View Full Version : Play FOF for money?
QuikSand
10-11-2012, 03:30 PM
Is this the final frontier for this game? I'm not talking about a bullshit enterprise funded by some porn king trying to buy friends with bogus prize promises... I'm talking about a league where participating costs something, and the winners get prizes... more or less along the same lines as a fantasy football league.
I know there are cons. Are there pros?
Ben E Lou
10-11-2012, 03:48 PM
I'm not talking about a bullshit enterprise funded by some porn king trying to buy friends with bogus prize promises{giggle}
Ben E Lou
10-11-2012, 03:51 PM
I think the theoretical "pro" is that if people pay, you'd have more engaged owners. But could you get enough people to pay an amount that's meaningful enough to keep them engaged? (In other words, if I'm just paying $20 per season and I'm bored with the league, I'd still be inclined to say "bah, it's just 20 bucks. I'm not bothering to export.")
Subby
10-11-2012, 03:52 PM
Many pros.
I think the administrator has to be paid.
Whatever. I'm in.
Subby
10-11-2012, 03:52 PM
Heavily restrict trading?
Ben E Lou
10-11-2012, 03:54 PM
Heavily restrict trading?Heh. You'd pretty much have to do that if any meaningful cash is involved. Good point.
Ben E Lou
10-11-2012, 03:54 PM
Many pros.
I think the administrator has to be paid.
Whatever. I'm in.I think you pay an administrator to be the 33th participant in the league. He doesn't run a team.
I think you pay an administrator to be the 33th participant in the league. He doesn't run a team.
YY.
gstelmack
10-11-2012, 04:12 PM
We've had enough cheating scandals WITHOUT money involved. Wait'll you see what happens with money involved, including site hacking (wiping out opponent uploads before a sim, say). No thanks.
Pyser
10-11-2012, 04:43 PM
we should probably all get together at this point and just play a game of football.
Autumn
10-11-2012, 05:11 PM
Bountygate at FOFC
w24olfpack
10-11-2012, 06:52 PM
IMHO here are some critical things to make that happen.
1.) Paid, independent simmer. Honestly, would have to be paid enough that owner X would have to really think about coming off the hip to try and corrupt the process.
2.) Draft classes. Either one of two things. ONLY game generated classes OR the classes are made public. At the end of the day in the TFL, I'm the only one who knows what was in the draft files. Yes, they are based on the historical files so you can get a lean, but, I'm the only one. AND I DON"T HAVE A TEAM. I just run the offseason.
3.) Limit trading of future picks. To keep teams from intentionally giving a way the future or indirectly tanking by trading top talent for way off in the future considerations.
4) Robust trade dispute mechanism: Not just a couple posts of that trade sucks but a clear mechanism where a majority or larger percentage of players would have to vote to over turn.
Key assumptions
- Source code for the game still remains only in Jim's hands
- The game hasn't been hacked beyond what some of the great minds in this league have disclosed and graciously shared with the community.
Sooner or later, the game, site, league or something would get corrupted. Always happens.
But would be a hell of a ride until it did.
gstelmack
10-11-2012, 08:39 PM
There is only one hack that I am aware of that the larger community isn't, Ben is aware and it is relatively minor (we'll see if he even remembers).
The other part you have to be careful of with trades is collusion - you need to watch out for 2 or 3 owners colluding to share the prize money.
digamma
10-11-2012, 11:04 PM
I think the key would be coming up with a prize structure that both rewarded individual season results (like we are used to in a fantasy football league) and kept people interested in a long game. Maybe that's not stated exactly correctly. What I'm getting at is the FOF netherland that can happen if your team is "good" enough to avoid top draft picks, but not good enough to really make a deep play-off run. Or a situation where someone comes in with a below average team after the league has been around for a bit.
How do you keep all owners interested? Maybe some prizes based on season expectations?
Or set up the league similar to a keeper fantasy league, where you can protect x number of players and the others are cut by the commissioner (or only signed to one year contracts to avoid past injustices)?
Or prizes awarded over some longer cycle?
Pros are obvious of increasing interest by putting some skin in the game. Agree with many of the comments on the independent simmer and the tight rules on trading.
w24olfpack
10-12-2012, 08:48 AM
My pain threshold on entry fee would be probably $100.00.
$50.00 sounds like a good number. With $50a pop you could still pay the simmer say 10% and have a nice prize pool.
Ben E Lou
10-12-2012, 09:03 AM
There is only one hack that I am aware of that the larger community isn't, Ben is aware and it is relatively minor (we'll see if he even remembers). I'm stumped on this one.
Kodos
10-12-2012, 09:16 AM
I don't know that I would want to motivate Ben or some of these other top players to go all out. ;)
Passacaglia
10-12-2012, 09:39 AM
Well, since cons are being discussed after all, I think that once 10 or so teams are established as "good" and the rest are established as "bad" through lack of talent, it'll take a couple seasons to get competitive, which means no one will want to take over those 22 teams.
