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TxSteve
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Originally posted by Cuivienen


If HBs are scoring too many points, don't just cap them. Instead, adjust how many fantasy points you get for rushing yards and TDs to bring them into line. Also, consider increasing the fantasy points other positions are likely to get, such as passing, receiving, defense and kicking. That still allows differentiation within the position group that a cap would kill.


that's a pretty good idea too.
 
Stobie
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Originally posted by Cuivienen
BTW, I don't know how often you scrape GLB2, but it would be fun to see scores update during the day.


I scrape at the end of the day, but I can see if I can change the dynamic, 'when I am around to do so'.

Originally posted by Cuivienen
So, the obvious solution isn't some arbitrary cap. That is the easy way out.

The solution is to adjust the salaries, which you are already planning to do, and to change the scoring mechanism, which you should do next. Adjusting salaries is going to do a lot to move people away from the same rosters.

Start with that and go from there. Only do one thing at a time.

If HBs are scoring too many points, don't just cap them. Instead, adjust how many fantasy points you get for rushing yards and TDs to bring them into line. Also, consider increasing the fantasy points other positions are likely to get, such as passing, receiving, defense and kicking. That still allows differentiation within the position group that a cap would kill.


The issue adjusting fantasy values is that it will hurt the rest of the group to account for the top guys. Now with all this said.... the old time argument of 'how can we make this more real' is the issue. These HB's that are causing the rift really are not putting up real numbers. Take Barry Sanders for example he capped at 50 every game, but his numbers were anywhere from 400-808 yards per game, 4-13 touchdowns per game. That just doesn't happen IRL, not saying we are trying to replicate it, but consider the average HB. There is no way point wise that I could adjust scoring for these type of numbers without killing the normal HB. When I look at the top 10 HB's these were the HB's effected by a cap (x times).

#1 - 4
#2 - 3
#3 - 3
#4 - 2
#5 - 2
#6 - 2
#7 - 2
#8 - 3
#9 - 0
#10 - 1

Thinking long term this could very well be a early season issue and will taper off as the season gets going and the weak opponents teams start falling out of the mix.
Edited by Stobie on Apr 7, 2016 10:17:25
 
TxSteve
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how about diminishing returns on HB scores?

TD 1-3: 6 pts
TD 4-6: 3 pts
TD 7+: 1 pt

(or whatever)

 
Cuivienen
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Originally posted by TxSteve
how about diminishing returns on HB scores?

TD 1-3: 6 pts
TD 4-6: 3 pts
TD 7+: 1 pt

(or whatever)



good idea imo
 
Stobie
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GRRRR you guys are killing my formulas I will do some analysis on it, but tends to make sense.
 
TxSteve
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Can do the same for yardage:

>100 yards: 1 pt per 20 (or whatever)

100-200 yards: 1 pt per 30

200-400: 1 pt per 40 yards

500+ 1 pt per 50

(just making this up)
 
HayRow
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Originally posted by TxSteve
Can do the same for yardage:

>100 yards: 1 pt per 20 (or whatever)

100-200 yards: 1 pt per 30

200-400: 1 pt per 40 yards

500+ 1 pt per 50

(just making this up)


yeah it's really a good idea in theory, perhaps find solid numbers that work (steve points out he is just throwing #s out there(although they look pretty good))
 
Cuivienen
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I would suggest just tweaking salaries this season. Then take the season's worth of actual player selection data and use that to figure out a tiered scoring system.

It should be backwards compatible with a dynamic salary system automatically, and the non tiered scoring you use to create it will be a good stress test.
 
TxSteve
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It was in testing last season - so he's already compiled a season of data that he can look at --- and that he can evaluate what any changes will do to it.
 
Stobie
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Originally posted by TxSteve
It was in testing last season - so he's already compiled a season of data that he can look at --- and that he can evaluate what any changes will do to it.


I just did a test across last seasons data and it is similar already to what I am seeing this season. So here are the new scoring values for offensive positions.

