significant effects on fighting frequency, so it's primarily a fighting skill rating. A guy who's a great fighter but doesn't do it often might get his Aggression and Temperament bumped down a bit to compensate for the high Fighting rating and keep his PIM at the right level.

Speed: How fast the player moves at his maximum speed.

Stamina: How long the player can stay on the ice, both on a per-shift and per-game basis - basically his level of aerobic fitness.

Strength: The physical strength of the player as applied to hockey situations. Used as a factor in determining things like puck possession/turnovers, and, for defensive players, it's checked against an opponent's Screening attribute to determine if the screen is successful.


Offensive Attributes

Getting Open: The player's ability to find a place to shoot from when his team has the puck but he's not carrying it. This is very important to the player's shot totals and also has an effect on their quality.

Offensive Read: The player's ability, while his team has the puck, to determine how to respond to the current on-ice situation (i.e., the positioning of both the offensive and defensive teams) with the intention of scoring.

Passing: The player's ability to make an accurate, tape-to-tape pass to a teammate.

Puckhandling: The player's ability, while carrying the puck, to avoid turning it over due to an opponent's checking or his own maneuvering.

Screening: The player's ability to reduce the goalie's chance at making a save by interfering with his ability to see/react to a shot. Note that this isn't intended to reflect the player's ability to tip in shots himself or score from directly in front of the net, but rather how well he helps his teammates score. It's more of a "Tomas Holmstrom" attribute than a "Tim Kerr" one, although a big guy that typically scores a lot from the slot will probably still be above-average at screening. Forwards will typically have a much higher rating than defencemen.

Shooting Accuracy: The player's effectiveness at hitting a target (i.e., an empty part of the net) with his shot. This attribute must be considered in combination with Shooting Range - the Range is the maximum distance at which the player has the level of precision specified by his Accuracy. Defencemen typically will have much lower accuracy ratings than forwards, which will tend to balance the reversed situation in shooting range.

Shooting Range: Identifies, in metres from the goaltender (assuming the goalie is in the crease), the maximum range from which the player shoots at 100% accuracy; shooting from farther out than that lowers the chance of the shot going in. Defencemen will almost always have longer shooting ranges than forwards, since most of their shots will be from the point (this is balanced by lower accuracy ratings for them.)


Defensive Attributes

Checking: The player's ability to lower the chances of an offensive player to succeed at what he is attempting to do, whether the player has the puck or not. This is a very broadly-defined attribute, and is one of the more important ones for determining defensive effectiveness.

Defensive Read: The player's ability to understand what the offense is about to try to do, and what that implies for his team's current defensive arrangement.

Faceoffs: The player's ability to win faceoffs. Fairly self-explanatory, and usually set according to the league's faceoff stats, if they're available. Centres will tend to have the highest rating here, with the best winger around the 75th percentile of the centres.

Hitting: The player's ability to separate the puck carrier from the puck with a bodycheck (legal or otherwise.) Has a large influence on the "hits" stat.

Pokechecking: The player's ability to cause the puck carrier to lose possession by using his stick (not specifically via poke-checking, although that's a significant factor in when determining the attruvyte.) Basically the technical counterpart to the Hitting attribute.

Positioning: The player's ability to move, when defending, to the proper spot on the ice in the current situation.

The essential difference between Positioning and Defensive Read is that Defensive Read is used to assess the current situation, and Positioning is used to respond to it. It's possible for a defender to make the wrong decision on the play in three ways - reading the play correctly but then positioning himself incorrectly; reading the play incorrectly and then positioning himself correctly for the siuation he perceived, but which doesn't actually exist; or getting both wrong by making a bad read and then responding in a way that isn't even correct for his faulty assumption. Most competent defensive defencemen should have a reasonably good positioning attribute: they'll reliably make a correct decision about what to do based on what they see in front of them. But some will carry this a step further by consistently understanding what's coming at them. Note that it's possible to create some variety in a player's defensive flaws using these two attributes: a smart player might understand perfectly well what's going on, but be lazy or sloppy in his responses to it, or simply panic. Or a guy might grasp what he's supposed to do in a given situation, but lack the hockey sense to see that situation is about to occur.