Also, what constitutes winning? All prize money goes to the FOF Bowl winner? Some money for teams that make the playoffs, or win playoff games? Some money for each regular season win? Some money allocated to teams that are profitable in the game?
QuikSand
10-12-2012, 10:13 AM
Well, I suspect the discussion get terribly bogged down into details, but here's what I might set up if I were running the show:
-$100 a team per season to play, with a range of discounts offered to new owners that lessen the overall prize pool (if it became a clear consensus that this number is way too high to get a critical mass, then lower it... but I don't think there's any point in playing for $10 a season to try to win $60 or so).
-Most important decisions vested in Board of some sort, with appeals to full membership - all the attendant process spelled out and must be accepted to join league
-League admin(s) paid something like $200/season for efforts and web hosting costs
-100% of remaining entry fees go into prizes, if we assume there's $2000 to hand out then I'd want something like $100 to each division winner (possibly some additional sweetener based on the regular season, as I'm a sucker for that sort of thing), and the rest doled out as prizes for playoff success... off the top of my head, something like $600/300/150/150
-League setup would be closer to CCFL than anything else I know of... big cap crunch, game-generated draft files, and quick pace.
So, I do realize how this works now. I offer some reasonable-to-me suggestions as a starting point, and then the attacks begin that $X is too much, or that 1.5X for a conference semifinalist is unfair, or that the discount system is unreasonable, of the Board cannot be trusted, or that hackers would quick their day jobs to get their hands on a good draft pick, or what-the-fuck ever. Have at it.
Anyway... given the discussion, I really think that the best way to frame the current debate is more "if executed reasonably, is this idea workable?" Some people clearly would want no part of it. Some might. If enough might, is it possible to then move to the specifics of making something happen?
bighouserulez
10-12-2012, 11:39 AM
so not to pump a league that is full but CYFL does a pay league. This is a little different as one guy *applaud to Bode* pays out to teams per how they do better then the 10 seasons simmed and the bowl number.
Here was the payout from last year-
Wins over AI
<DEL>
ten +4 -> $220</DEL>
<DEL>chi +3 -> $110</DEL>
<DEL>NO +2 -> $55</DEL>
<DEL>jax +2 -> $55</DEL>
<DEL>hou +2 -> $55</DEL>
500/9 = $55
Bowl teams
<DEL>
</DEL>
Tenn got $286
Nos got $500
Next year's pot will be $2500
Just FYI
MalcPow
10-12-2012, 03:38 PM
Quik's structure makes a ton of sense to me. I'd be inclined to say it's a great place to start and see what the market says.
My only other addition on the theory front is some kind of "franchise license" or something that people pay up front to get a team. Ideally it's enough to keep someone interested in sticking around for awhile, but I'm not sure how well it scales with a $100/season structure. It could be as simple as a minimum four or five season commitment or something, but understandably, might be some sticker shock there. (I'd certainly have my own hesitations.)
Ben E Lou
10-12-2012, 05:30 PM
I'm thinking that they key is to create a financial structure where you don't have to ante up as much after the initial buy-in. You can do that by adding in a "per-regular-season-win" bonus payout. I've worked up a couple of spreadsheets at $50 per season and $100 per season. The numbers can be moved around, but where I have it sitting right now
$50 PER SEASON
14-2 bye week Bowl Champ earns $411 (clears $361, $50 applied to next season if he doesn't quit)
12-4 division champ/bye week/conf champ/bowl earns $228
11-5 division champ/win WC round/lose to #1 or #2 seed in the division round earns $89
10-6 WC team, wins WC round--earns $65
8-8 no playoff team earns $32...because below $50, it's not paid out, but the team costs him $18 for next year
$100 PER SEASON
14-2 bye week Bowl Champ earns $715
12-4 division champ/bye week/conf champ/bowl earns $445
11-5 division champ/win WC round/lose to #1 or #2 seed in the division round earns $210
10-6 WC team, wins WC round--earns $165
9-7 WC team, loses WC round--earns $105 (In other words, you make the playoffs, you play for free next year)
8-8 no playoff team earns $80...because it's below $100, it's not paid out...but team costs him only $20 for next year
In short, create a system where every team that makes the playoffs can play for free next year by simply deducting from their earnings, and I think it's very doable.
Here's the spreadsheet: Welcome to Google Docs (https://docs.google.com/spreadsheet/ccc?key=0AuusM9tO5fG3dGtuYXpPUWM5M1NZMUVlTUM4cmhfamc#gid=0)
Ben E Lou
10-12-2012, 05:58 PM
Dola:
I'm thinking that with such a structure, you might want to start out at the $100 per season option, since you could sell it as "it's $100 for the FIRST season, but all you have to do to cut that cost in half moving forward is win 5 games per year."
sidthelid
10-12-2012, 05:58 PM
I don't think a quick pace would work, if you are going to play for money missing one sim could screw everything up and alot of GM's can not upload 6 days a week.
