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Playing time
#16

Quote:Originally posted by Grapehead@Dec 7 2016, 11:03 AM
There should be some balance but perhaps treated more as a loose cap rather than a hard and fast rule. The scoring is skewed by these players taking crazy amounts of ice time.

Yeahthat

We're not in a new scoring era because of sliders/simmers. . .if anything we're in a new scoring era because so many players are getting overplayed and scoring previously unheard of totals because of it.

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#17

I'd be okay with an upper limit cap but I don't think a lower limit is necessary.

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#18

Yeah 6 forwards getting 50% icetime is not okay. Regardless of available actives on a team. Your telling me on a team they would play their top 6 forwards for most likely (including special teams play) over 40+ minutes a game? While the bottom 6 could potentially see less than 20 mins? (most likely 15 with PP and PK factored in).

That's not right by any standards to be honest....

Why not go, hey! I want my rookie to win RoTY. Lets play said rookies 50% of 5 on 5 time plus 70% PP time. Might as well then.

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#19

I don't think it's necessary and it would be too hard and complicated to control anyway. Forcing people to give playing time to a completely inactive 4th line doesn't help anyone either, if anything it further helps the teams that are already stacked.

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#20

Quote:Originally posted by RomanesEuntDomus@Dec 7 2016, 11:13 AM
I don't think it's necessary and it would be too hard and complicated to control anyway. Forcing people to give playing time to a completely inactive 4th line doesn't help anyone either, if anything it further helps the teams that are already stacked.

If teams were running 9 forwards I'd agree with you, but when teams are giving 6 players 50% of ice time that's insane.

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#21

Don't limit defernse? idk cuz in the nhl they log pretty heavy mins 2

my problem is the forwards, they doing goofy shit.

Forward mins should be somewhere like 23.5-25ish like .. at max fr

Suspend the coach/GM's player for x amount of games if a forward passes a certain set ATOI by the end of the season.

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#22

Please point to me some numbers being produced that are unrealistic. Give examples
Please.
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#23

Quote:Originally posted by Allen@Dec 7 2016, 10:19 AM
Please point to me some numbers being produced that are unrealistic. Give examples
Please.


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#24

Quote:Originally posted by Bojo@Dec 7 2016, 10:21 AM



http://www.shlstuff.wtgbear.com/Preseason/...oTeamLines.html
No. Specific examples.
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#25

Quote:Originally posted by Allen@Dec 7 2016, 10:26 AM

No. Specific examples.

i'm not your bitch, go look in the damn page.

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#26

Quote:Originally posted by Bojo@Dec 7 2016, 10:27 AM


i'm not your bitch, go look in the damn page.
Desired % =\= actual

Saying someone should get 50% ice time does not mean they will. Past examples of inflated TOI, please. Or are we just making up an issue because we feel like it?
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#27

Quote:Originally posted by Eggy216@Dec 7 2016, 04:16 PM


If teams were running 9 forwards I'd agree with you, but when teams are giving 6 players 50% of ice time that's insane.

Can't we manage fatigue through the sliders?

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#28

Quote:Originally posted by Allen@Dec 7 2016, 10:30 AM

Desired % =\= actual

Saying someone should get 50% ice time does not mean they will. Past examples of inflated TOI, please. Or are we just making up an issue because we feel like it?

that's the point of the thread to find out if it's an issue or not.

I guess we can use this sim today as an example for your case.

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#29

Quote:Originally posted by RomanesEuntDomus@Dec 7 2016, 09:34 AM


Can't we manage fatigue through the sliders?

My convo with SimonT on trying to adjust sliders for fatigue and injuries:
Sent: Mon Dec 05, 2016 1:54 pm
by mpc

I don't know if you've answered this somewhere, but I'm trying to see if there's a way to turn on day-to-day fatigue and still have no injuries. When the injury slider is set to 0 and Durability is set to 99, no player would get injured, correct? In a Create a Plaer league like ours, injuries kill activity, but we also have a problem of no true fatigue/endurance. Any suggestions with slider adjustments?

Sent: Mon Dec 05, 2016 11:10 pm
by SimonT

Sorry but what you are trying to do against the idea of the function. The goal of fatigue is to injured players so they don’t play too much in 1 game.

Sent: Tue Dec 06, 2016 10:08 am
by mpc

I guess my question is, even though it is against the idea of fatigue, would effectively limiting injuries with 99 DU and 1 Injury provide a no-injury league with fatigue being a factor?

Sent: Tue Dec 06, 2016 10:36 pm
by SimonT

Sorry but I don't understand your last question. But I can tell you the answer is probably no. Fatigue is means to come with injury. There is no way around it.
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#30

Oh good my preliminary lines have people in a tizzy.

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