Shot Blocking: the willingness and skill level of the player when trying to block shots. Defencemen should normally tend to get higher ratings than forwards, which balances out the extra defensive points the forwards get from the Faceoff attribute. If your league records shot-blocking stats, these would be very useful in setting this attribute. (Note that unlike FHM, the Bravery attribute is not considered at all when determining if a player blocks a shot.)


Goalie Attributes

Blocker: The goalie's ability to stop shots aimed high on his stick side.

Glove: The goalie's ability to stop shots aimed high on his glove side.

Low Shots: The goalie's ability to stop shots aimed below the reach of his glove/blocker, on either side or through the 5-hole.

(The above three attributes are the shot location-specific ones - in combination, these attributes should identify the goalie's strengths and weaknesses at handling different shot locations.)

Positioning: The goalie's ability to position himself in the best technical way to make the save - judging angles, going down at the right time if necessary, coming out or staying in the net as the situation dictates, etc.

Rebound: The goalie's ability to control the frequency, direction, and distance of rebounds after he makes a save.

Recovery: The goalie's ability to get into position again after making (or attempting) a save - i.e., his ability to make the "second save."

Reflexes: The physical ability of the goalie to respond quickly to a shot, both in terms of reflexes and agility.

(The above four attributes are the "core" ones that have the largest effect on deciding whether or not a goalie makes a save and what happens afterward.)

Passing: The goalie's ability to make an accurate and intelligent pass to a teammate - the "intelligent" part being be the bigger consideration, goalies notable for making bad decisions about who to pass to should will a low number here.

Poke Check: The goalie's ability to knock the puck away from a player close to the net, particularly on breakaways, and his ability to intercept passes across or near the crease.

Puckhandling: The goalie's ability to hold onto the puck while carrying it, i.e. resisting attempts by opponents to strip him of the puck when he's out of the net.

Skating: The goalie's skating ability - players get their skating broken down into four categories (Accerleration, Agility, Balance, and Speed), but since goalies only have one it takes into account all of those factors.



Mental Attributes (Goalies)

Mental Toughness: The goaltender's ability to recover after letting in a goal. A low rating means he's more likely to have his confidence shaken when he's scored upon, leading to a temporary decline in his other attributes; a high rating means unshakeable confidence even when getting blown out badly.

Goaltender Stamina: The goaltender's ability to recover from fatigue between games, allowing him to be ready in time for his next start - i.e., regular starters will tend to get higher stamina numbers.

The other goaltender mental attributes are defined the same way as their skater counterparts, although aggression is set according to a different, goalie-specific scale, and Team Player primarily considers how willing the goalie is to trust his defencemen.


Hidden Attributes

Adaptability: This affects the rate at which a player's morale recovers after moving to a new team or undergoing a major change with his current one (e.g., being sent to the minors.) Highly adaptable players recover faster.

Aging: Specifies when the player's attributes begin to decline. Unlike most hidden attributes, it changes fairly often, in response to certain events in a player's career. Most new players will start with a rating that leads to a decline beginning around age 25 - but if the player manages to stay employed and free of serious injuries, by the time he reaches his mid-20's his Aging number will likely have been pushed to a level where the decline doesn't start until age 30 or later.

Ambition: The player's tendency to value winning over other forms of reward. High-ambition players will prefer to play for successful teams. Note that this attribute's primary does not affect a player's desire to move to a higher-level league, just his preference to play for a winner.

Big Games: The player's tendency to play better or worse than his normal level during important games (playoffs, international games, promotion/relegation, etc.) Affects his chances to get a smal bonus/penalty to his attributes in such games.

Consistency: The likelihood of the player playing significantly better or worse than his usual performance. Higher consistency means a lot of average games, lower means a much higher percentage of big games and terrible ones. The total effects of this attribute will always be neutral over time - the good games will balance out with the bad ones. Goalie performance will be affected more significantly, up or down, than skater performance.

Greed: The player's tendency to value money over other forms of reward. During contract negotiations, high-Greed players will attach more importance to the financial aspect of the offer than they will to factors like playing for a winning team or moving to a higher-level league.

Injury Proneness: The player's tendency to get hurt; a higher number means more injuries.

Loyalty: The player's tendency to stay with one team. The higher the attribute, the less likely he'll be to leave. In combination with Greed, this can have a significant effect on his salary demands during contract negotiations.

