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Steve

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Everything posted by Steve

  1. 13. If you had to tape a good-bye message to @FrostBeard, what would you say? Good luck, been a pleasure having you as a team mate. 14. Who excites you as potential FA's this season and why? That one with the tight hips. 15. How do you feel Seattle has handled the cap situation etc this season? Fine job. 16. Which teams made the biggest trade this off-season? What was the deal - who won it? Not sure I can comment on trades and values. 17. Who goes first overall in the draft? The most popular re-create by someone in the circle jerk of the inbred system. Or the best player at the time....... 18. Should @pennypenny recreate? If he has, fuck yes. Welcome back! I know the name, not the long dramatic story. I don't mind if anyone comes back.
  2. What does less realistic mean. From the STHS forum, it referred to it being more realistic when it came to "high end" players actually playing like good players. I think that part of it would be rewarding if you work hard towards a build and have said player actually play somewhat to their potential. I can see that this isn't an easy thing to do or an upgrade would have been completed long ago.
  3. It certainly has flaws. Unfortunately, they are bad flaws that leave a player wondering what the fuck to do with his build. The RNG is incredibly broken and I think if it could be corrected to have some form of accuracy, it would be fine. When things like line strats and line usage isn't even in this version is just an indicator that it is time to upgrade. At least to the newer decade old version. I see your point though and hope you understand what I am seeing in these sims are far from good. If that is the way the league wants it then it is what it is. I am more for a work/reward system with RNG thrown in as it should be. Not the other way around.
  4. The NHL has gone through a tremendous amount of change over the years but the past is still relevant. I see no difference here.
  5. Just knowing the sims can be biased is cause to worry. I, of course, am not saying that is the case, but the sims are so private, who really knows what could happen in the future or what has happened in the past.
  6. While I understand that there are some unknowns even to the people running the sims, don't you think that is a perfect reason to move to a more transparent sim engine? I mean, I see some huge differences in skills but little difference in play. If there isn't a reason to max each core skill, then what's the point of having a 1000 tpa build. I want to know what weight each skill has at each tier. It seems to many of us common folk that are just here to play and not on anyone's pre-built team that once several of us maxed a skill, or went above 95 on a core skill, our players are shit. So if this is unknown to the actual leaders of the league, then I think this is a horrible way to run a hockey league. The games themselves should be the ultimate outcome of this league. I feel that investing in any skill now is purely a waste of tpe. You can see that many, including myself, had a great second season and fell off the deep end the seasons after. What had changed? We maxed our skills, that is what changed. The sim engine is over a decade old and the owner is a complete asshole. Doing research to find answers, I found him rude and just a dick all around. So why are we still using shit that has so many things even you guys don't know about. Bad for the league. Upgrade into this decade please. I respect you as a leader Beketov. You will do the right thing.
  7. According to that link from @Josh Version 1.1Advantage: Available in the STHS since February 2008 in version 1.1. Results are proven to be realistic. Disadvantage: New features since 2010 are not added in the code (Referee/Lineman, Line/Team strategies, Percentage of ice time per line does not apply, etc). Some stats are not count and will always show at 0 in the simulator A lot of new functionalities are not implemented (For example, 3 vs 3 overtime)
  8. Morale is enabled (STHS manual quoted): Interesting. So there is a player Morale level and of course, the team Morale value. So how does a player increase his own morale? Line Strategies: Not sure what you mean by skill level? Bigger number generally means better. You know that each skill like skating, passing and scoring has a level. Max being 99. I have seen, on many players, that moving one skill above 95 made their player play different, and not in a good way. I am not sure the sim translates certain skills the same as others of just compares the overall players level in tpa. Unknown to me how this works and haven't found people that has been here for a decade that can give me an answer. Leadership increases Increases what? and how does it actually help?
  9. Why can't players get information about how the sim engine addresses skills and line strats? I have asked GM's that have been here for many seasons and they have no idea on what this engine looks at and how skill levels are weighted. I find this frustrating to say the least. For a league with such a great forum and general overall appeal, it is amazing that we have a sim version that has many unknowns. I heard in the last couple of seasons that another version or engine was going to run along side this one and see how it could work. What happened to that? I don't like how secret some things are or just not published on what stats/strats and skills are used in this engine. Does anyone know? Maybe this league is more about hanging out and bashing each other on Discord, but I was hoping the actual hockey games part would be the most dominate aspect. It seems I am wrong. Working on tasks each week are actual fun to do, but that fun doesn't translate into a good sim experience unless you are on a stacked team or one of the lucky ones that the sim loves. I know everyone should not be a super star, and this isn't about that. I have observed a few things that are just wrong when you level up skills that make your player play worse. If you notice, a lot of second season players have really good seasons and after that they drop off. I have looked a several non admin players that update each week and the findings show me over and over that once you start going over 95 on any or all skills, there is a good chance your player isn't going to reflect that increase, in fact, it makes them play inconsistent at best. A few things that I would like to know that nobody has answered yet. Morale, how does it work and what effect does it have on team/player performance. Line strats, how much influence does it have on this sim engine, if at all. Overall team strat, same with this, how much does it effect game performance. Skill level. What skills effect performance and what ones are not even turned on. Leadership. Does it work or doesn't it. FFS somebody has to know something about how it actually works. I have heard the theory, I want the definitive answer. As a member of this league that just wants to win, these points are the important ones, not who is getting banned or any other drama that is the flavor of the day. Just building a player that works and understanding the sim engine's design is all I am after. Why is it so hard to get answers to the most fundamental questions about this version? I would love to see a much more transparent approach and have some good discussion about this engine and moving towards maybe something that works more consistent. I would be happy just to know how shit works and if it's a waste of time to go over 90-95 on any skill. This is a great league with a flawed sim engine.
  10. Review: Very nice looking sig with a great blend of colors. Your render is clean and the font is not bad either. I would say you are on the right path with this graphic. Great job.
  11. Review: Very nice clean sig. I like the text and don't mind the background. Everything was well placed and your work is always good. I might not be a fan of the blur effect but it works well on this project. Great job.
  12. Review: You have a lot going on here and I think you have all the right parts that make for a good looking graphic. I might have made the player stand out more but the text looks great. Good effort.
  13. Review: Another amazing sig. You have a talent with backgrounds and this one has a very good effect. I like the render effects and everything just flows. Great job.
  14. Review: Big graphic. I like the concept of this project and I think you did a good job with it. Interesting font with a difficult drop shadow placement. Only thing I can see is I wish the player render wasn't as flat as it is. Great good though and I like your work.
  15. Review: Good stuff. I like this design and it can look really good or really bad. This one is spot on. Great format and the text fits in very well. Great job.
  16. Review: Great style you have. I admire your work and really like your background. The text looks readable and well placed. I would have messed with the kerning a bit but it doesn't take away from this awesome project. Great job.
  17. Review: I like your sig as it is simple and easy to read. I like the background and the text bar looks in place and functional. I like the logo placement but it seems a bit brighter than the rest. Maybe some tweaking on that but that is just my opinion. You did a good job and it looks great.
  18. @Jessie
  19. I removed it as I can see what you were getting at. I just picked a post and mounted the sig to it. I have it off that post now. Sorry Motz, I will not do that again.
  20. I'm not an AGM or GM so I can't see how this is tampering. No harm intended, just thought a new player might need a sig.
  21. No, I make sigs all the time for random new players. I did not intend anything nefarious.
  22. 85 Prague Phantoms @ Helsinki Titans Prague 3-2
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