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  3. Leadership FHLSim Manual Description Experienced players tend to be more consistent from one game to the next, and tend to be more effective in close games. Skaters CPHL Rating for Skaters SUBJECTIVE RATING, LOOSELY TIED TO EXPERIENCE Proposed Rating for Skaters Goaltenders CPHL Rating for Goaltenders SUBJECTIVE RATING, LOOSELY TIED TO EXPERIENCE Proposed Rating for Goaltenders Thought Process
  4. Experience FHLSim Manual Description Experienced players tend to be more consistent from one game to the next, and tend to be more effective in close games. Skaters CPHL Rating for Skaters BASE 50 PLUS 1 FOR EVERY 30 GAMES PLAYED, PLUS 1 FOR EVERY 8 PLAYOFF GAMES. (MAXIMUM 99) Proposed Rating for Skaters Goaltenders CPHL Rating for Goaltenders BASE 50 PLUS 1 FOR EVERY 30 GAMES PLAYED, PLUS 1 FOR EVERY 8 PLAYOFF GAMES. (MAXIMUM 99) Proposed Rating for Goaltenders Thought Process
  5. Scoring FHLSim Manual Description This is the players' ability to put the puck in the net and also to create scoring opportunities without the puck. Skaters CPHL Rating BASE 50 FOR FORWARDS, PLUS 1 PER GOAL FOR FORWARDS FOR THE FIRST 40 GOALS. PLUS 1 FOR EACH 3 GOALS OVER 40. BASE 50 FOR DEFENCE, PLUS 2 FOR EVERY GOAL FOR FIRST 20 GOALS. PLUS 1 FOR EVERY GOAL AFTER 20. Proposed Rating
  6. Defense FHLSim Manual Description A high defensive rating affects a players' ability to break up passes, rushes and cover offensive players. Skaters CPHL Rating SUBJECTIVE, PLUS MINUS AND OTHER MEASURES ARE TEAM BASED Proposed Rating
  7. Puck Control FHLSim Manual Description A high puck control rating means the player is more likely to shoot and less likely to give the puck away. Skaters CPHL Rating for Skaters PA AND SC ADDED, AND DIVIDED BY 2 PLUS ONE FOR EACH PERCENT OVER 50 ON FACEOFFS. EG 53% = 3 MORE ON PC. Proposed Rating for Skaters Goaltenders CPHL Rating for Goaltenders BASED ON TOTALS OF SAVE %, GAA CHARTS PLUS WINS AND SHUTOUTS…. DIVIDED BY FOUR. THEN ADJUSTED FOR THE GOALTENDERS STYLE AND TRAITS. Proposed Rating for Goaltenders Thought Process
  8. Passing FHLSim Manual Description The passing rating represents how good the player is at moving the puck or setting players up in scoring position. Skaters CPHL Rating for Skaters BASE 40 PLUS 1 FOR EACH ASSIST UP TO A TOTAL “90” (50 ASSISTS) PLUS 1 FOR EACH 5 ASSISTS AFTER 50, (MAXIMUM 99) Proposed Rating for Skaters Goaltenders CPHL Rating for Goaltenders SUBJECTIVE BASED ON GOALIES PASSING SKILLS. Proposed Rating for Goaltenders Thought Process
  9. Skating FHLSim Manual Description This rating affects the player's ability to balance and move in all four directions. Skaters CPHL Rating for Skaters SUBJECTIVE (YOUNG PLAYERS BASE 60) Proposed Rating for Skaters Goaltenders CPHL Rating for Goaltenders BASED ON TOTALS OF SAVE %, GAA CHARTS PLUS WINS AND SHUTOUTS…. DIVIDED BY FOUR. THEN ADJUSTED FOR THE GOALTENDERS STYLE AND TRAITS. Proposed Rating for Goaltenders Thought Process
  10. Discipline FHLSim Manual Description A player with a low discipline rating takes more penalties and is more likely to fight when combined with Intensity. Skaters CPHL Rating for Skaters BASE 99 MINUS 1 FOR EACH 5 PENALTY MINUTES (MINIMUM 25) Proposed Rating for Skaters Thought Process Goaltenders CPHL Rating for Goaltenders BASE 99 MINUS 1 FOR EACH 5 PENALTY MINUTES (MINIMUM 25) Proposed Rating for Goaltenders Thought Process
  11. Durability FHLSim Manual Description The durability rating is directly proportional to how often a player will come out of a game unhurt. Skaters CPHL Rating for Skaters 82 GAMES PLAYED = 99, MINUS 1 FOR EACH GAME MISSED (MIN. 25) Proposed Rating for Skaters Thought Process Goaltenders CPHL Rating for Goaltenders 99 BASE MINUS 1 FOR EACH GAME UNDER 50 Proposed Rating for Goaltenders Thought Process
