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View Full Version : Hattrick 6.7?


sterlingice
10-04-2004, 11:54 PM
We were kicking around possible suggestions for 6.7 in Kraftworks but I figured I'd post it here since it's a fun topic to speculate on.

Changes that we likely will see or might happen

* Winger wages will have to go way down because, well, they talked about trying to help out winger trainers a couple of seasons back and then completely hosed them.

* Secondary wage tweaks. I know this will hose winger trainers again, but I hope that option one fixes things for them to offset this. As of this past season, it became not only feasable to field a team with lots of secondaries but easy and it upset some training systems (I know of at least one person who was training up a middie with no secondaries because of wages prior to the change). It doesn't need to go back to where it was, but it does need to be a bit of a wage burden that you field a midfield all with solid secondaries rather than the guy who has no secondary middies and uses his cash elsewhere (i.e. getting two levels higher of striker since his middies don't play offensive).

* Training changes are the other possibility. You want to get people to train secondaries? Make it profitable to train secondaries. Don't make passing bump at the same rate as winger. Make it go twice as fast and make it like set pieces. Hell, speed up set pieces. We can all name one or two set pieces trainers just because they're such a novelty because it's just not that profitable.

* Tweaks to the new "smart" fans? That seems to be the biggest complaint out there right now. If I had to bet the farm on one change, it would be this or wingers. Then again, this one would be an admonition of guilt so maybe not.

* Tweaks to tactics. Since these are still somewhat new and some things like CA still suck, a few balancing changes will probably go into effect.

* Market deflation combatter. I think there's a slim chance they do something to make the lower level players worth more but I don't know what it would be or if it's even feasable without really unbalancing the economy and depressing the really high levels. High level players are really cheap (relatively) and low level players are really cheap but the middle is where the action is.

* Experience changes. Two seaons ago, they said they would double the effect of experience but those of us who don't carry around Natty teamers in our back pocket balked at this. I suppose it'll be nice to give those old players some value but this will crush the pass-exc player market even more (why buy a 22yo excellent when I can get a 28yo passable with solid experience for half the price?). Since people are much more focused on stupid fans, this'll slide right on through now.

* New Money In the System I hear this bantied about all the time. Most suggestions revolve around rewarding those at higher levels with more money to encourage promotion. But I think the devs realize this also makes it much more difficult to move up so they'll phase things like this in gradually (and already have, to an extent). Perhaps this will make that Mythical to Divine level market will move a little more and it will certainly make it harder to promote.

Then again, Your guess is as good as mine on what will be a part of the next version.


Changes I want to see but won't

* Qualification week. It's my biggest pet peeve. I've harped on it here and FOFC in season's past. It's just patentedly unfair. How is it that 5th and 6th place get better rewards (in terms of attendance to offset some of the monetary losses from throwing a game or two, and much more importantly form and training breaks). Move qualifiers to a Wednesday or, my more preferred solution, let everyone who isn't playing a qualifier play a friendly. You could have "first place finishers" cups and such. That way there isn't the massive form benefit and training bonus for the teams playing qualifiers.

* Cement shoes God only knows what, but, in that same vein, something has to be done about people throwing qualifiers. Last season, with the new "smarter" fans, people who promoted early were punished more now than ever. I have to think that was an unfortunate side effect and might be addressed (as stated above). But something on the whole has to be done about

* Tony Meola Can't Cover Up the KC Chiefs Defense Some day, I'd love to see the keeper rating separated from the defense ratings. Put attacks against defenders. Then, if you make it through that line of defense, there's a shot against the keeper. Make people have to get a full 11 guys that don't suck rather than letting people skimp on defense while paying a huge goalie salary. If people skimp on d, make it so that uber goalie can't block all 10 of the shots he sees that day. Problem is that the keeper market has always been one that's somewhat deflated versus others because you can only train 2 at a time (tho, you can field a much better team in the cup so some of that should offset). So, perhaps training for keepers will be sped up. This would be a massive engine overhaul.

SI

Mr. Wednesday
10-05-2004, 01:28 AM
Although I like your approach to keepers, I imagine the added burden on the match engine might cause some problems, considering the extent to which it can get bogged down already.

Alf
10-05-2004, 08:29 AM
guess HT only listen to your more money hint !

saintjo
10-05-2004, 08:52 AM
i agree that i dont like people throwing qualifiers or matches to stay down in series. it not only hurts their own team, but all the other teams in that series. but i dont know what they could do to fix it. short of encouraging series-mates to contact GM's about it, i dont have any ideas. it seems like a pretty subjective issue.

also something does need to be done to help encourage secondary training like passing. but i dont know that shortening training times would be the best idea. it seems like it would encourage people to train it, but shortening training times would seem to decrease its value. short of just adding more importance to it like with tactics or ratings, i dont know what to do. i "somewhat" like the idea of making passing "similar" to stanima in that your players overall performance (instead of just playmaking) would increase with passing, but i dont know thats the best idea either.

i think more changes will be announced though for next season. i cant see 6.7 just addressing the financial issues like it states so far. they have said last year that gk importance would be dropped again slightly and a few other things might be planned for season 24.