Passing Yards

// 1 point per 20 for 0-100
// 1 point per 30 for 100-200
// 1 point per 40 for 200-400
// 1 point per 50 for 400+

Rushing Yards

// 1 point per 20 for 0-100
// 1 point per 30 for 100-200
// 1 point per 40 for 200-400
// 1 point per 50 for 400+

Receiving Yards

// 1 point per 10 for 0-100
// 1 point per 20 for 100-200
// 1 point per 30 for 200-300
// 1 point per 40 for 300+

Rushing Touchdowns

// 6 point per TD for 1-3
// 3 point per TD for 4-6
// 1 point per TD for 7+

Passing Touchdowns

// 6 point per TD for 1-3
// 3 point per TD for 4-6
// 1 point per TD for 7+

Receiving Touchdowns

// 6 point per TD for 1-2
// 3 point per TD for 3-4
// 1 point per TD for 5+

Kicker Scoring
0-19 FG = 4 points
20-29 FG = 5 points
30-39 FG = 6 points
40-49 FG = 7 points
50+ FG = 8 points
XPM = 1 point
TB = 1 point

=======================================

Making these modifications with no cap resulted in the top 5 in each position

QB : 34,33,32,27,26
HB : 52,40,35,33,30
WR : 25,25,21,20,19
TE : 23,21,20,19,18
K : 20,20,18,17,17
DEF : 28,28,21,20,17
Edited by Stobie on Apr 7, 2016 14:13:22
 
Sov.
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Originally posted by Stobie
I just did a test across last seasons data and it is similar already to what I am seeing this season. So here are the new scoring values for offensive positions.

Passing Yards

// 1 point per 20 for 0-100
// 1 point per 30 for 100-200
// 1 point per 40 for 200-400
// 1 point per 50 for 400+

Rushing Yards

// 1 point per 20 for 0-100
// 1 point per 30 for 100-200
// 1 point per 40 for 200-400
// 1 point per 50 for 400+

Receiving Yards

// 1 point per 10 for 0-100
// 1 point per 20 for 100-200
// 1 point per 30 for 200-300
// 1 point per 40 for 300+

Rushing Touchdowns

// 6 point per TD for 1-3
// 3 point per TD for 4-6
// 1 point per TD for 7+

Passing Touchdowns

// 6 point per TD for 1-3
// 3 point per TD for 4-6
// 1 point per TD for 7+

Receiving Touchdowns

// 6 point per TD for 1-2
// 3 point per TD for 3-4
// 1 point per TD for 5+

Kicker Scoring
0-19 FG = 4 points
20-29 FG = 5 points
30-39 FG = 6 points
40-49 FG = 7 points
50+ FG = 8 points
XPM = 1 point
TB = 1 point

=======================================

Making these modifications with no cap resulted in the top 5 in each position

QB : 34,33,32,27,26
HB : 52,40,35,33,30
WR : 25,25,21,20,19
TE : 23,21,20,19,18
K : 20,20,18,17,17
DEF : 28,28,21,20,17


perfect. i would almost state it is worth dropping the diminishing returns on the WRs/TEs but other than that perfect. GJ
 
HayRow
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Originally posted by Sov.
perfect. i would almost state it is worth dropping the diminishing returns on the WRs/TEs but other than that perfect. GJ


I agree. WRs/TEs have some big games now and then, but nothing steady like the HBs
 
Stobie
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So I have uncapped all receiving values.

Which put the value back to 1 point for every 10 yards. Looking at the values not really in line with the rest of the positions, but when I up it to 1 point per 6.625 yards or otherwise (Yards*0.15) then the values come much nicer in line.

WR : 37,32,28,23,22
TE : 33,27,27,25,24
 
HayRow
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Originally posted by Stobie
So I have uncapped all receiving values.

Which put the value back to 1 point for every 10 yards. Looking at the values not really in line with the rest of the positions, but when I up it to 1 point per 6.625 yards or otherwise (Yards*0.15) then the values come much nicer in line.

WR : 37,32,28,23,22
TE : 33,27,27,25,24


I like it.

And it looks like the "top 2" HBs weren't really the top 2 today
 
Stobie
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NEW FEATURE NOTICE

I have added the automated building of players in GLB2 from GLB2Scout Virtual Player page. Once you build your players base build out as long as you have linked your accounts you can now request to submit that build to GLB2 and it will build the player for you. This is live as of right now. Enjoy. Also REMEMBER IT COSTS FLEX TO BUILD PLAYERS
 
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