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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
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Minors (Triple A)
Join Date: Feb 2006
Posts: 270
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Need Help Fixing Financials
It’s an online league converted to OOTP 11…
We just had our first arbitration. Players went from making 3 or 4 million in arbitration to 10 or 10.5 million. Not just a few. 23 of the 205 cases earned eight figures. Before that, there where only 34 players in the entire 24 team league making eight figures. The worst part is we got really bad information in the arbitration offers screen. For example… a mediocre SS (good with the glove) went from making 2.18 million to a suggested offer of 3.812 million… which was met in the offer submissions. That player an his OPS+ of 93 and 86 in the last two seasons won an award of 10.5 million. He was one of 23 players who went from a 3-6 million dollars suggested offer in the arbitration screen to a 10 or 10.5 million dollar contract. A relief pitcher with a 5.88 ERA, 1.73 WHIP and ERA+ 77 went from 1.59 million in the previous season to a 6 million dollar award. Another from 2 million to eight million despite a 4.46 ERA in 38 innings… and only a 4 million dollar default number in the arbitration screen. Again, we went from 34 players making 10 million or more to 57… in one day. First off, is it normal for the default numbers to be so inaccurate? Second how do we fix arbitration to get realistic levels to fix our current salary structure and 100 million dollar cap. Every decent player shouldn’t make 10 million in arby, should they? here is a snapshot of the league settings: http://monkeytorium.org/ttbl/files/ootp11-settings.JPG |
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#2 |
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All Star Reserve
Join Date: Oct 2007
Posts: 728
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Set the cash maximum much lower. More cash the teams have, the more the players demand it.
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#3 | |
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Minors (Triple A)
Join Date: Feb 2006
Posts: 270
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Quote:
The problem with not having cash in a cap league would be then you don't have money in reserve when you need to cut a lumped player or an over the hill player making too much money... which I guess is better than the alternative. Also the problem is not the demands. In the arby screen these players had suggested offers significantly less than they received. So players where offered more than these defaults and still got awarded 10's of million... This seems like a significant programing error. Shouldn't players take into account the market and what other players are making, as well as salary cap? Or is all of this just more poor salary programing? |
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#4 | |
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Hall Of Famer
Join Date: Dec 2001
Posts: 3,326
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Quote:
- Salary cap (Pretty certain the game completely ignores this). - Projected salaries based on player type (a setting in league setup, definitely ignored now & I don't think the feature ever actually worked). - Current team cash and/or team budgets (Pretty sure this is ignored based on tests where you cut all teams cash to 20 mil, and free agent demands are unchanged). - Team market (Nearly certain this is ignored by the game when determining contract demands, and that might be a wise design decision. How often will a player sign for less because of a poor market? I would guess - never ).Those viewpoints are based on running a fictional league with a salary and cash cap. |
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#5 |
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Minors (Triple A)
Join Date: Feb 2006
Posts: 270
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I'm curious if anybody can tell me a couple things... first have you seem players get a significant amount of money awarded to them in arbitration than the base offer seen in the salary arbitration screen?
And second, does OOTP salary logic require a certain distribution? In other words does it fill salary levels with a linear distribution based on the settings for different player quality levels? It seems to me in solo play the salaries tend to fall in a line while in on-line play they tend towards an upside down bell curve. Does OOTP try to compensate and force players arby awards and contract demands to certain levels? |
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