Pass/Shoot Tendency: The player's tendency to try to improve a scoring chance by passing to a teammate, rather than shooting himself. This will have a very strong influence on his shot totals and his goal:assist ratio.

Sportsmanship: The player's tendency to play by the rules; the opposite of dirtiness. Right now, this is primarily being used to help determine his tendency to fight, but in the future its use will expand to cover the likelihood of him doing things that will get him major penalties and/or suspended.
JeffR is offline   Reply With Quote
Old 08-07-2013, 07:23 AM   #2
pens66
Major Leagues
 
Join Date: May 2012
Location: Germany
Posts: 390
Nice read. Regarding hidden attributes: When will they finally be put into the database? At least in the NHL every player has only 10s there (except Aging and Pass/Shot Tendency).
pens66 is offline   Reply With Quote
Old 08-07-2013, 08:07 AM   #3
Crombeen
Minors (Triple A)
 
Crombeen's Avatar
 
Join Date: Jun 2013
Posts: 269
Good info, now lets hope all those beautiful attributes also start to work together and that players get the right Stats based on their attributes. That would make the game more 'real life' and wowing.

I can see a few Hooks on those attributes that could influence the trade-value of a player. Coachability for example, this could raise what a player is worth more than anything.

Can't wait to read about the trading logic
__________________
FHM gamer since 2013 #oldskool
Crombeen is offline   Reply With Quote
Old 08-07-2013, 12:58 PM   #4
Sebmono
Minors (Single A)
 
Sebmono's Avatar
 
Join Date: Nov 2003
Posts: 88
How detailed will scouting evaluations of hidden attributes be? Will the primary source of variability be in the level of hidden attribute scouted (i.e. overestimating/underestimating an attribute), the number of hidden attributes reported on (i.e. will scouting reports comment on all hidden attributes, only a select few ever, or a different subset each time), or both?
Sebmono is offline   Reply With Quote
Old 08-07-2013, 05:47 PM   #5
Puckhead
Minors (Double A)
 
Join Date: Mar 2013
Location: Germany
Posts: 162
Please sticky this thread, it's pretty useful. Especially when there will be updates of the use/impact of the current attributes on the game or when there are arriving new attributes in major updates.
Puckhead is offline   Reply With Quote
Old 08-07-2013, 05:52 PM   #6
Nino33
Major Leagues
 
Nino33's Avatar
 
Join Date: Oct 2012
Posts: 320
Quote:
Originally Posted by Puckhead View Post
Please sticky this thread, it's pretty useful. Especially when there will be updates of the use/impact of the current attributes on the game or when there are arriving new attributes in major updates.
Already done http://www.ootpdevelopments.com/boar...ion-index.html
Nino33 is offline   Reply With Quote
Old 08-13-2013, 06:18 PM   #7
Rob316
Minors (Single A)
 
Join Date: Mar 2013
Posts: 50
Fighting in the game ??? you guys need to really sit down and figure this aspect out because I'm not spending a dime until I'm done being tired of the Shawn Thornton's, Colton Orrs, Brian McGrattan's and Danny Carcillo's being sent down and leaving every single team looking like a European elite league.. hell the KHL has more toughness apparently! I've raved on these forums trying to get you guys to fix this for months now and even bought a early release when Beta was introduced... great game so far, but jebus C'mon!!!!!

Last edited by Rob316; 08-13-2013 at 06:20 PM.
Rob316 is offline   Reply With Quote
Old 08-13-2013, 11:12 PM   #8
gosens
Minors (Single A)
 
Join Date: Mar 2013
Posts: 66
Jeff thanks for this post. Would it be possible to explain a little bit about the in-game logic over how these attributes are tested? Without giving too much away about your proprietary systems, it would be useful (and interesting) to know how the game knows where people are on the ice, the puck direction and speed, and how each player is put into situations where they are tested.

For example the shooting range, does the sim truly know how far out a player is, and evaluate where his mates are (close safe pass vs risky pass to someone in scoring position) and how well the defense is positioned to decide when to pass and where, or to take a shot? How does the game decide when Tomas Holmstrom is positioned in front of the net for the screen and whether he tries for a Tim Kerr tip-in?