  12. Endurance FHLSim Manual Description The endurance rating allows players to take more and longer shifts during the game. Skaters CPHL Rating for Skaters ALL PLAYERS BASE 65, PLUS AVERAGE MINUTES PLAYED PER GAME FOR A TOTAL. Eg. 65 PLUS 18 MINUTES PER GAME = 83 Proposed Rating for Skaters Thought Process Goaltenders CPHL Rating for Goaltenders BASE 99, MODIFIED DOWN FOR REDUCED ACTION Proposed Rating for Goaltenders Thought Process
  13. Strength FHLSim Manual Description This rating affects the player's ability to work in the corners, in front of the net, etc. Skaters CPHL Rating for Skaters BASE 70 = 6’0 180 LBS. PLUS 1 FOR EACH INCH OVER 6’0 & MINUS 1 FOR EACH INCH UNDER PLUS 1 FOR EACH 5 LBS. OVER 180 & MINUS 1 FOR EACH 5 LBS. UNDER 180 Proposed Rating for Skaters No change, this seems fine to me. Thought Process This reflects players’ ability to get stronger through working out. It is often the goal of the shorter (by NHL standards) players to add muscle mass onto their frame in order to not be displaced from the puck as easily. Goaltenders CPHL Rating for Goaltenders BASE 70 = 6’0 180 LBS. PLUS 1 FOR EACH INCH OVER 6’0 & MINUS 1 FOR EACH INCH UNDER PLUS 1 FOR EACH 5 LBS. OVER 180 & MINUS 1 FOR EACH 5 LBS. UNDER 180 Proposed Rating for Goaltenders No change, this seems fine to me. Thought Process This reflects players’ ability to get stronger through working out. It is often the goal of the shorter (by NHL standards) players to add muscle mass onto their frame in order to not be displaced from the puck as easily.
  14. Speed FHLSim Manual Description This is the player's skating speed, which is both acceleration and raw speed. Skaters CPHL Rating for Skaters SUBJECTIVE (YOUNG UNPROVEN PLAYERS BASE 60) Proposed Rating for Skaters BELL CURVE 50-99 (Rush Attempts in Regular Season + Rush Attempts in Playoffs) + (Takeaways in Regular Season + Takeaways in Playoffs) Thought Process The CPHL gives no indication how they judge speed. I prefer trying to make things deterministic where I can. The reason for using a bell curve is to make all of the players' statistics relative to each other while binding them to the 50-99 scale. This should hopefully balance out the effect a nonstandard length season has. In offensive situations, rush attempts are the only publicly tracked statistic I could think of to contribute to speed. In a normal season with 82 games (using 2018/19), the top 5 regular season leaders were Brad Marchand (24), Brendan Gallagher (24), Kasperi Kapanen (22), Evander Kane (20, and David Pastrnak (18). A takeaway is a forced action taken by a defensive player to regain possession of the puck for his team. For a turnover to be called a takeaway, it must be done by a defensive player and pressure must be applied to the opposing team. I feel like this is a good measure of speed in a defensive situation as the player pressuring must be fast enough to get to and pressure the puck away. The top five regular season leaders for 18/19 were Mark Stone (122), Aleksander Barkov (100), Connor McDavid (99), Ryan O’Reilly (94), and Brent Burns (88). This is by no means perfect but the NHL is implementing chip tracking in all arenas which means that more advanced statistics on Speed will be available soon and we can rework this when that new data is available. Goaltenders CPHL Rating for Goaltenders BASED ON TOTALS OF SAVE %, GAA CHARTS PLUS WINS AND SHUTOUTS…. DIVIDED BY FOUR. THEN ADJUSTED FOR THE GOALTENDERS STYLE AND TRAITS.
