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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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Financial Settings
What settings seem to work properly? Are the financial settings by year pretty much useless? If I assign 2011 financials, am I going to have serious problems down the road with teams not signing free agents because they are so far in the red?
It's impossible to trade with any of the AI teams, as they have zero cash. And I'm in the first year of my league!! Fictional players...MLB setup Last edited by PSUColonel; 10-04-2011 at 01:17 AM. |
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#2 |
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All Star Reserve
Join Date: Oct 2006
Posts: 938
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I can't speak to 2011 financials. I play with 2000 financials, and no auto-import. I'd expect the issues are similar. I have to give teams in my league 25% more revenue than the financial tool indicates to avoid having top tier FA's go unsigned. It's tough to balance. Too little money and top guys go unsigned. Just a little too much money, and top salaries soar.
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#3 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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I can't believe this is such an issue...is it me, or did this not seem such an issue in version 11? I don't want to have to go through all of this
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#4 | |
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All Star Reserve
Join Date: Oct 2006
Posts: 938
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Quote:
For a full-fledged financial re-write, I wish we got some more tools out of it. Max contract length and amount sure would have been nice. The ability to force evenly salary distributions on multi-year contracts would solve some issues. I think this is a big part of the issues people see beyond 2011, or with no financial growth. Speaking of which....fictional financial growth is still a big missing piece. |
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#5 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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As far as I am concerned, with financials as they currently are, this game really is unplayable. I realize many have been touting 12 as the greatest release yet, but with these problems, I am somewhat inclined to say it's actually one of the worst releases.
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#6 |
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Major Leagues
Join Date: Jul 2010
Location: London, England
Posts: 355
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11 had way too much cash for every team (except the biggest few oddly), 12 has a touch too little.
I'm playing without coaches/scouts and a much reduced player development budget, along with a small increase in media revenue and a small increase in average player salaries at the top end only and it seems balanced through 2017 |
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#7 |
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All Star Reserve
Join Date: Mar 2004
Posts: 925
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PSUColonel -
I'd be interested to know if you think the attached file fixes anything. It definitely is something to use with a test league though. I haven't tested it with v12 yet ![]() ~~~ A while back, I made a bunch of changes to the financials.txt that got incorporated into ~ v9 as part of the official file. My goal was stability for sims that ran from 1901 to 2000, even though working toward that goal required some sacrifices. For example, the ratio of super star salary to scrub salary was always the same - even though that's not historically accurate. Attendance was also not historically accurate since variations up and down wreaked havoc on team revenue. Since v9 I've kinda disappeared (finished school) and other folks have picked up the torch. Generally, they addressed other problems with the finances (like the salary ratios). My 0.02 is that there are so many moving pieces in the game's financial system -- a lot of which are opaque and not addressable in the file -- that making 1 "fix" stands to create other unintended issues. A good example of that is the media revenue. In practical terms, it provides a buffer. For historical accuracy, though, it should (and does in v12) start around 1920 and grow at a snails pace until 1980 or so. The issue with being historically accurate here is that it can push teams consistently into the red really easily if attendance drops off or they're in a small market. That's realistic, but not all that fun, and players don't adjust their expectations if all the teams in the league end up in that boat. This file has revenues constantly rising at about 6% most of the time and tapers off at 1.5% growth. Salaries match that, and cash max is set at around 10% of expected gate + media revenue. The ratio of player type salaries starts out pretty even around 1901, shifts towards the better players a little through 1960, and toward the better players a bit more from 1960 to present. The key is that the player salaries are linked to the expected gate and media revenue. Last edited by Seviien; 10-04-2011 at 11:28 PM. |
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#8 |
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All Star Reserve
Join Date: Jun 2010
Posts: 863
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haven't tested extensively
but as I posted about recently, I moved MLB teams to a fictional league to run along side a smaller MLB, and the financials for that league ended up nerfed. In 11, moving teams to a league with reduced financials just required "assign fictional financials" and then "assign fictional contracts", and the problems went away. No matter which order I tried that in the v12 league, the fictional financials would swell, then the fictional contracts would swell, then if I re-generated fictional financials they would swell again, and after three or so times I gave up and scheduled a fantasy draft which seemed to fix the problem. Your post makes me think I've just delayed it.
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#9 |
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Minors (Double A)
Join Date: Feb 2009
Posts: 147
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Yeah
I play with 2011 Fin.
Prob not the most efficient way, but every few seasons I go through teams AAA rosters, AI not mine, and convert the 30+ yr olds with large contracts to minor lg contracts. This helps a lot. I have see teams with 25% of their payroll at AAA, but a lot of teams will have 5-10% tied up in one or two old palyers who signed long deals. This gives the teams fresh cash to use. One of the bigger problems with ootp 12 with 2011 fin (havent played other times) is teams siging old players to long deals and having them at AAA with 2-3 years left on deal. Question, does increasing cash max or other league wide changes make the big market teams too powerful. I understand that it is accurate for NYA to have a 200mil + payroll, will an increase make theirs too large? Last edited by DanDiaz; 10-05-2011 at 02:25 PM. |
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#10 | |
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Bat Boy
Join Date: Sep 2011
Location: France
Posts: 2
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I need to try that
Quote:
PSU, teams having limited cash is the norm for 12, not sure how to change that. Dan, good job on the 'broken English', I just learned it as well. I don't think there are any more updates for 12, so this is a mute point anyway. :0) |
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#11 |
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Hall Of Famer
Join Date: Apr 2010
Location: In A Van Down By The River
Posts: 2,717
Infractions: 0/1 (1)
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by leaving your finacials stuck to one year would cause problems down the road no matter if it was OOTP 11 or 12.
I bet if i simed 50 years in 11 with finacials set to that year that at some point the teams would run out of money, that's the reason why the finiance changes year to year. So what is the problem with this? It's called chaging them on your own, don't get how it makes the game unplayable. I'm sure there are issuse but unplayable? I Play with 2011 finacials and every year i increase everything by the inflation rate and never had any major problems with teams with no money. Last edited by OutS|der; 10-06-2011 at 02:53 PM. |
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#12 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,106
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If you are playing 2011 and beyond, how do you change the financials to reflect the rate of inflation? If this is the case, why did Markus not include an auto inflation update to financials? How difficult would it be for him to have programmed a 1-2 percent increase for each year a league progresses?
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