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Old 04-01-2013, 05:56 PM   #1
AstaSyneri
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How to balance player pool quality in adjusting online leagues?

Hi!

I realize that was a very difficult title ;-).

The thing is this: I am thinking about starting an online league as a commissioner, but I don't have tens of seasons of experience in the game (I set up and played my own fantasy league, currently in my 2nd season, but I imagine multiplayer is much different - since other players rely on you to do things right).

The one thing I am very concerned about is how to manage the player quality in a persistent, if for example I need to grow or shrink the league from season to season, due to players leaving or "many" new ones signing up.

Effectively I want new players to have a fighting chance (at least in the mid-term) to have a shot at play-offs, and not start at too much of a disadvantage because they only get crap players.

Does anybody have experience with that and is willing to share?
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Old 04-01-2013, 10:44 PM   #2
darkcloud4579
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Quote:
Originally Posted by AstaSyneri View Post
Hi!

I realize that was a very difficult title ;-).

The thing is this: I am thinking about starting an online league as a commissioner, but I don't have tens of seasons of experience in the game (I set up and played my own fantasy league, currently in my 2nd season, but I imagine multiplayer is much different - since other players rely on you to do things right).

The one thing I am very concerned about is how to manage the player quality in a persistent, if for example I need to grow or shrink the league from season to season, due to players leaving or "many" new ones signing up.

Effectively I want new players to have a fighting chance (at least in the mid-term) to have a shot at play-offs, and not start at too much of a disadvantage because they only get crap players.

Does anybody have experience with that and is willing to share?
It's not an once-a-year kind of thing. I'd suggest tinkering with a league universe before starting. With both of my long-running leagues, I ran them as concept leagues first with a few trusted people running teams and just making sure we had things together before unleashing it to the world.

The other thing is, you don't want to start a league with 32 teams and expect to fill it with even half that many owners. It's hard to do and you need a base or core group to get going. Start smaller, expansion is easy and it's way better to grow a league than to have a league that's huge and having AI teams winning titles.
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Old 04-01-2013, 10:56 PM   #3
TGH-Adfabre
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What kind of league are you setting up? Fictional, historical or currentMLB?

This will matter a lot.

If you are doing fictional you can keep it small. 12-20 teams and that will deal with expansion and contraction issues.

Historical I have only played once and it was a random debut league. I do notknow much about it.

Current MLB I think will be the hardest because of the number of GMS and thenumber of ML leagues that start up every season and turn fictional in 2-10 OOTPseasons.

Quote:
The one thing I am very concerned about is how to manage the playerquality in a
Quote:
persistent, if for example I need to grow or shrink the league from season to
season, due to players leaving or "many" new ones signing up.
I would not recommend expanding or contracting very often. I do not think itwill be manageable from a competitive/player talent stand point.

Quote:
Effectively I want new players to have a fighting chance (at least inthe mid-term) to have a shot at play-offs, and not start at too much of adisadvantage because they only get crap players.


There are a number of things you can do here. I think handling the money ismore important than trying to handle talent.

1) You can manage media contracts using out of game house rules. Here are afew ideas.

1) All media contracts are the same. This means the difference between teamsis gate revenue and merchandise (read winning).
2) No media contract may be more than a certain % higher than the bottomcontract. Say 25 or 50%. This will require more work for you because you willhave to edit contracts each off season. This will give an advantage to winningteams but not a massive one if managed well.

3) Soft cap/revenue sharing, this also allows good financial GMs to have anadvantage but not a crushing one.

4) Allow new GMs to drop one bad contract when they take over a team orinfuse them with an amount of $$$.

5) Combine the above to the balance you think will be attractive.

A well run league takes a lot of energy but I really enjoy commishing theleague I am in. Be prepared for weird problems, like your site being hacked andyour content management software being all screwed up so you can't figure outhow to edit all of your home page information. lol

Here is our rules page if you want to take a look. It has a few things thatneed to be updated, see above.

http://www.benchjockey.net/index.php?option=com_content&view=article&id=13&It emid=33

I have taken over teams that were basically unmanaged, which is one problem,and poorly managed, which is a different problem. My last project took 4seasons to have a shot at the playoffs but being an experienced player I knewwhat I was in for.
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Old 04-03-2013, 06:53 PM   #4
AstaSyneri
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Thanks for the input, guys!

The league I have in mind is very much fantasy and not even taking place in our world ;-).

Yes, I guess there is no way around setting up a test league and just running through it to gain some experience .

I'll keep those rules in mind and have a look at your league's pages.

What I do not understand yet, is how to get the proper level of new talent if you expand a league. I guess I just have to run a few seasons and see how expansions behave.
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