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Beketov

Commissioner
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Everything posted by Beketov

  1. SEASON 70 EXPERIENCE POINTS Congratulations to everyone for another fantastic season and a special congratulations to the Moscow Menace for winning the team’s first Continental Cup! As always, with the season past, all VHL players have earned some more experience.  How to Claim Claim experience in the Player Management area by clicking the 'CLAIM OFF-SEASON TPE' button and selecting Experience from the dropdown. Enter the amount of Experience you are eligible for as described below and link to this thread.  Once approved, the Experience will be added directly to your player's experience attribute. You do not need to apply it yourself.  NOTE: YOU CAN NOT CARRY OVER EXPERIENCE POINTS EARNED BY A RETIRED PLAYER ONTO A RECREATE  POINTS Full VHL Season - 5 Points VHLM Call-ups - 2 points (Partial VHL Season played - Call-ups receive 2 XP for a partial Regular season vs. 5 for playing a full season) Playoffs - 2 Points Finals - 1 Point Example: Brady Stropko Jr. plays for Calgary. He gets 5 for a full season, 2 for playoffs, and 1 for finals. For the most part, members of these teams will receive: CALGARY - 8 DAVOS - 5 DC - 7 HELSINKI - 7 MALMO - 5 MOSCOW - 8 NEW YORK - 5 PRAGUE - 7 RIGA - 7 SEATTLE - 7 TORONTO - 5 VANCOUVER - 7
  2. Two points of contention: First, we don’t really care about the TPE record, or at least I don’t, I can’t speak about others. Yes, this more or less solidified it but it’s a meaningless stat from a bygone era. No different than how attaining Campbell’s scoring record is going to be. Someday perhaps we’ll lock the record books as I’ve been suggesting for ages but until then yes, it’s probably gonna stick. I see that as an annoying but necessary by product. It’s also possible inflation will get out of hand again and someone will beat it, that’s what happened last time after Boubabi’s record looked to unattainable and was beaten multiple times in this inflation era. Second, adding to depreciation instead would inadvertently affect everyone more. You’re looking at this as a way of us saving our own players but rather it’s a way of saving the players who can’t earn as much. People who aren’t hyper-active earners aren’t going to make use of the things we cut, therefore cutting them does those players no harm. However adding to depreciation doesn’t just hit the top earners, it hits everyone. Yes, it’s a percentage so it hits them less but it still hits.
  3. Snubbed even from the mercs, ouch.
  4. I should have made the announcements instead of just proof-reading them. I went and let @Beaviss get all the reactions.

    1. Beaviss

      Beaviss

      fine ill get @Josh to do them next time :P

    2. Josh

      Josh

      I fixed so many typos for you I might as well have written it.

    3. fonziGG

      fonziGG

      don't ya'll have grammarly

  5. A major, a doctor, and a Ghastly? I approve. Though I do have 1 question. If you evolve do you become a Haunter, a Colonel, or both?
  6. You mean This?
  7. A bad change that only you seem annoyed by... And as I’ve said before that’s 60 TPE for someone donating every season, it adds up; that’s enough to get a star from 40 to 80 just from the 1 bonus we removed. In addition the main reason was that removing a lot of uncapped stuff but leaving donations as hefty as they were (the usual choices amounted to 17 uncapped per season or 170 uncapped for a full career) meant that we were removing most uncapped opportunities except the paid ones which, as I said, is more pay to win then we would like.
  8. The VHL has always been and will always be free. Donations are rewarded but rewarding them too far means that people who can afford to pay get a significant advantage which we are not in favour of doing.
  9. @Proto is actually working on that for me right now.
  10. Keep in mind that lowering the rest and then keeping donations would basically be saying “you are losing all these TPE opportunities but don’t worry, you can still buy it” which is a bit too “pay to win” for my liking.
  11. “High earners” start somewhere. The intention is to lower them from the start rather than have that gap he so big. By reducing uncapped stuff rookies should theoretically have a lesser gap to deal with even with a lower bonus themselves. Basically we’re reducing how high someone needs to be to be considered “VHL ready” in the first place.
  12. Making an engine change isn’t something that can happen at the push of a button. We’re looking at it but everything runs smoothly because of the engine we have. Take that away and everyone on the portal breaks and we go back to slow manual labour for everything; and that’s the best case scenario. It’s not a quick fix. The engine also isn’t nearly as bad as some people imply but I digress. It May seem like a couple TPE over a career but it’s not. For example, the donation you mentioned. That one level is usually used for another doubles week since that’s the biggest TPE reward. That’s 6 TPE a season which seems low enough except that it can realistically be bought 10 times in a career. That one level is now worth 60 TPE purely from having more disposable income than someone else. That’s not a matter of earning, that’s a matter of buying. A lot of these also weren’t really ways of “earning” TPE. Awards and ASG were just handed out to more or less the top players already without them doing anything, lottery was pure luck, graduation bonus was going to everyone anyway so no earning there, theme week covers everyone but technically could be an earning thing so yeah, 2 TPE per season lost there. Recruiting is the same amount as before, just spread out. Trivia is about the only one that’s removing any effort based uncapped and we simply deemed it an unnecessary amount of TPE to be handing out. I’m not saying you have to like every decision we make but yes, this was necessary to help reduce the amount of inflation going on in the league right now.
  13. Everyone gets it which means it’s just completely free TPE that doesn’t need to exist. Everyone getting something is effectively the same as no one getting it. Reducing it means less inflation across the board on something that’s universal.
  14. New members are the ones who are borderline on the activity front which means they are the ones least likely to benefit from uncapped opportunities. By removing a lot of those the cap becomes more important which is something everyone can hit instead of having to be super active to get all the uncapped chances; some of which do still remain. It also means less TPE on the top end players which means we can more fairly balance an update scale. Currently the scale isn’t enough for the “TPE whores” but is too much for the average member. Lowering TPE numbers means being able to find a balanced scale that can more fairly work for everyone. Removing TPE is not always a bad thing. Just saying “starting next season” wasn’t as clear as I intended I guess. It will just effect S72 players and onward.
  15. It will yeah. It’s the way of all changes. We can’t go back and retroactively change everything that has been done so players that benefited before still have that benefit but at least as they retire things will even out. With the S63 players out the largest draft class inflation wise (since we were desperate at the time) is done and hopefully things can start to even out quickly.
  16. Sorry about the double notification everyone, we had missed one that I had to add in.
  17. My worst showing ever by far and that’s saying something.
  18. Devise came in when I did in late 2017; Smarch was before that.
  19. Aww, I wanted to see @Banackock squirm more trying to get under the cap. Now the immortal question: will anyone bother to sign Robbie?
  20. @Will has come on and fixed it all for us so good to go now. Sorry for the annoyance.
  21. I’d be among them tbh. We specifically are saying here not to do anything. If you do and we manage to find a way to fix everything without undoing a bunch then that’s on you.
  22. Seattle’s gotta fix cap problems somehow.
  23. That’s not strictly true. I fucked it up the first time I tried to use it. One of the functions stalled (I don’t remember why) Which caused the button to hang and in the proceeding time trying to fix it @Quik and I made things infinitely worse.
  24. For me it’s not even about how often we can do the updates; though that’s a nice bonus, it’s the ease of it. I think I have to click maybe 10 times to update every player. That process used to be a pile of manually entering numbers into a spreadsheet, it was a shitshow.
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