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Old 11-08-2017, 01:59 PM   #1
dward1
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Player Contract Demands AI

Am I missing something or could this be seriously improved? Two straight fictional leagues I haven't quite got the balance right on all the "demands" sections and players just don't demand much compared to the open cap space. In one league I didn't put great players high enough relative to average players, meaning superstars are barely making more than solid relievers. It seems like the demand shouldn't be hard to code with cash available being linked into expected war or produced war or ratings or some combination of it. Instead of having to fine-tune all those different player demand sections which don't seem very intuitive
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Old 11-08-2017, 02:21 PM   #2
dward1
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I just edited the player demands in league settings and suddenly several star players are asking for more yearly than every team in universes budget. Highest budget in universe is $1.4 million and suddenly a few guys are asking for $10 million yearly and a 1-star guy is asking for $2 million. what is going on?

this is another example of contract AI being way out of whack
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Old 11-08-2017, 02:27 PM   #3
WIUPIKE
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Quote:
Originally Posted by dward1 View Post
I just edited the player demands in league settings and suddenly several star players are asking for more yearly than every team in universes budget. Highest budget in universe is $1.4 million and suddenly a few guys are asking for $10 million yearly and a 1-star guy is asking for $2 million. what is going on?

this is another example of contract AI being way out of whack
What are your salary settings for each level of player type, that could be causing it to skew.
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Old 11-08-2017, 02:32 PM   #4
dward1
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Originally Posted by WIUPIKE View Post
What are your salary settings for each level of player type, that could be causing it to skew.
they are all reasonable, $100,000 being the superstar gradually down to $15,000 for fair. there is no reason these guys should be asking for millions, I actually just realized they went unsigned for a season after randomly asking for like $6 million
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Old 11-08-2017, 02:56 PM   #5
Winnipeg59
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This is hard (for me :-) ) to visualize as there are so many variables that could be affecting this.

A random suggestion. I think if you started again and JUST used the "overall finacial coefficient" to get to the salary structure you want, that should adjust everything related to the financials. That's just the one setting to worry about, instead of a lot of manual work in the back end.

Possibly you've missed adjusting something that is causing problems even though you feel good about the default salaries.

Here's the page of the online manual with more...

http://manuals.ootpdevelopments.com/...ncial_settings

Just another 2c opinion for you!
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Old 11-08-2017, 03:29 PM   #6
dward1
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hmm yes that makes more sense as far as ease of setup, but I think the game really should adjust dynamically so league creators don't have to worry about fixing these little financial details that can make offseason so frustrating or easy.

my second problem seems to just be some weird bug, it's inexplicable to me. should probably be a separate topic
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Old 11-09-2017, 02:23 PM   #7
slugger922cubs
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If guys are asking for salaries that are vastly out of whack id look for a typo somewhere. I had an extra zero in one of mine and guys were asking for Billions. Next thing id do is verify how much cash teams have on hand. Their budgets may look normal but could be sitting on explosive amounts of extra cash. This will inflate the market. The OOTP financial engine in my experience is designed to go off of the baselines then scale to eat up any extra cash in the financial environment. Lots of extra cash means salaries will balloon. Teams running at debts will to an extent depress the market. If you're running multiple leagues with financials errors could be across multiple leagues and not contained to one. Or could be in a different league than you're actively playing in. Lastly, I set up a spreadsheet to figure out the finances I need. I have a column that factors in revenue generators. Tickets, media, and what not. Then I figure out what percentage goes to salaries and divide that by the number of roster spots to get the average salary. I then decide how much i want each tier to scale typically each scale down is 65-75% of the one above it and then i work the system so that the average salary matches.
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Old 11-09-2017, 06:41 PM   #8
NoOne
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also look for pooling cash reserves -- think that can only be spent on extensions, so FA shouldn't be affected?

limit cash on hand, if oyu don't.

otherwise definiteyl a typo or something similar.
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Old 11-11-2017, 02:45 AM   #9
dward1
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Originally Posted by slugger922cubs View Post
If guys are asking for salaries that are vastly out of whack id look for a typo somewhere. I had an extra zero in one of mine and guys were asking for Billions. Next thing id do is verify how much cash teams have on hand. Their budgets may look normal but could be sitting on explosive amounts of extra cash. This will inflate the market. The OOTP financial engine in my experience is designed to go off of the baselines then scale to eat up any extra cash in the financial environment. Lots of extra cash means salaries will balloon. Teams running at debts will to an extent depress the market. If you're running multiple leagues with financials errors could be across multiple leagues and not contained to one. Or could be in a different league than you're actively playing in. Lastly, I set up a spreadsheet to figure out the finances I need. I have a column that factors in revenue generators. Tickets, media, and what not. Then I figure out what percentage goes to salaries and divide that by the number of roster spots to get the average salary. I then decide how much i want each tier to scale typically each scale down is 65-75% of the one above it and then i work the system so that the average salary matches.

I've done stuff like this often, but really we shouldn't have to. it's often way too easy to hoover up top-tier free agents (and avoid dumb computer contracts) and too easy to cripple several teams in a league by accident. the game should be more dynamic and easier to handle financially, we shouldn't need all this division and calculation really
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