smozoma Posted August 26, 2012 Report Share Posted August 26, 2012 In the original game, all this did was affect the AI, so a higher checking rating meant the player threw more checks. Whether the check was successful or not depended just on the weight of the players involved and some magic sauce that I couldn't decipher in the code (probably related to how close he is to the boards, the relative motion of the players, etc etc) With the weight bug fix, the checking rating is factored into the success of the check. A player with a high checking rating will be a better checker than a player with the same weight, but lower checking rating. Quote Link to comment Share on other sites More sharing options...
da94wookiee Posted August 26, 2012 Report Share Posted August 26, 2012 This is something I was discussing with Smoz on AIM, because the '13 Draft League Rom has kinda screwy checking ratings. I guess these ratings came from the official NHL '13 for modern systems. For future roms, I think it would make sense for players checking rating to be something like: Checking Rating = (Checks For / Time On Ice) * Team Multiplier The "Team Multiplier" is a way to compensate for the statisticians in different arenas who may count more checks than guys in other arenas, because sometimes it's hard to determine exactly what constitutes a check. Smoz sent me this article with more details: http://nhlnumbers.com/2012/6/6/fixing-the-nhls-wonky-hit-statistics Every team should be roughly equal, although some teams are obviously more physical than others. It might be a little work to do this properly, but I think it would be worth it. Perhaps something that could be incorporated in future ROMs. Quote Link to comment Share on other sites More sharing options...
smozoma Posted August 26, 2012 Author Report Share Posted August 26, 2012 Checking Rating = (Checks For / Time On Ice) * Team Multiplier I like that idea, however: One important thing I didn't mention yet in the top post, is that with the weight bug fix, the average checking rating for players at a certain weight should go up slowly. It's explained in the documentation included with the Hack Applicator (see the .html page). So I dont' think you can go straight to a Checking Rating from that formula because you need to also factor in the weight of the player, that a heavy player with an average number of hits should get a lower checking rating than a light player with the same number of hits. There's also the matter that sometimes someone's role will give them more hits (like if he's an "energy line" guy his job is just to go out there and jump at people, doesn't mean he's actually an effective bodychecker) Quote Link to comment Share on other sites More sharing options...
da94wookiee Posted August 26, 2012 Report Share Posted August 26, 2012 (edited) I like that idea, however: One important thing I didn't mention yet in the top post, is that with the weight bug fix, the average checking rating for players at a certain weight should go up slowly. It's explained in the documentation included with the Hack Applicator (see the .html page). So I dont' think you can go straight to a Checking Rating from that formula because you need to also factor in the weight of the player, that a heavy player with an average number of hits should get a lower checking rating than a light player with the same number of hits. There's also the matter that sometimes someone's role will give them more hits (like if he's an "energy line" guy his job is just to go out there and jump at people, doesn't mean he's actually an effective bodychecker) Ah yeah, there should be some kind of weight bias. A better equation might be: Checking Rating = (Checks For / Time On Ice) * (Weight Bias * Weight) * Team Multiplier Edited August 26, 2012 by da94wookiee Quote Link to comment Share on other sites More sharing options...
smozoma Posted August 26, 2012 Author Report Share Posted August 26, 2012 looks good, would be cool to see a spreadsheet with values generated from that. Quote Link to comment Share on other sites More sharing options...
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