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11-02-2018, 09:51 AM | #1 |
Minors (Single A)
Join Date: Oct 2018
Posts: 77
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Auto draft skipped 5 teams!
So my league had a manual draft for 12 rounds. This morning I auto drafted the remaining rounds and 5 teams were skipped in the drafting process leaving them with no players in their minors....
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11-02-2018, 11:54 AM | #2 |
Minors (Single A)
Join Date: Oct 2018
Posts: 77
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Here's what I've found. All 5 teams are over their owners budget. I feel like there should be a work around to this. This should never happen in a draft, where a team just skips their draft picks....
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11-02-2018, 02:27 PM | #3 |
Minors (Single A)
Join Date: Oct 2018
Posts: 77
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Would love to get an answer on what I have to do here since my league is stuck until theres an answer. This is crazy.
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11-02-2018, 04:17 PM | #4 |
Major Leagues
Join Date: Oct 2018
Location: Langley, BC
Posts: 304
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To replicate this issue, do an initial draft in a custom league, select enough high end players to go over your team's budget manually, then try to let the CPU finish the draft. It will skip all draft picks by teams that have already hit their team budget. In this particular case we manually drafted 12 rounds then had the CPU complete, a number of teams got to pick 18 before stopping selecting players. With only 18 players selected the teams don't have enough to ice a lineup and the farm team has 0 players sent to them.
Unfortunately you can't see how much someone will want in a contract before drafting them if you're not the commissioner or the team currently up in the draft. It would be better if the initial draft could complete, and if teams are over their team budget they would have to make changes after (and presumably have a grumpy owner). It is also important to note that despite our league salary cap of 85m, most teams have a budget between 66m and 70m regardless of fan base, arena size, etc... Last edited by DrunkenTeddy; 11-02-2018 at 04:19 PM. |
11-03-2018, 05:23 AM | #5 |
FHM Producer
Join Date: Apr 2002
Location: Kelowna, BC
Posts: 16,599
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Looks like there are a few things that need to be addressed here. The team budgets should get auto-adjusted when the cap size is changed so they're not lagging behind the cap if you increase it. And they should be editable manually in commissioner mode, although we'll need some restrictions on that to avoid breaking the AI.
The drafting is more complicated. Allowing teams to go over-budget isn't really an option, that'd either set the AI up for a situation it couldn't deal with, or, if AI-run teams were excluded, give human owners a big advantage. Might be necessary to force teams to pick only minimum-salary players once their remaining budget/cap room drops close enough to the point where that's all they can afford with their remaining picks. |
11-03-2018, 10:59 AM | #6 |
Minors (Single A)
Join Date: Oct 2018
Posts: 77
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I think the manually editing of an owners budget to a degree would be the way to go here. It's not fair to have random owners who have more money than others in an online league. Would there be a way to turn off the finances, outside of salary cap?
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11-03-2018, 01:20 PM | #7 |
FHM Producer
Join Date: Apr 2002
Location: Kelowna, BC
Posts: 16,599
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Not easily. Player cap hit/salary is inherent to the way the AI calculates individual player value for situations like trades, and a lot of the roster management AI is heavily influenced by cap/budget considerations. Pulling the finances completely out of that would take a while and would require a lot of testing and observation of the results. We're looking at re-working the way player valuation is handled to include the option (like OOTP has) of more of an emphasis on stats, that might be the logical time to also change the way the financial effects work.
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