  15. Intensity FHLSim Manual Description This is the player's ability to play at his peak level every shift on the ice. Skaters CPHL Rating for Skaters BASE 60 – PLUS 1 FOR EVERY 10 HITS, PRO-RATED (60 + [{HITS/GP * 82} / 10]) Proposed Rating for Skaters BASE 50 + ROUND(Share Of Possible Icetime in Regular Season + (Share of Possible Icetime in Playoffs / 10) ) Thought Process Using hits as a measure to determine a player’s ability to play at a consistent level for the whole game doesn’t make sense to me. It makes more sense to me to measure this by how much a team choses to play a player. I have done testing on this over the course of the last couple of seasons, especially on my team in the NSHL. In the first season I took over ownership I placed dead last. I took a look at statistics history in the D/NSHL and noticed that high intensity rating players did not tend to generate more hits than an average player and that hits seemed to be more of a composite stat between Strength, Defense, and low Discipline. In the second season I made upgrades that preferentially targeted players that were average to above average with great to exceptional Intensity ratings. I placed second. In my third season, both Brian and Kevin noticed what I did and made similar improvements to their teams. Kevin returned to the playoffs after missing the season before and Brian won our division by a mile. To give an example of what this means using players, Connor McDavid is widely considered to be the most consistent centerman in the NHL. His intensity rating is 65 which means the simmer thinks he is a below average performer from shift to shift. By comparison, the most consistent player in the D/NFHL would be Ryan Reaves at intensity rating 96. This does not make sense. Under my proposed rating Connor McDavid’s intensity would be 91 whereas Ryan Reaves would be at intensity rating 68. Goaltenders CPHL Rating for Goaltenders BASED ON TOTALS OF SAVE %, GAA CHARTS PLUS WINS AND SHUTOUTS…. DIVIDED BY FOUR. THEN ADJUSTED FOR THE GOALTENDERS STYLE AND TRAITS.
  16. I wanted to try to tackle creating a way to derive ratings that we could use so we didn't have to wait on a different league to do our rerates. I was going to attempt to tackle this by myself but thought a collaborative approach would work better than just creating it myself, then defending it / adding feedback at a later date. My sources are the FHLSim manual, and thecphl’s ratings guide. Advanced statistics leveraged from http://moneypuck.com/stats.htm and https://www.naturalstattrick.com/. Justifications and thought processes are mine. I define the ratings as follows: < 50: Very Poor 50-59: Poor 60-69: Below Average 70-75: Average 76-79: Above Average 80-89: Great >89: Exceptional
  17. For security purposes, moving forward all users will be required to log in using their email address and password. Previously, username and password could be used. If there are any questions or concerns, reply here.
  18. A subset of the FHS waiver functionality is the option to have a Waiver Draft. Depending on your league's settings, teams may be allowed to exceed the various roster size limits during the offseason. As such, before the start of the season, all teams would be required to come back into compliance with those limits. If waivers are also enabled for your league, it can be expected that at least some players would need to clear waivers for the entire league to become compliant. A Waiver Draft is intended to consolidate those waiver cases and, instead of having players pass through waivers over a span of days or weeks, make all of the players available at once, with each team selecting from the group of players and adding new players to the group as necessary. Teams are not required to make a Waiver Draft selection but teams may only make a selection if they have room to add that player, with the specific limits depending on the player selected. To add any player, the team must first have room under the Reserve List limit. If the player is active, the team must also have room under the Combined Roster limit and the Pro Roster limit. If the selecting team does not have room for any of the players on their draft list, their selection will be skipped. If the selecting team has room to add a player to their Property List but not to their roster, the highest-ranked Property List player will be selected. As with standard waivers, a player on waivers for the purposes of demotion who is not in a team's game lineup will not count towards the Pro Roster limit for that team. The player will, however, count towards the Combined Roster and Reserve List limits. If that player were to be selected by another team, he would be applied to that team's limits and be removed from his original team's limits. As such, it is possible for a team to be ineligible to make a selection in the first round only to become eligible to select later in the draft. A Waiver Draft begins with a single scheduled round. Any time a player is selected or a player is added to waivers during what is scheduled to be the final round, a new round will be added to the end of the draft, ensuring that no player clears waivers without first being offered to all of the league's teams. The Waiver Draft cannot end until all teams have passed on all remaining players. For record-keeping purposes, the final round of the Waiver Draft will be removed upon conclusion of the draft, as it is impossible for any selections to be made during it.