I'd hate it to be a cap crunch league, if a GM is good enough to find gems in the lower rounds of the draft or trade well then that GM should not be penalized for being good at it and have to trade off studs due to the cap crunch.
Big Balla sounds like a fat chick!
Ben E Lou
10-12-2012, 05:59 PM
Double Dola: You'd want to throw in 8 bucks a head the first season to purchase the latest version of vBulletin.
Ben E Lou
10-12-2012, 06:47 PM
Oops. There are 256 regular season wins per year, not 128. All spreadsheets updated to reflect that.
Dutch
10-12-2012, 06:51 PM
I didn't really pay much attention to the other payout ideas (other than that they all look decent enough) but wanted to throw my own thoughts out there and it kind of needed a re-iteration, I guess.
I'm personally a fan of a "winner take as much as possible" strategy on payouts but would like to see discounts for ALL returning owners. I'd also think we could pool money over time for some sort of a progressive jackpot (if you will).
(Assuming $75 entry fee and a $2400 pot)
30% League Champion ($720)
13% Championship Runner-up ($312)
13% Other Final 4 Teams (6.5% x2) ($156 ea.)
16% Other Playoff Teams (2% x8) ($48 discount OR added to The Jackpot if team quits)
20% All other teams (1% x20) ($24 discount OR added to The Jackpot if team owner quits) (NOTE: Teams that finish with 1 or 2 wins forfeit their discount if they return to the league to the Jackpot. You gotta pay to tank!)
8% Administrative Fees for Commish/Web-site ($192)
The Jackpot Progressive Pool: This progressive pot would be paid out based on some criteria being met: For instance, a team that goes 19-0 hits the progressive jackpot.
The Tankers (aka The Jokers): Teams that win less than 3 games DO NOT receive a discount for sticking around. If you genuinely suck...well...suck it.
KEY RULE: ZERO trading. Trading enhances individual enjoyment but tends to degrade overall league enjoyment. This will probably have to be the sacrificial lamb to make this idea a success.
KEY RULE #2: Season doesn't start until the league is fully paid for.
Julio Riddols
10-12-2012, 08:35 PM
I agree there would have to be zero trading, and the league would need to be simmed slower than most leagues. Ideally, there would be lots of extra data available on the league site that might make people more likely to gameplan for each individual opponent to some degree. Something like tendencies on down and distance offensively and defensively, and team play calling histories separated by owner.
If there was a way, I would hope that all coaches and finances could somehow be leveled out. If there was a way to make all coaches the same, I think that should be considered, otherwise some teams are going to get shit on by being given crap coaches to start with. Cities, stadiums, and ticket prices should all be normalized as much as possible (if possible) as well.
Dutch
10-12-2012, 09:03 PM
Not to get too far off track, but if those things could be normalized, I would think we would have seen it before now. Hell, these are things that Jim probably should've thought about when creating FOF2k7. But yeah, normalization would have been so awesome for start-up leagues.
All teams should start with no players, the same amount of cap, and do a random draw for draft slots. This way everyone starts on equal footing.
I'd be pissed to pay the $100 and start with a shitty team that gave me little to no chance of winning.
Ben E Lou
10-12-2012, 09:56 PM
I am willing to be a non-owner commish for a league like this:
$75 per person initial buy-in.
Payouts may only be taken above the initial buy-in cost. You pocket your earnings above $75 and play the next season for free. You're essentially paying a $75 franchise fee to get in. If you're an original owner and still around if/when the league goes defunct, you get your $75 back at that point. If your earnings are less than $75 for a season, they're all applied to next season's fee.
I am paid $150 per season. That will cover web hosting plus league administration.
The remaining $2,250 is earned by the league owners based on performance
Roughly 2/3 (~$1,500) of earnings will be based on regular season performance, and roughly 1/3 ($~750) on postseason performance.
Specific earnings/payout structure may be found in the "PROPOSAL: $75 Buy-In" tab of the Google Spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0AuusM9tO5fG3dGtuYXpPUWM5M1NZMUVlTUM4cmhfamc) I created, but in brief:
The champ will take a payout in the $350-$395 range, depending on how he did in the regular season.
The runner-up will take a payout roughly in the $200-$250 range.
Conf. Championship game losers pocket roughly $50-$100.
All other playoff teams basically get next season free or pay a minimal amount ($15 or less.) Some will earn minimal payouts ($15 or less.)
Every regular season win is worth $5.
Finishing 8-8 cuts the cost for next season to $35.
