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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
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Major Leagues
Join Date: Jun 2007
Posts: 471
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Unsigned Stars
I apologize if there's already a thread for this, but is anyone seeing superstar players not getting signed because no teams have any money? This keeps happening once I reach 2011/2012 in my leagues (maybe sooner since I sim up to current date). Are you guys seeing this? If so, how do I fix it?
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#2 |
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All Star Reserve
Join Date: May 2003
Location: SkiFree Lodge
Posts: 883
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It's happened quite a few times here in my solo league. I actually had to go into game settings and readjust the all amount of money in my league by resetting financials. I just say that the league went through a time of hardship.
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#3 |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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This is a problem in fictional leagues. It's necessary to get 10-20M revenue in the financial settings.
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#4 |
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Major Leagues
Join Date: Jun 2007
Posts: 471
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#5 |
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Hall Of Famer
Join Date: Jul 2004
Location: Toronto ON by way of Glasgow UK
Posts: 15,629
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I play only fictional and have never had this problem. The previous threads on this subject seem to suggest it's a contemporary/real player league issue.
__________________
Cheers RichW If you’re looking for a good cause to donate money to please consider a Donation to Parkinson’s Canada. It may help me have a better future and if not me, someone else. Thanks. “Conservatism consists of exactly one proposition …There must be in-groups whom the law protects but does not bind, alongside out-groups whom the law binds but does not protect.” Frank Wilhoit |
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#6 |
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Major Leagues
Join Date: Jun 2007
Posts: 471
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This is so weird...I just went through every team in my fictional league and nobody has more than a few million available for free agents. There are 2-3 five star players just sitting in Free Agency. These are hall of fame type players too. This is irritating me!!!
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#7 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,266
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#8 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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He can check the thread, but is there any type of consensus as to what the problems/solutions are?
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#9 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,266
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#10 | |
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Hall Of Famer
Join Date: Jul 2004
Location: Toronto ON by way of Glasgow UK
Posts: 15,629
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Quote:
__________________
Cheers RichW If you’re looking for a good cause to donate money to please consider a Donation to Parkinson’s Canada. It may help me have a better future and if not me, someone else. Thanks. “Conservatism consists of exactly one proposition …There must be in-groups whom the law protects but does not bind, alongside out-groups whom the law binds but does not protect.” Frank Wilhoit |
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#11 |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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It happens almost every year in my fictional tests with 24 teams and default financial settings. Do you turn off scouting or reduce player development cost? The problem is teams don't generate enough revenue, I get 5-10 teams losing money each year. Reducing salary expectations by 10% and increasing revenue by 20M works for me. Probably don't need to increase revenue so much either.
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#12 |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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Actually you need closer to 30M. I'm seeing some teams with -27M balance, and a handful around -20M. What I do is add the revenue to media and merchandise in equal ratio.
Default national media 20M local media 25M merchandise 10M I distribute the increase and keep the ratios. so try national 30M local 37M merchandise 15M I prefer 28/35/14 since i like to keep maybe 1-2 teams losing money every year. Note I also use revenue sharing 30%, 0% gate revenue sharing, and fixed national media contract. edit: Also edit the salary expectations by roughly 10%. That way superstars will ask for less which frees up money for CPU teams. Last edited by Isura; 01-09-2012 at 10:12 PM. |
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#13 |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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I've finally settled on a good settings. THis is for fictional leagues. Almost every team makes a profit, most in the 10-20M range. There is more money available for free agents. Also CPU teams allocate more money to scouting and player development, which helps them compete with the smarter user. Salaries are also perfectly fine. No good FAs are left unsigned by opening day, and all type A/B FAs are usually all signed by mid June.
National Media 28M (I use fixed all teams, optional) Local Media 35M Merchandise 15M Revenue sharing 30% income (optional) Gate share 0% (optional) Player Dev budget 8M (default) Scouting budget 4M (default) Salary expectations Super star 14M Star 11M Good 7.5M Above avg 5M Avg 3.2M Below avg 2M Fair 800k Poor 600k Borderline replacement level players now ask for less money. So CPU teams are less likely to overpay for these guys (compared to 400k replacement players).
Last edited by Isura; 01-10-2012 at 12:20 PM. |
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#14 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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I just started using the 2011 financial setting for a league that is a MLB setup with fictional players...It's now working very well. I think you do need to use that setting...Make sure you don't have any real good players in International leagues by deleting players, and then lower the PCMs. This is creating a very nice balance where finances are in order, all good FA's are signed. and teams are operating in the green. There even seems to be a bit of artificial inflation from year to year. I am continuing my tests to see how it will look 10-20 years down the road. By observations are based on 4-5 years.
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#15 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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Quote:
Last edited by PSUColonel; 01-10-2012 at 12:39 PM. |
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#16 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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I think much of my problem has been that I wanted the cash max eliminated, so I kept setting it to things like 500,000,000. Clearly this is why salaries would totally inflate beyond control. As much as I hate cash max, I guess it's necessary.
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#17 |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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10 million cash max. The top FAs still ask for more than those settings because teams have a bit of extra cash. I'm not seeing depressed salaries, actually they are about the same as on default.
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#18 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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See what happens if you zero out the National Media, and go solely on local media and merchandising. Adjust the numbers so the avg. profit reflects what you have now. Also set cash max to 10,000,000. See what happens....I am curious to see if Large Market teams will behave more like Large Market teams over the long haul...and also to see if the same hold true for small market teams. I have tried this before with a cash max at 500,000,000...and within a season or so, salaries were so inflated it was ridiculous. Players are making 35,000,000 plus a year.
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#19 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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I am really beginning to think cash max is the only way to hold the league finances in check...Is cash max meant to simulate profit sharing? Is it realistic? I was setting cash max out to 500,000,000 and it seems to balloon the entire financial system out of whack.
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#20 | |
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Hall Of Famer
Join Date: Aug 2003
Posts: 2,946
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Quote:
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