  19. A new warning message has been added to the GM Tools and Member Menu. If your team's roster or reserve list is in violation of your league's limits on either of those, a new warning will appear at the top of the GM Tools index. Additionally, a red flag will be added to the Member Menu. On the Roster Management page of the GM Tools, where the size of your roster is normally displayed, the text will turn red if your team is in violation of limits.
  20. FHLSim does not output faceoff data anywhere that I've seen.
  21. Not sure if there's a post for this so I'll throw it out there... Is it possible to capture faceoff wins out of the sims?
  22. Several sets of updates have quietly been published recently. The first is that team lines are now saved on a game-by-game basis, visible via the "Game Lineups" link from each game summary. Game Lineups are not available for past games, nor are they available for farm league games. The second is that the "Invalid Lines Notification" available via the FHS Member Profile is now an "Invalid Lineup Notification." The difference is the inclusion of a notification should your team's game lineup change from the allowed 20-man list. Only one notification will be sent, so if your team's lines are invalid, you will get that message and no second message about the 20-man game lineup. If your lines remain valid but your game lineup is problematic, you will receive a message regarding that. The third is a new set of lineup preferences, replacing the "Auto-Lines" preference page in the GM Tools. In addition to the auto-lines setting, teams can now choose whether injured players should remain scratched upon return from injury and whether auto-generated lines should replace manually-generated ones.
  23. FHS includes tools that allow team owners to set their lineups. The FHLSim simulator software is something of a black box, however, and will sometimes manipulate those lineups. To help mitigate that, FHS includes a set of preferences for team team to define how FHLSim-introduced changes will be handled. These preferences can be found under the GM Tools under Manage Team Roster -> Lineup Preferences. If "Keep Returning Players Scratched" is set to yes, any player returning from injury will remain a healthy scratch until he is manually moved back into the game lineup. If "Auto-Lines" is enabled, the simulator software will be allowed to discard the team's defined lineup and generate a new one if the lineup is deemed to be invalid. It is important to note that the simulator software may do that anyway, in some situations, regardless of what this option is set to. If "Save Simulator-Generated Lineup" is enabled, whatever lines come out of the simulator after a game will be saved as the team's new lines. Disabling this setting does not mean that a simulator-generated lineup won't be used, just that it won't be saved. There is one case where changes that look like they come from the simulator will be saved, as players who are in the lineup under the Emergency Position Change option will automatically be moved to the list of scratches after each game. As such, this setting does not apply to those cases.
  24. Depending on your league's setup, as a GM/owner you may be required to participate in votes from time to time. These can include voting for end-of-season awards, All-Star rosters, or the league's Hall of Fame. In all likelihood, your league's commissioner will notify its members when voting is active. If you want to be certain that you don't miss a vote, however, you can sign up to receive daily notifications of pending votes (among other opt-in notifications). To opt-in for these messages, visit your "FHS Member Profile" found via the Member Menu. There, you will see a "Voting Notifications" section for each of your leagues. Select the method(s) by which you would like to be notified and click the "Update Preferences" button to save your changes.
  25. One of the known issues with the FHLSim simulator software is that, from time to time, it will substitute it's own "auto lines" for the lines set by a team's owner/GM. At this time, that is not something we can avoid. However, we have released an update that will allow for teams to be notified when it happens to them, so that they can update their lines if they so desire. This new functionality can be accessed from the "FHS Member Profile" link. There owner/GMs have a set of communications preferences for each of their leagues. New to this list is "Simulator-based Line Change Notifications." That section can be used to determine how to receive notifications if your team's lineup was changed by the simulator software.
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