Just a 5-win season cuts costs to $50 for next season.
Cities, stadiums, and finances would be leveled out in-game. Coaches cannot be equalized.
25% Cap Reduction, no franchise tag.
Schedule would be a bit slower than the CCFL, but not much. Mainly I'll spread out staff hiring, do preseason in two sims instead of one, and drop to five sims per week.
Definitely want a league Board of Directors working with me to make decisions, mainly on trades.
Initial owner group would pay an initial $8 per person one-time fee for a purchase of the new version of vBulletin.
Best startup option would seem to be BFL-style: snake draft, 20-ish live rounds, AI the rest of the way. If the initial owners want me to do a full 53-round draft and manually enter all those guys, you're going to have to pay me a one-time fee for that headache, probably 10 bucks a head. ;)Most of this is negotiable, but I thought I'd go ahead and get this ball rolling with something concrete.
I think that basic structure is very viable.
Dutch
10-13-2012, 08:15 AM
Yup, I think it's pretty solid too. I also think giving people a chance to draft each of their potential starting players is enough to get started. So 20-25 players would be a good intial draft. Players 25-53 on the roster typically won't factor into your success afterall. Injury setting should be below 100 or less.
To go over the pro's and con's of a no-trading clause.
PRO'S
Forces owners to drop good players that don't fit their team into free agency with no compensation.
Avoids gray-area trading
Removes need for competing members to sit on a board and nix other competing members trades
Removes social engineering as a major determing factor of FOF MP skill.
Forces playoff teams to draft from the bottom
Allows teams that paid more for the upcoming season to draft from the topCON'S
Not as fun
Not as realistic
Ben E Lou
10-13-2012, 08:23 AM
I tend to suspect that the major "con" of a no-draft clause is being overlooked there:
CON
Would cause a significant percentage of potential owners to refuse to even consider joining. ("NO TRADING????? NOT INTERESTED!!1")
I tend to suspect that the major "con" of a no-draft clause is being overlooked there:
CON
Would cause a significant percentage of potential owners to refuse to even consider joining. ("NO TRADING????? NOT INTERESTED!!1")
Meh, I think there are just as many on the opposite spectrum, particularly with need to police trades in a pay league.
Problem with limiting trades or trying to police trades lies in defining the gray area. Going blanket no trade eliminates the headaches.
Dola, personal preference would be ban on trades of future draft picks. Any other trades being subject to review.
Double dola, I suppose I wouldn't even mind future 2-7 round pick trading if the owner pays for the future season in advance.
sidthelid
10-13-2012, 09:50 AM
I tend to suspect that the major "con" of a no-draft clause is being overlooked there:
CON
Would cause a significant percentage of potential owners to refuse to even consider joining. ("NO TRADING????? NOT INTERESTED!!1")
+1
Dutch
10-13-2012, 09:57 AM
I tend to suspect that the major "con" of a no-draft clause is being overlooked there:
CON
Would cause a significant percentage of potential owners to refuse to even consider joining. ("NO TRADING????? NOT INTERESTED!!1")
I don't know, now granted, I'm not the right one to know which crowd is more abundant so I have to go with what I know causes the most headaches in "For Fun" leagues.
I just can't imagine a scenario where the same 5 or 6 owners make amazingly beneficial trades over and over again by preying on the new owners. The "middle class" of the league may not remain enthusiastic about their chances, particularly veteran middle-class players. I foresee frustration from that bunch, who ultimately leave because they don't feel they can compete and they are replaced by the 3rd-tier of owners. I believe that trading generates more league imbalance than any other aspect of the game. Granted, these are just my observations and my opinion and both have proven incorrect before.
Double dola, I suppose I wouldn't even mind future 2-7 round pick trading if the owner pays for the future season in advance.
That's a good observation, you probably should not be able to trade assets you don't "own".
Ben E Lou
10-13-2012, 10:00 AM
I believe that trading generates more league imbalance than any other aspect of the game.I don't disagree with that one iota. But the fact remains that the people that trade restrictions would help the most are very often the ones who push back against them the hardest.
That said, I'll bet a "no future pick trading" clause would take care of the worst situations and allow people enough ability to trade that they're not turned off to trading entirely.
Dutch
10-13-2012, 10:20 AM
I don't disagree with that one iota. But the fact remains that the people that trade restrictions would help the most are very often the ones who push back against them the hardest.
TRUE THAT.
That said, I'll bet a "no future pick trading" clause would take care of the worst situations and allow people enough ability to trade that they're not turned off to trading entirely.
