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SHL TPE Distribution - Printable Version +- Simulation Hockey League (https://simulationhockey.com) +-- Forum: League Media (https://simulationhockey.com/forumdisplay.php?fid=610) +--- Forum: SHL Media (https://simulationhockey.com/forumdisplay.php?fid=46) +---- Forum: Graded Articles (https://simulationhockey.com/forumdisplay.php?fid=545) +---- Thread: SHL TPE Distribution (/showthread.php?tid=28054) Pages:
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- stud - 09-29-2013 SHL TPE Distribution 1811 words Introduction Categories based on TPE accumulated Accumulation of TPE by the numbers Very general ideas for some problems connected with distribution of TPE Rewards based on the TPE-based categories To give enough TPE for players to max out or not? How to fix TPE distribution. A guide. - stud - 09-29-2013 Introduction A Simulation Hockey League Survey was conducted with the result of the area the league has to improve the most being the distribution of TPE. This is seen as a big problem for a while now and many seems to agree. While the league's TPE structure had a major change with the implementation of the update scale, it still hasn't hit its potential as at the same time the amount of TPE handed out also increased. There have been many minor attempts to fix the distribution of TPE such as the elimination of non-league point task such as the basketball predictions but that still hasn't solved the problem. We will focus on everything related to the TPE distribution. We will look at some theoretical solutions that might fix the TPE distribution and we'll look at how bad the TPE distribution really is. - stud - 09-29-2013 Categories based to TPE accumulated First of all, let us separate the SHL players into different categories. As you may know, we categorize players among: active, semi-active, and inactive. However, that doesn't really say anything to the players. We see Jesster classified as a semi-active but he reached TPE cap in the juniors. I want to create a category that classifies player based on TPE earned, not their forum activities. Elite: These players do every thing in the forums, they do twitter, they do point tasks, and as well as they spend their money on equipment. These players should be heavily rewarded. Core: Important players to their team, they do all the point tasks but they don't try to exceed expectations Depth: These players could occasionally switch around teams because of their low TPE. In other words, they are not as important as higher tiered players because of their TPE. Fringe: These players might occasionally play in the SHL because of injuries. Overall these are players that only have TPE because of the starting TPE hand-out and a few TPE tasks. And the following are which point tasks or any other TPE accumulation mechanics each categories would do: Elite: * Equipments * Training camps * Weekly Workouts (+5) * Weekly Twitter * All point tasks * Starting TPE TPE per season: Core: * Training camps * Weekly workouts (+5) * Weekly Twitter * All point tasks * Starting TPE TPE per season: Depth: * Training camps * Weekly workout with some weeks with +3 workout * Weekly or bi-weekly twitter * All or some point t asks * Starting TPE TPE per season: Fringe: * Rare training camp * Rare workout * Rare twitter * Rare point task * Starting TPE TPE per season: Now that we have a clear look on how much TPE each category would earn per season, we have a general idea of how much they might earn per season. - stud - 09-29-2013 Distribution of TPE by the Numbers By just looking at the numbers, we can see some underlying factors of the problem. Is it really the number of TPE handed out? It could be that the number of TPE required to max out is to low. Psychologically, people are happier when they earn 50 TPE and max out 5 stats than earn 5 TPE and earn 5 stats. The reason for this is because people are happier when they earn something, just like money in real life. People are generally greedy. It creates the psychology of contentment and joy. Let us dig deeper and look at the numbers and provide some explanation on what they mean. TPE required to max out a player's important stats: 665 for wingers, 760 for centers. What does this mean? To have a player on their complete potential, a winger would only need 665 TPE while a center would need 760 TPE. This means that probably almost all players that have done their share of point tasks and workout have already maxed out! This poses several problems that we might expand later one. One is that it creates no diversity in the league. Another one is that it doesn't reward anyone that goes above expectation. In other words, it's bland and it's stale. It's like generic beers. Number of TPE per season: Starting TPE: 155 Junior guaranteed TPE: 65 + (1*[# of weeks twitter]) + (0.5*(# of correct mock draft prediction) + 10 TPE [Championship Week] + 15 TPE Team TC (?) SHL guaranteed TPE: 30 + (1*[# of weeks in a season) + (5*[# of weeks in a season]) + uncapped mocked + uncap prediction + 10 [Championship Week] + uncapped + 21 TPE or 15TPE or 3TPE As you can see after your junior season, you will have atleast 245 TPE. This is not including the guaranteed twitter TPE since the number of weeks in a season is not fixed. To find out the number of TPE you would need to max out after you get drafted in the SHL, just subtract 245 TPE to the total TPE needed to max out and you get 420 for a winger and 515 for a center. Now calculating the SHL TPE is rather difficult but we could do an estimate. Season 14 started on July and ended on September. Then let us base the off-season based on the season 15 off-season which lasted around three weeks.There are eight weeks in two months and add on to that three weeks which calculates to a total of 55 TPE estimated to be accumulated in one full season including the off season. We'll also add 11 TPE from twitter. The total added without including other variables such as the uncapped TPE you would get from mock drafts and prediction PT will be 127 TPE. Let us calculate How many seasons you would need in order to fully maximize your players: 420-127=293-121=172-115=57 = ~ 3.5 seasons 515-127= 388-121=267-115=152-115=37 = ~ 4 seasons You would need 3.5 SHL seasons to max out as a winger and 4 SHL seasons to max out as a center. Those seem like a very short amount of season to be maxed out especially if you retire after your tenth season. There are major flaws in the current state of the update scale as discussed in