With so many things going on at once in a fluid game like hockey, how do we know what is truly evaluated in every second of the game vs. what is dumbed-down or assumed through the magic of fast simming? Is the game logic calculated any differently when we're watching a game and adjusting lineups and tactics, a comparitively "slow" sim vs. the super-fast simming of hundreds of games in mere seconds (stats generated through generalized calculations of hundreds of variables that produces boxscores that look real but weren't built play by play)?

Any light you could shed on this mystery (for the non-programmers in the room) would be helpful and appreciated!

thanks!

Last edited by gosens; 08-13-2013 at 11:16 PM.
gosens is offline   Reply With Quote
Old 08-20-2013, 08:11 AM   #9
Crombeen
Minors (Triple A)
 
Crombeen's Avatar
 
Join Date: Jun 2013
Posts: 269
Are there more of those Game Systems write-ups coming I really like them it's a way to learn the game understand.

Maybe some writes about;
  • Trading.
  • How does the finance work in this game, can teams like Philly become a lower budget team when they preform bad over a longer period of time and will it effect the attendance for example?
  • Line-ups and tactics.
  • Scouting, trading and signing players.

All that kind of stuff I wanna learn more about.
__________________
FHM gamer since 2013 #oldskool
Crombeen is offline   Reply With Quote
Old 08-29-2013, 12:13 AM   #10
Hotstreak
Minors (Rookie Ball)
 
Join Date: Mar 2013
Posts: 24
Is it possible to get a run-down of the 'other ratings': Conditioning, Character and Hockey Sense?

I can't find any explanation of these here or in any other thread.
Hotstreak is offline   Reply With Quote
Old 12-19-2013, 02:01 PM   #11
kewltalon
Minors (Rookie Ball)
 
Join Date: Mar 2013
Posts: 31
In regards to aging, the higher the number the faster a player ages or is it the opposite. The higher the number the later in a players life he starts to decline?
kewltalon is offline   Reply With Quote
Old 12-19-2013, 07:32 PM   #12
Bruins86
Minors (Double A)
 
Bruins86's Avatar
 
Join Date: Jul 2012
Posts: 133
Quote:
Originally Posted by kewltalon View Post
In regards to aging, the higher the number the faster a player ages or is it the opposite. The higher the number the later in a players life he starts to decline?
The higher the number the the later in his career he will start to decline.
Bruins86 is offline   Reply With Quote
Old 12-19-2013, 07:40 PM   #13
Bruins86
Minors (Double A)
 
Bruins86's Avatar
 
Join Date: Jul 2012
Posts: 133
Question: Kinda hard to explain but if i set a players attribute to 40 does that extra 20 points count against his overall potential?

Like lets say i wanted to create a young Gretzky, as of now attributes wont develop over 20 so i have to set his passing and vision etc above 20 to compensate, but will that then stunt his potential growth in lets say shooting accuracy and range if i just set those to 12 to let them develop naturally?

I hope i didn't confuse everyone lol.
Bruins86 is offline   Reply With Quote
Old 12-19-2013, 10:17 PM   #14
omjo
Minors (Triple A)
 
Join Date: Nov 2013
Posts: 288
Just curious, is the maximum attribute rating 30? I thought it was 25 but Gretzly has some 26 and 27 attribute ratings so that isn't it.
omjo is offline   Reply With Quote
Old 02-04-2018, 03:31 AM   #15
hockeyman001
Minors (Rookie Ball)
 
Join Date: May 2016
Posts: 33
Old thread, but I want to bump this to ask. Does a high value for pass/shot tendency attribute indicate the player is more willing to shoot, or pass?

I had thought a high value means the player passes more, but since tweaking it, I've seen my star player scoring a lot more and getting relatively fewer assists, and not sure if it's just small sample size or if I've misunderstood the attribute.
hockeyman001 is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:20 AM.

 

Major League and Minor League Baseball trademarks and copyrights are used with permission of Major League Baseball. Visit MLB.com and MiLB.com.

Officially Licensed Product – MLB Players, Inc.

Out of the Park Baseball is a registered trademark of Out of the Park Developments GmbH & Co. KG

Google Play is a trademark of Google Inc.

Apple, iPhone, iPod touch and iPad are trademarks of Apple Inc., registered in the U.S. and other countries.

COPYRIGHT © 2023 OUT OF THE PARK DEVELOPMENTS. ALL RIGHTS RESERVED.

 

Powered by vBulletin® Version 3.8.10
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Copyright © 2020 Out of the Park Developments