Okay, you got me here, this seems much better. I will admit though that my secondary desire for a complete restriction on trading is to ensure that the "haves" don't have access to the rest of the league's triple-affinity leadership base (YOU WANT TO TRADE A TOTALLY AWESOME 5TH ROUNDER FOR THAT BUM...I THOUGHT YOU KNEW HOW TO PLAY THIS GAME! FKINGLOL!). :)
It's harder to find all those guys if you have less than half of the leagues roster fill to choose from. I think it would add to the league balance and overall enjoyment.
However, I completely get what you are saying. At the end of the day, this this game doesn't exactly lend itself to creating the perfectly balanced league enviroment to begin with.
Julio Riddols
10-13-2012, 10:41 AM
No future pick trading would do a great job of policing lopsided deals. I like that idea. Now we just have to settle in on the speed at which things would be simmed.
QuikSand
10-13-2012, 02:13 PM
Double dola, I suppose I wouldn't even mind future 2-7 round pick trading if the owner pays for the future season in advance.
interesting
sidthelid
10-13-2012, 04:13 PM
In FOF some GM's are great drafters, some are great gameplanners, some are great roster builders and some are great at trading . Each GM uses his strengths to try and build his team and win. So by limiting a GM's ability to trade I feel is unfair on the better traders in FOF.
If the worry is people will tank and stack picks, I can't believe any one is stupid enough to pay money and then tank for a year or two, (well actually i bet one or two may!!!)
So the idea of making GM's pay for future seasons if they want to trade future high picks I feel would be a great idea.
As for bad deals. If one or two GM's make a reasonably bad deal then sorry that's life, if you're playing for money then i'd hope people know what they are doing, if not they're going to lose money quick which should make them learn very quickly about player value. If the deal stinks and suggests that some sculdugary is going on between GM's then it will be spotted and the rules council can act.
Lastly I still really don't like the cap crunch idea. This is going to hurt the succesful GM's more, if a GM ends up 12-4 one season that guys top players are going to cost a fortune to re-sign and if that GM is putting in his hard earned cash in I don't see why they should be penalized for being good at FOF.
The vast amount of FOF leagues are not cap crunch leagues and they are not cap crunch for a reason, that reason is the vast majority of FOFers prefer the normal cap rules.
stevew
10-13-2012, 04:34 PM
You can only trade picks from future seasons you've paid for is a great idea.
Dutch
10-13-2012, 04:45 PM
In FOF some GM's are great drafters, some are great gameplanners, some are great roster builders and some are great at trading . Each GM uses his strengths to try and build his team and win. So by limiting a GM's ability to trade I feel is unfair on the better traders in FOF.
In a perfect world where we all are at the computer non-stop, I agree. But in an inperfect world where some of us have to work non-stop during the day and don't have as much access, I think their is a fair balance to help people out.
Drafting: Many of us already are stuck drafting from utilities and if we are AFK for too long, those long lists start dishing out poor results. However, the big aid here is the draft utility. It at least gets you by.
Gameplanners: We all have the ability to put time into gameplanning if we want to. We are all essentially on our own here.
Trading: This is the big unequalizer. Not all work enviroments (assuming a vast majority of us are working-class folks) are created equally. If, by chance, a core of 5 or 10 players can camp in front of FOF MP/chat while at work, they gain a significant advantage against those who may not have such opportunities.
If the worry is people will tank and stack picks, I can't believe any one is stupid enough to pay money and then tank for a year or two, (well actually i bet one or two may!!!)
So the idea of making GM's pay for future seasons if they want to trade future high picks I feel would be a great idea.
People will still tank, my only suggestion here is that we make them pay additional financially for losing a significant portion of their games. If you go 0-16, 1-15, or 2-14, you either have a horrible team and are getting ready to quit.............or you are tanking. Make them pay extra for that.
As for bad deals. If one or two GM's make a reasonably bad deal then sorry that's life, if you're playing for money then i'd hope people know what they are doing, if not they're going to lose money quick which should make them learn very quickly about player value. If the deal stinks and suggests that some sculdugary is going on between GM's then it will be spotted and the rules council can act.
You may not know us vets very well, but I can assure you that NOBODY is concerned about the victim in the bad trade unless you consider the entire league the victim. The SuperStar MP owner "did it again" thing that sets him up for long-term success while the rest of us pay to watch him start crushing people is the issue.
Lastly I still really don't like the cap crunch idea. This is going to hurt the succesful GM's more, if a GM ends up 12-4 one season that guys top players are going to cost a fortune to re-sign and if that GM is putting in his hard earned cash in I don't see why they should be penalized for being good at FOF.
Another vet observation (and I'm not really that good at this, mind you, I just have seen a lot) is that you don't need to keep every single last one of your amazing players to remain successful. Know your core, keep them and fill in when money becomes available. Cap'n Crunch has yet to really "crunch" some of the primary vets around here.
Nemesis
10-13-2012, 04:46 PM
If people are paying to be in a league with prizes, I have a hard time seeing people making silly lopsided trades.