my previous article called "SHL Player Progression Analysis". What needs to be earned every season in order to max out in your final season? Now let us look at how much TPE would need to be handed out every season in order for the players to max out in their final season, in this case, no one would be maxed out for so long. A center would need 69 TPE each season, including juniors, and as well as needs the current starting 155 TPE demolished in order to have their player maxed out in their final season. That is around 58 less than the 127 TPE to be predicted to be earned in SHL regular season. That is quite a miniscule amount of TPE to be earned every season. With a + 15 in TC and the 55 TPE in workouts, that is no room for any point tasks at all!!! - stud - 09-29-2013 Give TPE to the active but Reward people that does above expectations. We've heard about the complaints of this league is not fun anymore or there's barely any articles in the media. If you want those to improve, you have to do your job as well and contribute to the making of articles and discussions. Sad to say but those problems are interconnected with the problem if distribution of TPE. If it were hard to max out your players, everyone would still have the incentive to make articles, do point tasks, do twitter, and engage in conversation. If everyone is not maxed, there would be more diversity. More diversity in player roles would mean more competition; whose player build is the best, which playmaker is the best. More competition would bring more activity in the league. It's that simple. We have a big enough member-base to remove everything that doesn't promote activity. The starting 155 TPE when creating a player should be removed, if not, massively reduced. Give room for more activities that promote active discussions. Why can't we just remove tha free 155 TPE and all the uncapped TPE and make room for more point tasks? Make room for more creative tasks that will keep the league more engaging. Enticing members by distributing more TPE It's ironic how I would suggest to hand out more TPE but we could do just that. Everyone likes TPE. Everyone likes that they are going somewhere, not staying in the same spot for several weeks. We can increase the amount of TPE earned every season but to compensate, we make a higher update scale. Inflation of both TPE distribution and update scale could work for the league. It's all about the psychology in this case and not about actually fixing the TPE. Logically, this doesn't fix the distribution problem, this just creates a solution if everyone wants to have a harsher update scale but everyone is worried about very slow progression with a harsher update scale - stud - 09-29-2013 Rewards based on the TPE-based categories I made the categories for a reason and that is to provide an easier way to hand out the TPE. Right now, we have players that are doing the equipment training. I personally do the equipment training for three straight seasons. The equipment training was meant to reward hardworking players but as of now, the reward is not up to par. Yes they accumulate TPE way quicker than those that do not do it but is it really worth that after three seasons you will just have the same TPE as someone who doesn't do the equipment? Not really. It's a very bad reward. The equipment training provides more goals for the players. It costs much, you need to work for it but in the end, if you want to be a great player, you do some of the equipment. This creates big diversity. People that does the equipment training would max out. People that do not do the equipment training would not max out but would still be great players. It's a difference between Sidney Crosby and Joe Thornton. - stud - 09-29-2013 Make player max or not to make player max on their career? There has been discussions if it's better to max out players in their career to not at all. To me, it's simple. If players do not max out, it creates more player builds around the league. It creates more motivation of improvement. I don't care if you decrease the starting cap for players to 25, 15, or even 5 and have a cap at around 70 but a league with few elite players at 90 SC, 80 PA, 90 skating is better than a league with a lot elite players at 99 SC, 99 PA, 99 SK, 99 DF. A player maxing out at 99 everything should have had done a major accomplishment to do so. It should be a very big challenge that only a few could pull off. It should be that at the end of the day, you look back and say "dang, that guy is such a try hard no lifer to even have done that." - stud - 09-29-2013 How to fix TPE distribution. A guide. This all comes down to when we want our players to max. We conducted another poll if SHLers wants their players maxed at one point in their career and many said no. We either have two choices here. We either have to: *Lower the regression season down from ten, --* This will allow players to regress before they even max their players *We will have to lower the base amount of TPE so we can let players accumulate more TPE, --* This will lengthen the amount of time the players will take to max. * Or a combination of both. Let's say we choose to lower the base amount of TPE to 20 for each stats, and as well as remove the starting 155 TPE. We are looking at an increase of 365 TPE to max out players. This includes more room in fun point tasks and random activities that will flow through the league. This will provide more interesting incentives for players. This will separate the stars from the superstars. This will allow more roles. We may finally have legit third liners in the league. You might think an increase of 365 TPE is not a lot and we'll look at that right in a moment. An increase of 365 TPE would mean 1030 total TPE maxed by wingers and 1125 for centers. In ten seasons, which might include or not include junior season, a requirement of 103 TPE and 112.5 TPE respectively is needed to max. Before you need 66.5 and 76 TPE to max, and that is if you remove the starting 155 TPE. That at all is not a bad amount of TPE per season, considering we only have 30 capped for point task. However, some tweaking of regression season might be required. - stud - 10-06-2013 Final chapter done - HabsFanFromOntario - 10-06-2013 Fantastic article and I agree 110% - JNH - 10-06-2013 Amazing job - Taylor - 10-06-2013 I'm to lazy to read. - Gifter of Bikes - 10-06-2013 Once again I am very impressed with your work. - Seventy-Four - 10-06-2013 Fantastic work, Stud - stud - 10-27-2013 ![]() Don't fucking even |