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hi
I am searching for people who can create and make team logo's.
Iff you can make cool logo's and willing to do that feel free to send me an ingame message.
Thnx in advance
I am searching for people who can create and make team logo's.
Iff you can make cool logo's and willing to do that feel free to send me an ingame message.
Thnx in advance
I wonder if people agree with me in that people have forgotten what friendship means?
Surely you should at least interact with someone on the forums before you send them a friendship request?
Surely you should at least interact with someone on the forums before you send them a friendship request?
You have to devide friends in internet and friends in real life. Then you will have less questions
First time I reject all requests from people who I know but not in close relationship. Now I add every person who I know/saw/hear
Of course, I doesn't add thouse whom I see first time in my life
I have 3 friend request and I don't know who are they
I first of all try to find out, maybe we play friendlies
Then I will add them.
Be simplier. It's internet - it's not real life

First time I reject all requests from people who I know but not in close relationship. Now I add every person who I know/saw/hear

Of course, I doesn't add thouse whom I see first time in my life



Be simplier. It's internet - it's not real life

I think that internet friends is a number competition. The winner is the one with the higher number of unknown friends.
Maybe some people use a mass of "friends" so that lots of people see in their status when guys are for sale?
definitely...i think that a most of thoughts from my "friends" are transfer adds...
I accepted most of the requests but regreted for some
I think it should be forbidden to advertise players in "thoughts"
I accepted most of the requests but regreted for some

I think it should be forbidden to advertise players in "thoughts"
Or it could be that friendship allows the exchange of status/information.
I am interested in what people are saying. Sure< i might not know them. It doesnt mean I cannot be a friend from the start. You don't have to prove anything to me and If i get a friendly game or (more importantly) they start a good thread/status or see them selling a good player.... well that just adds depth to my game.
Canadians are typically pretty interesting to be friends with. they have a secret cabal .
I am interested in what people are saying. Sure< i might not know them. It doesnt mean I cannot be a friend from the start. You don't have to prove anything to me and If i get a friendly game or (more importantly) they start a good thread/status or see them selling a good player.... well that just adds depth to my game.
Canadians are typically pretty interesting to be friends with. they have a secret cabal .
I think that sometimes having pro by your nick, attracts lot of them - when people are looking for friends, your name pops out as first online potential buddy.
Other than that, it's for advertise purposes like Canucks said.
Other than that, it's for advertise purposes like Canucks said.
I'd never thought of the pro thing before, but could be it. I get loads of friends requests from people i've never seen or heard of.
I try and do a lot of data analysis in the game... so asking 500+ people tends to get more responses than if I just asked ppl I "know"
ahhh yeah but you're the anomoly. LOL woohoo Dr Who reference. Seriously though, you have a purpose to friending people. I've had friend requests that i've accepted and never heard from the person.
Yeah, one nice thing about being pro is it seems like i get lots of friendly challenges too. I use the auto friendly finder when I have holes but I usually get filled up with random
Does it make any sense that aggression is secondary attribute to defensemen? Why not technique instead? Technique is the skill to position oneself well one the ice, to be able to pokecheck, the guide says it's the ability to skate as well. Ok, of course Nic Lidstrom is aggressive with his stick so you need a bit a aggression, too. But it's the technique that makes the difference between good and great great defensemen, not the ability to hit.
I would like to see a complete overhaul of the game engine. I'm thinking of more attributes and a simulation that actually simulates every player on the ice, not just the line. The way it is now the engine basically just compares two lines with their line strength. It's about time to put a better system in place here.
Here's a first idea:
Player attributes:
1. skating (this could simply be simulated as speed for skaters to start with and lateral movement/agility for goalies)
2. offensive techniques (you can say this is universal for passing, stickhanding, deking...)
3. defensive techniques (checking, pokechecking,.. for skaters; blocker, glove, ... for goalies)
4. physical techniques (board battles, shot blocking, hitting)
5. vision / anticipation (that is the key attribute for your scoring line, your best defensive pairing and your starting goalie; it translates into creativity and the ability to find open ice on the offense, positioning on the defense and for goalies)
6. determination (how likely a player will use his all his skills, think of Yashin... skilled guy but not very determined, a skilled and determined player would be a great captain)
7. aggression (how likely a player will try to use physical techniquesl over his defensive/offensive techniques)
8. shooting (for skaters only; this is an important skill for everybody who wants to play on the big stage)
9. reflexes (for goalies only)
Skaters need all attys from 1-8
Goalies need 1, 3, 5, 6, 9
You have just 9 skills to start with. Later on you could still split those basical attributes into several new attys or just add new attys... like endurance.
Be aware that depending on how many different situations the game engine would simulate the different techniques translate into different skills. For example if board battles are not to be simulated, then physical technique is simply the ability to block shots.
That is a bit of a different approach in the sense that there is no simple way to train players to 2:1:1 ratio. You could strengthen all their skills depending on what line they play. Checking lines need more defensive techniques but less offenve techniques and shooting than your first scoring line. You could build different type of players, build a very defensive or very offensive team depending on your player's qualities.
I would like to see a complete overhaul of the game engine. I'm thinking of more attributes and a simulation that actually simulates every player on the ice, not just the line. The way it is now the engine basically just compares two lines with their line strength. It's about time to put a better system in place here.
Here's a first idea:
Player attributes:
1. skating (this could simply be simulated as speed for skaters to start with and lateral movement/agility for goalies)
2. offensive techniques (you can say this is universal for passing, stickhanding, deking...)
3. defensive techniques (checking, pokechecking,.. for skaters; blocker, glove, ... for goalies)
4. physical techniques (board battles, shot blocking, hitting)
5. vision / anticipation (that is the key attribute for your scoring line, your best defensive pairing and your starting goalie; it translates into creativity and the ability to find open ice on the offense, positioning on the defense and for goalies)
6. determination (how likely a player will use his all his skills, think of Yashin... skilled guy but not very determined, a skilled and determined player would be a great captain)
7. aggression (how likely a player will try to use physical techniquesl over his defensive/offensive techniques)
8. shooting (for skaters only; this is an important skill for everybody who wants to play on the big stage)
9. reflexes (for goalies only)
Skaters need all attys from 1-8
Goalies need 1, 3, 5, 6, 9
You have just 9 skills to start with. Later on you could still split those basical attributes into several new attys or just add new attys... like endurance.
Be aware that depending on how many different situations the game engine would simulate the different techniques translate into different skills. For example if board battles are not to be simulated, then physical technique is simply the ability to block shots.
That is a bit of a different approach in the sense that there is no simple way to train players to 2:1:1 ratio. You could strengthen all their skills depending on what line they play. Checking lines need more defensive techniques but less offenve techniques and shooting than your first scoring line. You could build different type of players, build a very defensive or very offensive team depending on your player's qualities.
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