EDIT: Although, I used to be heavy into online poker until Black Friday, and I have seen some outrageous shit done with lots of money.
Dutch
10-13-2012, 04:48 PM
If people are paying to be in a league with prizes, I have a hard time seeing people making silly lopsided trades.
You have way too much faith, my friend. :) And besides, time is money and we all invest gobs of time into this already.
Ben E Lou
10-13-2012, 04:53 PM
There is basically zero chance of this working long-term without a significant cap crunch. People will leave, and they will need to be replaced. And the people most likely to leave are the ones with bad teams, because they don't want to pay again. Without a cap reduction in an environment where owners are paying to play, there would be basically nothing of value in FA, making it somewhere between "extremely difficult" and "impossible" to get someone to sign up, because you're asking a new owner to pay $40-$60 a season for several seasons with basically no hope of winning anything back for a while.
That's why there must be a significant cap reduction: because there needs to be a quality FA class every single season, or this thing falls apart completely in 6-8 seasons, maybe even less.
Dutch
10-13-2012, 04:56 PM
Also, I hope everybody sees my concern about trading as an effort to make this appealing idea a long-term success. I honestly believe that unlimited trading will derail the league and limited trading is a wildcard (and perhaps just a neccessary evil to ensure the league gets off the ground).
Dutch
10-13-2012, 04:59 PM
Yup, a solid free agent market is crucial. Cap reductions are needed.
Nemesis
10-13-2012, 05:03 PM
You have way too much faith, my friend. :) And besides, time is money and we all invest gobs of time into this already.
Look at my edit. :)
Dutch
10-13-2012, 05:46 PM
hehe, yeah I saw that. :)
sidthelid
10-13-2012, 06:13 PM
When does this league start, this newbie wants to win some cash off of you Vets ;)
Dutch
10-13-2012, 06:15 PM
hehe...yeah, yeah, yeah. :)
bulletsponge
10-13-2012, 06:33 PM
When does this league start, this newbie wants to win some cash off of you Vets ;)
you remember that scene in rounders where the 2 schmucks sat down at the gaming table with a table full of pros, and the pros were all trying not the smirk with delight at the money they were about to take from them?
cuervo72
10-13-2012, 06:47 PM
Dola, personal preference would be ban on trades of future draft picks. Any other trades being subject to review.
Cash for picks. You choose the 1.1? It costs you X. You take over a team where the previous owner dealt away your draft? Well, you're at a disadvantage, but you at least save real cash.
sidthelid
10-13-2012, 07:06 PM
you remember that scene in rounders where the 2 schmucks sat down at the gaming table with a table full of pros, and the pros were all trying not the smirk with delight at the money they were about to take from them?
I heard they are making a sequal where the schmuks turn out to be guys who've played for years.
:popcorn:
bulletsponge
10-13-2012, 08:21 PM
I heard they are making a sequal where the schmuks turn out to be guys who've played for years.
:popcorn:
Rounders 2: bluffing boogaloo
Without a significant cap crunch, this league wouldn't last 5 seasons.
It will be interesting to see how a cap crunch league does with limited/no trading...
And if Ben isn't going to play, I call dibs on Atlanta. ;)
sidthelid
10-14-2012, 08:03 AM
and this newbie will take the Raiders please
Ben E Lou
10-14-2012, 08:54 AM
No claiming teams yet pls. Building something to integrate that with forum.
cuervo72
10-14-2012, 11:14 AM
Cash for picks. You choose the 1.1? It costs you X. You take over a team where the previous owner dealt away your draft? Well, you're at a disadvantage, but you at least save real cash.
To follow up on this, you could determine the cash value of a given pick by establishing an EV curve based on career DawgPoints from past drafts.
(this could add a little bit of strategy just from a cash standpoint; maybe those late-round picks are even less worth it if they cost you more of a buy-in. Maybe tanking not only costs you in perf payout, but also in draft cost. Is it still worth it in the long run? Maybe, maybe not. *shurg* )
MalcPow
10-14-2012, 12:36 PM
I like the idea of an additional cash cost for the top picks. Coupled with the risk of the draft class being weak at the top, it's another disincentive to tank. Great idea there.
Ben E Lou
10-14-2012, 02:37 PM
Um..I'm not playing, and I'm about as anti-tanking as you'll find. That said, if I were playing in a league like this, I'd be fairly thrilled if someone else were to ante up $60-$75 a year to tank.
As a result, with regard to paying per draft pick, I think you'd be introducing needless complexity. And you'd very likely be setting up a situation that would encourage people to abandon their team. Suppose for a minute you're charging per draft pick. You don't know when people are going to draft until the pick comes up, so you really can't bill people for draft picks made until after the draft. That just opens it up for people to wait until after TC to pay, and if a key guy busts, just quit and don't pay for the pick.
