Why dont you wait a bit before you judge the new engine. Sure, it wont be as sophisticated as it could be but there are limitations that we must observe when creating an engine.
1. to make a game engine that would be much more sophisticated, we would just have to start from scratch. That kind of development would take a lot of time which we dont have at this time. But its possible that in future we will make a completely new engine.
2. calculating 1 game must not exceed certain time. If the simulation would take too long, we would risk exceeding the 45 minute limit that we have to simulate all games on a league day.
Your suggestions are nice and all, but there's a huge difference between making a short sketch like you made and putting everything into numbers that in the end will give you satisfying and intended results. And I'm not even talking about the programming part which is even more difficult. You also can't create new attributes just like that. How would you determine the attributes of the existing players?
Trust me that there is a long and difficult way from idea to actual implementation. Something that a person who has never worked on such a project will hardly understand.
As far as tactics are concerned, if you are going to have a balanced team, you will be able to use any tactical option without any "penalty" to your strength, which is an advantage in itself since you will be able to take advantage of teams who stick to just one tactical option. Provided you know which tactic to use of course.
But that's just one improvement. I am especially looking forward to the PP and PK tactics which will add a new element to the game altogether.
Select a country: |
![]() |
International |
i didn't respond because you offered no explanation as to why that would be an improvement from the current system. aside from appeasing you from a naming convention standpoint, what's the difference? your apparent dislike of the current system is not shared by me and i can't say how many others.
would you like to explain why this isn't a "real game simulation" as you mention below? you're offering fixes for something yet don't explain what's broken. and if you don't have in depth knowledge of how the game engine is simulating, you might want to avoid making assumptions in your explanation.
would you like to explain why this isn't a "real game simulation" as you mention below? you're offering fixes for something yet don't explain what's broken. and if you don't have in depth knowledge of how the game engine is simulating, you might want to avoid making assumptions in your explanation.
Why? Staff don't have variable attributes, so no need for it.
You could save staff salary if you train the player balanced. So if there's a function I wouldn't have to change the abbility to be trained every day.
it'd very nice if it was automatic. that being said if it's a pain to implement to time should go to higher priority things.
Why are the Prize money so diffrent.
In the II.1 ist the Prize money .05mio higher than in II.4
Whats the reason?
Swiss lige
In the II.1 ist the Prize money .05mio higher than in II.4
Whats the reason?
Swiss lige
Look at league average OTR. II.1 is a tougher league than II.4 in all likelihood seeing as II.1 is fed from III.1-III.4 and II.4 is fed from III.13-III.16 which may not exist.
Well, you asked about why I think ppm is not real hockey simulation. Everyone have their own opinion on how detailed a simulation should be. The current simulation is basically comparing the line strength of each team. There is no on-ice action / simulation. You give a 100-50-50 defenseman more passing and what happens? He ain't better. For me a real simulation is where every situation on the ice is simulated, where every player has to make decisions and is simulated according to his skills. I realize it's a lot of work to create such simulation so you need to keep it as simple as possible. It can be done, though.
There is one problem on the forums. If you use silent words nobody gonna listen. When I type I know some people won't like the "aggressive" language, but how boring the forums would be without people creating a bit trouble.
Every day it's the same posts on the forums... "oh, I just won a game... oh, no I lost it... congratulations to someone... staff contracts are ridiculous..." . Every day people cry about how unfair the game simulation is and they should have won a game which they lost. So I come here and try to initiate a discussion what can be done to improve the game and try to collect some general ideas what attributes could be necessary. I never complained about a game result.
I read many posts where people stated how incredibly deep management game ppm really is and that it's a management game first, the game simulation itself is a minor part of ppm. Are you serious? Tell me, what are you managing? What actions to you take every day to make your team better? Buying players from the market and sell them later for more money? Is that what you call management? Training players to 2:1:1 ratio requires management skill? Finding the countertactic to gain advantage over your opponent is supposed to be team management?
There is one problem on the forums. If you use silent words nobody gonna listen. When I type I know some people won't like the "aggressive" language, but how boring the forums would be without people creating a bit trouble.
Every day it's the same posts on the forums... "oh, I just won a game... oh, no I lost it... congratulations to someone... staff contracts are ridiculous..." . Every day people cry about how unfair the game simulation is and they should have won a game which they lost. So I come here and try to initiate a discussion what can be done to improve the game and try to collect some general ideas what attributes could be necessary. I never complained about a game result.
I read many posts where people stated how incredibly deep management game ppm really is and that it's a management game first, the game simulation itself is a minor part of ppm. Are you serious? Tell me, what are you managing? What actions to you take every day to make your team better? Buying players from the market and sell them later for more money? Is that what you call management? Training players to 2:1:1 ratio requires management skill? Finding the countertactic to gain advantage over your opponent is supposed to be team management?
I am right there with you Knuckle, if people just settle and are happy with what you have then the entire world would be the United States, fat sated and happy to vote on American Idol but not their local elections

the bigest problem in your sugestion is that ppm need to be made from zerro again. yea, this isnt the best way to make manager but implemeting your ideas whould mean restarting game becouse I dont seen how they are fitting with existing atributes
Your favorite threads
Newest posts