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Sik Wit It
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Originally posted by Bort
Originally posted by David Stern

yeah, i left out a few words. I would gladly take back the original proposal over this


LOL, no winning I guess?

Current system: doesn't work.
Original idea: too complicated somehow
New idea: not complicated enough?


Seriously if you stick with the original idea and just paste my tl;dr version at the bottom of the post, I think you'll garner much more support .

-There's a salary cap - if you go over the cap, you basically pay that extra money to the league as well (luxury tax)
-Player's pre-game starting morale is based on their salary in comparison to the rest of the league.
-You can raise your players' pre-game starting morale using 3 methods:
1) higher contracts - the more you pay your player in comparison to the league average, the more starting morale he will have
2) team possessions - the more items you have like jumbotrons, luxury locker rooms, etc, the higher morale your players will have
3) temporary items - these are basically like team possessions but they don't last as long - usually only 1 home game (like the bobblehead promotions), or a 1-season bonus (chartered flights, cheerleaders, etc)

That's basically all there is to it. A lot of people don't like it because they think getting penalized on morale will make everyone demand a max contract, but they don't realize that morale can be made up with team possessions very easily.

You have to choose between investing in the long run (permanent items), short run (temp items), or your players themselves (contracts). Finding a good balance that will still allow your players to play with 100 morale going into every game, and will also allow you to invest in your team's future will be the job of a CFO.


I actually converted like 2 users who were completely against the system into supporting it in the last few hours.
 
Deathblade
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Originally posted by Bort
Doesn't cover the major exploit everyone uses: Load players up with equipment before gutting a team, new team gets free equipment!


Team owned EQ was a far better idea than this.
 
Staz
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Originally posted by SunshineMan89
I love the idea of a salary cap, but effective level is an absolutely moronic criteria. Why would you ever give a disincentive for building well?

Just using level instead of effective level would have been a better way to force people to make choices--that way you can recruit well-built players but you'll have to choose which positions will be superstars.

Also, the "you can renegotiate but can't sign over the cap" thing is exploitable as hell--all it will lead to is long-term slowbuild teams that are mathematically impossible to compete with. You would have to slap such a harsh luxury tax on the overage that a team would literally go bankrupt to prevent this.

In general, though, if those few issues are ironed out this will work better and induce less ragequitting. But the 'effective level' criteria is a huge problem


I don't think it is a deterrent. The key to this whole thing working is this:

GIVE THE PLAYERS A REASON TO WANT MORE MONEY. Then, you actually have a reason to build well, to encourage players to want to get paid more, to want to go to teams that allow this, etc. I don't think we have that right now, though.

Also, we really need to find a way to reward players for performance, for fame (which is currently next to useless) without making it "better" to sandbag and exploit the system.
 
e1iterate
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Salary Caps are just a terrible idea all together. This is a game and you have 55 slots on your team and you should be able to fill all 55 at any time you want to. Telling people they cant sign people is absurd because what will happen is you will lose a RB or a QB or something and then a team will go without that position or be forced to cut loyal agents in the process. Terrible terrible idea. Just get rid of salaries and money all together in this game.
 
sjmay
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Originally posted by Bort
Doesn't cover the major exploit everyone uses: Load players up with equipment before gutting a team, new team gets free equipment!


Put a limit on how many pieces of EQ a player can hold?
 
Mstr_October
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The first set of revisions was long and drawn out. People didn't get it, or bother to read it, or couldn't grasp it, whatever. I am sure there is tons of whining and threats of ragequitting, etc.

But this "new" system is pretty much a big NO. I mean really? Wow....Really?

I am sure the first "hardcore?" system was not really all that insanely difficult to grasp, and much better for the game.

Thumbs down for the new system. The first was much better, and way way way more thought out than this band-aid.
 
Bort
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Originally posted by Deathblade
The original system was "too complicated" for some people.

This system has glaring "exploits".

I take "have to think about it" over "have to cheat it".


I think the obvious solution is: perma ban everyone
 
ChicagoTRS
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Originally posted by Sik Wit It
Seriously if you stick with the original idea and just paste my tl;dr version at the bottom of the post, I think you'll garner much more support .

-There's a salary cap - if you go over the cap, you basically pay that extra money to the league as well (luxury tax)
-Player's pre-game starting morale is based on their salary in comparison to the rest of the league.
-You can raise your players' pre-game starting morale using 3 methods:
1) higher contracts - the more you pay your player in comparison to the league average, the more starting morale he will have
2) team possessions - the more items you have like jumbotrons, luxury locker rooms, etc, the higher morale your players will have
3) temporary items - these are basically like team possessions but they don't last as long - usually only 1 home game (like the bobblehead promotions), or a 1-season bonus (chartered flights, cheerleaders, etc)

That's basically all there is to it. A lot of people don't like it because they think getting penalized on morale will make everyone demand a max contract, but they don't realize that morale can be made up with team possessions very easily.

You have to choose between investing in the long run (permanent items), short run (temp items), or your players themselves (contracts). Finding a good balance that will still allow your players to play with 100 morale going into every game, and will also allow you to invest in your team's future will be the job of a CFO.


I actually converted like 2 users who were completely against the system into supporting it in the last few hours.


+1
 
sjmay
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Originally posted by Deathblade
The original system was "too complicated" for some people.

This system has glaring "exploits".

I take "have to think about it" over "have to cheat it".


Definitely. I love the fact that I was gonna have to think more in owning a team to be perfectly honest.
 
Dpride59
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Originally posted by Bort
LOL, no winning I guess?

Current system: doesn't work.
Original idea: too complicated somehow
New idea: not complicated enough?



Original idea was perfect except players who were underpaid would start at less than 100 % morale.

Deathblade made a post to boost morale on the highest paid players, thus giving a small bonus. (conf/stam is going to be double next yr)

Basically this is a player driven game, you want people to enjoy every aspect of it. having 20% of your user-base play at -20% morale bc they're not paid high enough was a flaw (IMO). IF it was just bonuses to the higher paid players, rather than negatives to the lower paid guys it would have been a WIN WIN WIN in the "original idea".

That was the only issue with the old system. Not sure how that didn't get fixed, everything else looked to be pretty damn awesome.
 
tuba_samurai
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Originally posted by Bort
I think the obvious solution is: perma ban everyone


added to wiki.
 
e1iterate
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Originally posted by sjmay
Ok, but wouldn't cutting the QB, put you back under the cap??


not if you're over the salary cap after he is cut or doesnt resign...then you're stuck cutting loyal agents since having a QB on your team is pretty important.
 
Sik Wit It
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Originally posted by Catch22
Originally posted by Sik Wit It

And if a few players forget to re-sign before the deadline and become free agents, they won't be able to sign back onto the team. If a few agents drop out of your original team, you won't be able to recruit new good dots at their positions because you'd be going over the cap

Those are HUGE potential problems I see with the system^

I honestly think you guys should've stuck with your original plan, and I'm pretty disappointed you guys let as you call the vocal minority influence you to change the system so much.


Wasn't really a minority this time Sik. Trust me.


Well imo people will have a much bigger problem with potentially not being able to sign with the team they want to because they already have too many good players. I guess time will tell though.
 
Sarg01
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Originally posted by Catch22
Wasn't really a minority this time Sik. Trust me.


The trouble I think you're facing is that over 15 seasons, the majority of players have become affiliated with super teams and don't really want to see parity. That's what caused the uproar (well, that and owners not wanting to lose their existing slush fund) and anything that produces parity is going to face opposition from the super teams.
 
Tim Hoye
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Originally posted by Deathblade
Team owned EQ was a far better idea than this.


+1 agree
 
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