Related question on "no trading of future draft picks":
There are times where teams can't afford their draft picks. Are those of you proposing that suggesting that teams will have to offload additional talent to afford their draft picks? (Or keep the talent but just don't sign the draft picks?)
stevew
10-14-2012, 02:45 PM
Seems like perhaps an ante schedule of 2-3 seasons out might be great for long term stability?
Start off with an initial fee of 3 seasons and then have re-up for the 4th season due before the conclusion of the 2nd season(and so on).
I'm not going to play, but I would volunteer to look at trades as part of some larger trade oversee group if it comes to the point where something looks questionable.
Ben E Lou
10-14-2012, 03:07 PM
Time for a headcount: FOF Pay League: Headcount - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=85156)
Dutch
10-14-2012, 05:05 PM
I like the idea of an additional cash cost for the top picks. Coupled with the risk of the draft class being weak at the top, it's another disincentive to tank. Great idea there.
Yup, I like it.
Dutch
10-14-2012, 05:14 PM
Um..I'm not playing, and I'm about as anti-tanking as you'll find. That said, if I were playing in a league like this, I'd be fairly thrilled if someone else were to ante up $60-$75 a year to tank.
As a result, with regard to paying per draft pick, I think you'd be introducing needless complexity. And you'd very likely be setting up a situation that would encourage people to abandon their team. Suppose for a minute you're charging per draft pick. You don't know when people are going to draft until the pick comes up, so you really can't bill people for draft picks made until after the draft. That just opens it up for people to wait until after TC to pay, and if a key guy busts, just quit and don't pay for the pick.
Related question on "no trading of future draft picks":
There are times where teams can't afford their draft picks. Are those of you proposing that suggesting that teams will have to offload additional talent to afford their draft picks? (Or keep the talent but just don't sign the draft picks?)
I don't think the penalty needs to break the bank or the spirit of the owner so they quit, but something that says, I see you tanked...(or you are new and just got handed the 1.1)...so, you're gonna have to pay for that. If they quit, it'll work like owner relegation.
Ben E Lou
10-14-2012, 05:38 PM
I don't think the penalty needs to break the bank or the spirit of the owner so they quit, but something that says, I see you tanked...(or you are new and just got handed the 1.1)...so, you're gonna have to pay for that. If they quit, it'll work like owner relegation.I'm still having a very difficult time getting my head around this thinking. The guy with the 1(1) is already paying more out of pocket than anyone else in the league for that season, and you still want to charge a "tax" on it? If we're only anteing up $75 for a whole season, you really can't charge more than, say, $25 for the 1(1), right? And if that's the case, is it even worth it?
Dutch
10-14-2012, 05:54 PM
Oh yeah, I would make the guys with top 3 draft picks pay up an additional tax. The system you have is pretty solid without it though.
EDIT: Is it worth it? I don't know. Would it make me feel better? I think so. :)
Pyser
10-14-2012, 07:13 PM
i think the idea of the league is interesting, but i wonder if it would be hard to recruit in a few seasons
if i start the league as an original owner and my team sucks, its my fault. fine. but trying to join a 4-12 team in 8 seasons when the league is established and i'm inheriting a talentless team, AND paying $75 a year for the first few season with no hope of winning any of it back....well, that's a hard sell.
Ben E Lou
10-14-2012, 07:19 PM
i think the idea of the league is interesting, but i wonder if it would be hard to recruit in a few seasons
if i start the league as an original owner and my team sucks, its my fault. fine. but trying to join a 4-12 team in 8 seasons when the league is established and i'm inheriting a talentless team, AND paying $75 a year for the first few season with no hope of winning any of it back....well, that's a hard sell.
That's the reason for the significant cap crunch. Because the CCFL moves so fast, we're used to new owners waiting it out a few seasons before making a move to win. However, the talent is there in FA to make a move quickly. People just don't get after it. In this league, they'll be motivated to win more quickly. (And that's why I'm not worried nearly as much as Dutch and others about tanking being an issue. I suspect people are going to try to jump to 8-8 ASAP so they cut their cost in half.
cuervo72
10-14-2012, 07:33 PM
I'm still having a very difficult time getting my head around this thinking. The guy with the 1(1) is already paying more out of pocket than anyone else in the league for that season, and you still want to charge a "tax" on it? If we're only anteing up $75 for a whole season, you really can't charge more than, say, $25 for the 1(1), right? And if that's the case, is it even worth it?
If you were to go all-out with the idea, I would assign a $ value to *every* pick. Heck, maybe that is the ONLY money you pay. If you think your team is good enough already, don't even bother drafting (and save money). If you feel like you need to load up on picks now to make money in a future season, go for that. And it's not just if you naturally have the 1.1. Say Quik decides he NEEDS to get a guy at 1.1 or 1.2 or whatever. Let him trade for it. He then pays the ante for that pick. Is the future value of making that offset by the initial cost? That's the gamble.
