|
||||
| ||||
|
|||||||
| Earlier versions of OOTP: General Discussions General chat about the game... |
![]() |
|
|
Thread Tools |
|
|
#1 | ||
|
Minors (Double A)
Join Date: May 2004
Posts: 112
|
financial issues addressed?
i didn't read anything in the patch notes about the problems with the financial system being addressed.
here was the comprehensive post i made before Quote:
and later on in the thread .... Quote:
|
||
|
|
|
|
|
#2 |
|
Hall Of Famer
Join Date: Apr 2003
Posts: 9,538
|
This tidbit helps, from the list of tweaks:
Free agents are aware of the current market and adjust their demands properly (i.e. when there is loads of $$ available from the teams, they demand more and vice-versa) |
|
|
|
|
|
#3 |
|
Hall Of Famer
Join Date: Feb 2002
Location: Up There
Posts: 15,644
|
The issue really isn't too much revenue; the issue is too few expenses.
Real major league clubs have lots of expenses beyond player salaries. Things like taxes, stadium upkeep and operations, front office administration, and travel, just to name a few. The game models the real-world revenue streams for clubs fairly well, but the expense side of the ledger only sees players and coaches. This creates an immediate mismatch. These days, clubs spend roughly 50% of their revenue on salaries; the rest goes to all the other costs. In earlier years salaries made up an even smaller percentage of expenses. To compensate for the lack of additional expenses, using ticket prices or media contracts well below their real-world values is probably required, assuming you want your salaries and attendance to look close to current-day numbers. |
|
|
|
|
|
#4 |
|
Hall Of Famer
Join Date: Jul 2006
Location: Watertown, New York
Posts: 4,567
|
My response to excess dollars in the system has been to reduce (in some leagues eliminate) merchandising revenue.
Media contracts reflect market size, so they provide a nice large market/small market dichotomy. Ticket sales reflect number of people showing up for a game (market size, loyalty, interest). Merchandising is simply a fudge factor inserted during league creation. It's based on payroll size, so if you're trying to hold down payroll, it's a bad thing. Some posters have claimed that it either doesn't fluctuate, or does so based on undefinable modifiers. Who needs it? I'm hoping that over time I can completely wring it out of all of my leagues. I hate salary inflation, and guys getting paid 2 1/2 times Superstar rate make me nauseous. |
|
|
|
|
|
#5 |
|
Minors (Double A)
Join Date: Dec 2001
Location: Allentown, PA
Posts: 160
|
I experienced the same thing as dbacks933 but never bothered to look into it.
What bothered me is that there seemed to be almost no correlation between city market size and the team's revenues over time. It could be a side effect of what dbacks933 is describing. |
|
|
|
![]() |
| Bookmarks |
|
|