08-31-2011, 11:17 PM
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#89
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,252
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Quote:
Originally Posted by endgame
FWIW, I took a duplicate of my existing league as a test and followed the original 'fix' (bolded in Markus' comments above), used the Adjust Team Financials, then simmed forward 10 years with the patch that will soon be released. I noted that payrolls increased, but not substantially or way out of whack. Originally the highest paid #s were 3-1/2 million a year, now they were 6-7 million and only a few. The teams were all showing budget increases, but none were dramatically in the red. In fact, I'm not sure there was one in the red now that I think on it. All budgets had increased accordingly, but I did not see an unexplained escalation in salaries, overall payrolls, or arbitrations.
The FA pool looked first like there were a couple of strays that I thought should have been signed, but after turning scouting off, their real picture varied enough to adequately explain why they remained unsigned. In addition, their particular positions were well represented in the rosters.
So, I'm thinking the patch will adjust the importer, but for 'seasons in progress', yes, you'll have to mitigate with an initial adjustment, but after that the changes you made and those made in the coding will take care of the future.
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That's what I thought and I wondered if Markus could post the "new" financial settings?
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