Another thing this could put a halt to - this silliness of picking picks one year and flipping them the very next year *cough*Hollywood*cough* for more picks.
Out of curiosity, do you have an average DP/slot worked out? I wonder what dollar amounts might look like if you distribute the $2400 over 256 picks (1.1 can't possibly be worth say, 1/6 of the entire draft, right?)
edit: ok, perhaps you couldn't make ALL of the money come from draft picks. You'd have someone probably try to NEVER draft and never pay any costs, which you probably don't want. $50 ante, $800 split based on the draft? I dunno.
Ben E Lou
10-14-2012, 07:44 PM
If you were to go all-out with the idea, I would assign a $ value to *every* pick. Heck, maybe that is the ONLY money you pay.I thought about this when I devised my system, but abandoned the idea very quickly because of my believe that it would be terribly abused. People would just bail right after a bad draft rather than paying for it.
Out of curiosity, do you have an average DP/slot worked out? I wonder what dollar amounts might look like if you distribute the $2400 over 256 picks (1.1 can't possibly be worth say, 1/6 of the entire draft, right?)That, I suspect, would be very easy to do. I haven't looked in the db, but I'm thinking it's just a quick query on the CCFL's statsbyseason table, joined to fof_playerhistorical grouping by picks. Gimme a sec...
Ben E Lou
10-14-2012, 07:55 PM
Yup. Pretty straightforward.
Ben E Lou
10-14-2012, 08:02 PM
Heh. 1(3) is coming up more valuable than 1(1). I'm guessing some stud got drafted there and is skewing the results.
Ben E Lou
10-14-2012, 08:09 PM
Adding IHOF in. This is kinda funny. Since FOF2K7 was released, offensive players drafted at 1.1 have a combined 226 seasons played. Defensive players? 26. ;)
Ben E Lou
10-14-2012, 08:15 PM
Adding in IHOF puts the 1(1) as the most valuable, with appropriate downhill slope. (Just a quick check shows that two of the CCFL's best all-time QBs were drafted at 1(3), so that's likely the issue there.) But it's not something I'd use to put dollar values on picks. 1(1) is showing up as only $53 in a $2,400 system measuring this way. (FWIW, the values drop below the $10 mark right around the end of round 2...)
Dutch
10-14-2012, 08:37 PM
And that's why I'm not worried nearly as much as Dutch and others about tanking being an issue.
To be fair, I'm really just trying to optimize the system you have already devised. My only *true* concern is the effects of a bad trade on everybody besides the victim of the bad trade. :)
cuervo72
10-14-2012, 08:53 PM
I forget - is CCFL WR-adjusted?
I wouldn't think anything would need to be exact; just a decent starting point for 1.1 and a curve to fit.
(if nothing else, a good exercise to again show that "hey guys? yeah, these 4th and 5th rounders....")
Ben E Lou
10-14-2012, 08:56 PM
I forget - is CCFL WR-adjusted?
I wouldn't think anything would need to be exact; just a decent starting point for 1.1 and a curve to fit.
(if nothing else, a good exercise to again show that "hey guys? yeah, these 4th and 5th rounders....")Nope. Standard draft classes.
gstelmack
10-14-2012, 09:11 PM
The fly in that ointment is that Dawgpoints are scaled so that stud defensive players can score as much as stud offensive players. Since FOF is so heavily QB-WR-WR based, they got in those top 3-4 picks, then the stud DE or CB taken around 1.5 can score just as many Dawgpoints, but is not nearly as valuable to your long-term success as the QB/WR taken with 1.1-1.3. Those picks are far more valuable than any others, depending on the draft.
I look forward to the secondary market in high draft picks, with trades publically involving 1.1 for 3 firsts, 2 seconds, and privately $100 changing hands.
claystone
10-15-2012, 07:11 PM
For drafting future picks, why not make the GM's pay to trade/recieve future picks.
Example: If i trade a future 1st round pick it will cost me an additional $10, or $20 to make that trade. Just set the cost amount for each pick.
Just a thought.
If you want to trade future 1st or 2nd rounders, you should have to pre-pay for those seasons. ie- if you want to trade 3 1st, then you have to prepay for the next 3 seasons.
gstelmack
10-23-2012, 07:08 AM
Another suggestion (keeping this out of the poll thread, since it's about interest) is to use the FOF ratings to judge how teams did. Interrogator / DBUpdater dump a franchise performance table, updated when you press End Season by FOF, that includes all the stuff in that little referee score box:
- Franchise Value
- Performance
- Roster
- Profit / Loss
Those are all available for determining team performance, and a way to provide other metrics besides "won bowl".
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