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Earlier versions of OOTP: Logged Issues All issues that have been logged and given a TT # are stored here until fixed

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Old 07-08-2006, 09:14 PM   #1
rwmorey
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Salary Cap Not Enforced

I just started a new world with 1.02 version. I lowered the "average" salary settings and set my salary cap at $50m and created my league. There are several teams way over the cap including one team at $75m! Looks like a bug to me!
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Old 07-09-2006, 09:15 PM   #2
hrc333
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I can confirm that I have numerous teams ignoring the salary cap in my league. I have the cap set to 40,000,000 and here is a couple of screen shots of my teams historys.
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Old 07-09-2006, 09:51 PM   #3
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I can confirm that I have numerous teams ignoring the salary cap in my league. I have the cap set to 40,000,000 and here is a couple of screen shots of my teams historys.
Maybe that's because payroll ends up including expenses for released players etc. at the end of the year, which probably aren't counted toward the salary cap at any specific moment. If so, I'd say that's probably working as intended...
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Old 07-09-2006, 10:13 PM   #4
rwmorey
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Well I had just started a league with a $50m cap and teams were at $75m + so $25m in released players in a league you've just started? I think this is a bug.
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Old 07-09-2006, 10:39 PM   #5
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Quote:
Originally Posted by rwmorey
Well I had just started a league with a $50m cap and teams were at $75m + so $25m in released players in a league you've just started? I think this is a bug.
No, I was just speaking to hrc333's issue. I think yours might be an actual bug, though I wonder if that is being caused by a clash between the salary cap and the salary structure for your league, when the initial contracts are assigned. Let's run a quick test...

Yup, looks like that's the problem...I tried a salary cap of $5m with the default salary structure (superstars $16m etc.), and the team payrolls are all between $60m and $100m.

I realize it's going to be a bunch of work, but you'll have to fine-tune the structure yourself, for now, because the game isn't going to do it. I think that might be a good idea anyway, because if hrc333's screenshots are any indication the cap is largely being respected once the game gets going, which might result in superstar players not finding any clubs able to afford them in your league.

Last edited by Zeyes; 07-09-2006 at 10:42 PM.
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Old 07-09-2006, 10:53 PM   #6
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Ok...I think you are correct about release players and the cap. In general most teams are close to the cap. There is definately a first year issue as at least one team as a 80mil payroll for a 40mil cap.

Here is another issue:
I have both a salary cap and revenue sharing. I have teams right now spending only half of the cap money a year but giving away 6 times that in revenue sharing. Why would a team not spend up to the cap limit if it is just going to give it away in Revenue sharing. Infact, the whole revenue sharing thing is really screwy since the merchandising cash is so high. Does anyone know if there is a way to control the amount of cash coming in merchandising?
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Old 07-10-2006, 05:39 PM   #7
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I may be wrong, but i thought, for new leagues, the cap does not apply to the initial draft. So with a cap of $5 million, and current salary structures, you'll end up with initial salaries well in excess of the cap, and no team will be able to sign free agents, extensions, etc. I think the default settings generally give salaries in the $75 million plus / minus $10 - 15 million range. If you want a $30 million cap, start out with the financial equiv at around .500.
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Old 07-10-2006, 07:06 PM   #8
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I am not sure this makes sense in the league I did.

I did not have an initial draft so the teams just had players to start. I also had a the coeffiecent set at .400 and a salary cap of 40mil. After 30 years of running the league most teams have payrolls of around 30mil but the first year one team had a 80mil payroll.

I am not convinced that the overages is totally due to released players. Take the example below. The third year they had a 56 mil payroll on a 40 mil salary cap. I looked at the transaction history and there is no huge pay release.

Also notice in the example below the huge flucuation in the payroll number. I do have a revenue sharing but all teams are losing close to $20 mil since they all get way too much money from Merch. I really think there is something screwy going on with the salary cap & revenue sharing.

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Old 07-12-2006, 12:18 PM   #9
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Hi guys,

I think we need to come up with some more information before I can go to Markus and request a change. It sounds like one thing to come out of this is to ask that the game create initial contracts to fit under any salary cap.

Apart from that, it's unclear to me whether or not teams are skirting the salary cap after they get through the initial start of a league.

hrc, you also started to bring up some other issues. Could you please post those in separate threads, please?
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Old 07-12-2006, 03:29 PM   #10
rwmorey
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I did modify the values of "average" contracts to be lower than the default. However, this is still a bug -- if the cap is $50m then teams should end up signing guys who will play for less $ even if that leaves super stars as free agents. This is what I like about the NFL -- guys know the cap number and adjust their demands accordingly. This game should have the same logic -- if the cap is lower and a team has $12m left in cap room and a guy wants $15m they either don't sign him or he agrees to take $12m.
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Old 07-12-2006, 03:31 PM   #11
rwmorey
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I forgot one other thing.. and this is more of a feature request.. but I think the "average salary" options should be removed. The game should figure this out based on the salary cap. And what about inflation? It would be nice if the game prompted you each year for the new salary cap or something like that so it went up over time as it does in leagues with a cap.
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Old 07-12-2006, 04:55 PM   #12
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Quote:
Originally Posted by rwmorey
I did modify the values of "average" contracts to be lower than the default. However, this is still a bug -- if the cap is $50m then teams should end up signing guys who will play for less $ even if that leaves super stars as free agents.
The inaugural draft isn't exactly a signing process, and I doubt that the AI teams can "see" the contracts that are going to be assigned to the players, so I imagine that will be difficult to program into OOTP.
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Old 07-12-2006, 06:23 PM   #13
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So the one thing here that I think is a bug, or atleast an oversight is that when the game creates rosters they do not seem to pay attention to the cap. (I do not have initial drafts.) I have create a number of leagues and the starting payrolls seem to be all over the place.

Example: A league with a 30mil cap. I have a range of payrolls from 17-45. Out of 12 teams, 6 were created over the cap.
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Old 07-13-2006, 10:34 AM   #14
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OK, I have logged at least this one specific issue, as TT # 2228. That is the issue where the initial player contracts created in a league with a salary cap go over the cap.

When I get some time, I'll try to look some more to see if the game is ignoring the cap in other areas.

Thanks,

Steve
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