Suggestions
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Rairo
20:02:46, 09.09.19

hi,
it's nice to see automatic feature for sponsorship advertisements, however there things could be improved.
firsfully, it's not really working automatically, you still have to save settings manually every week to execute feature, would be great to save once and forget about it.
second, settings' back-up would be awesome thing here. It would be great if system would remember settings previous week(-s), instead of reset to default. or something like game setup (league/friendly/etc) would be option here as well (center/boards/mixed)

Norks
23:02:01, 10.09.19

What would be the chances of having a column on the team's contract page displaying each players market valuation at that point in time?

https://www.hockeyarena.net/en/index.php?p=manager_team_contracts.php

Didn't realise there was a suggestions thread. Anyways.

Rairo
21:24:45, 14.09.19

Norks 23:02:01, 10.09.19
Didn't realise there was a suggestions thread. Anyways.


Make a topic, have a topic. ;)
We all want this game to improve, so I guess it's a good idea to share our ideas about possible improvements.

Since chance to pull foreign players in your youth school has been increased, is there any chance to remove or at least decrease that foreign player salary bonus, let's say down to 3-5% instead of current 15%?
Managers has been talking about this on Latvian forum.

Herbert Knox
08:26:37, 11.10.19

Scouting department:
Goalie/Defense/Offense (Our strength)
Shooting/Passing (Our strength)

Would it be an idea to include strenght somehow in this, and maybe also speed and self-control ?

Marleau
15:08:29, 14.10.19

Hi,

Like most managers, I presume, I really enjoy the player development (training) in these type of games.

Unfortunately I do not find the player development very realistic in HA and I think with some tweaks it can make the game more realistic and more enjoyable.

The main issues I have is the following:
The current setup makes it impossible to train players, from a young age, and also perform well in your league. The main reason is that the youth players need max ice time in order to have the best training results but they have such a low AI that they will not contribute to the team's result.

This is unfortunate and also not very realistic. If you look at real life we have the top draft picks whom are usually good enough to immediately play and contribute to the 1st team. Some, like Connor McDavid, are even immediate super stars. These players will keep developing (and gaining experience) but their AI is relatively high already at a young age.

Players that are not ready to contribute to the 1st team are moved down and play in lower leagues. They will be moved up in case they reach an AI that allows them to contribute to the 1st team's result.

Any thoughts?

I think the key is that training is not linked to ice time and that players can have a (very) high AI from a very young age. This will allow (good) young players to immediately enter your lineup and not hurt the results. Other young players with potential can train in the background until they are ready to enter the lineup.

How good a player can be at a certain age depends on their initial AI and they max AI potential. Some players could start out as fairly average but turn out to be superstars at a later ages as they develop fast. Other players are superstars pretty much from the start and show relatively little development from their initial (high) AI.

Players train result should be based on your training facility, ice time does not matter.
Ice time only matters for experience, which should play a role but not as important as AI

Interested to hear other thoughts

budgie22
10:53:46, 15.10.19

You do have a point, however keep in mind that this is a game and not a realistic simulation. There are many things that are quite nonsensical and are different in real hockey. There is for sure room for improvements, i´ll give you that.

Icko (the game owner and programmer) is working on a new version of the game right now, which should also introduce some U23 youth teams that would partially solve this issue.

I think redoing the whole system of Q and P would be too drastic and would mean basically strating the whole game from scratch. How would you deal with current players? I would also theoretically like to have the option to train palyers starting in school age (12yo or similiar) and have a ton of other ideas but it is not gonna happen :)

Marleau
08:05:26, 16.10.19

Thanks budgie22,

Indeed, it would be a challenge to redo the whole system :). But maybe we can think of a way of making a change in a manageable manner.

I was just wondering if the issue I raised is one of the bigger things other managers would like to see improved. If that is the case we could brainstorm about (workable) solutions.

But if other issues seem more important (which I do not know) then we should tackle those first.

Herbert Knox
14:57:34, 18.10.19

in my mind the Q/P should be hidden. It's to easy building up a team of good quality young players. If data was hidden, you would need to train the young players to be able to know if Q was good, and P would be a joker until a certain age where train% would start to decrease.

icepick
23:19:19, 02.11.19

It would be incredibly helpful if the number of days a player has been on the team would show up next to the "date promoted" in the "Players Degrading Draft Position" table. The "date promoted" does nothing for me, I won't take the time to figure out when they cross the 280 days. Or just exclude "date promoted" and change to number of days. Simple change. I know I can just look at the player card, but it would be nice to see all players currently on the list and how many days they have been on the team in one spot.

02:24:02, 03.11.19

icepick 23:19:19, 02.11.19 the time to figure out when they cross the 280 days.

Players get removed from the list automatically, if they don't affect next draft. So any date there isn't really needed, but yes, would be more clear like that.

14:48:29, 04.11.19

What is the reason/arguement that it is possible to vote for yourself in National Team elections?

budgie22
14:49:19, 04.11.19

stodar 14:48:29, 04.11.19 What is the reason/arguement that it is possible to vote for yourself in National Team elections?

same reason that you are allowed to vote for yourself in real elections, when you run for office.

swedenleaf|HLP
17:39:38, 04.11.19

I suggest that managers with B-team should have 2 votes at the election, 1 for your A-team and 1 for the B-team. Many elections end up with 0 votes ,and the lottery is to much for my taste.

starsnostars
22:22:54, 04.11.19

I think B team managers should be able to vote too though I understand why the decision was made to exclude them. The zero vote elections shouldn't be a thing.

As somesort of compromise, maybe have it so B team votes are only used as a tiebreaker. So if no native managers vote then the B team voters will determine the election.

Or maybe have native managers vote count as 2 and B team managers vote count as 1?

11:01:38, 05.11.19

starsnostars 22:22:54, 04.11.19 to exclude them. The zero vote elections shouldn't be a thing.

As somesort of compromise, maybe have it so B team votes are only used as a tiebreaker. So if no native managers vote then the B team voters will determine the election.

Or maybe have native managers vote count as 2 and B team managers vote count as 1?


I like the bolded idea a lot.


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