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Forum > Suggestions > Fix the rounding errors in salaries.
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Corndog
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Originally posted by Time Trial
How are players going up as a % of salary cap if they are never rounded up?


Because they could be rounding down less.

If a player is rounded down to the closest thousand, a player going from 9995 to 12005 would actually be going from 9000 to 12000 after rounding, a 3000 increase instead of the "real" increase of 2010.
Edited by Corndog on Jul 10, 2014 17:04:40
 
pottsman
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Is there any record of how much various teams are/were over by? If the overwhelming majority of capped out teams exceed by 1% or less, maybe a possible solution is to make the cap "soft" at that 1%.

Teams would not be allowed to send out contracts that would push them over the cap (like things are "normally" now).

If a team does cross the cap somehow, all High contracts on the team instantly get changed to medium (yes, ALL, if a team only needed some of them changed to get under, they can manually re-do).

If there were no high contracts, or getting rid of the highs doesn't bring them back under the cap, every player on the team loses 1 chemistry per day (and does not gain during games). Enable the ability for them to send Low contracts to players, to try to get under.
With these mechanics, the teams that go over the cap for the most common reason (mixed age rosters without intending to exceed) wouldn't have a reason to want to be over, since it hurts the team, and when they do, they'd have ways to self correct it.

Teams that exceed by more than 1% and are trying to game the system, slimy stick of justice.
 
Time Trial
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Originally posted by Corndog
Because they could be rounding down less.

If a player is rounded down to the closest thousand, a player going from 9995 to 12005 would actually be going from 9000 to 12000 after rounding, a 3000 increase instead of the "real" increase of 2010.


Ah yes, like I said, I figured that there was an alternate explanation, but I wasn't mentally prepared for any kind of math this afternoon.
 
Time Trial
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Originally posted by pottsman
Is there any record of how much various teams are/were over by? If the overwhelming majority of capped out teams exceed by 1% or less, maybe a possible solution is to make the cap "soft" at that 1%.

Teams would not be allowed to send out contracts that would push them over the cap (like things are "normally" now).

If a team does cross the cap somehow, all High contracts on the team instantly get changed to medium (yes, ALL, if a team only needed some of them changed to get under, they can manually re-do).

If there were no high contracts, or getting rid of the highs doesn't bring them back under the cap, every player on the team loses 1 chemistry per day (and does not gain during games). Enable the ability for them to send Low contracts to players, to try to get under.
With these mechanics, the teams that go over the cap for the most common reason (mixed age rosters without intending to exceed) wouldn't have a reason to want to be over, since it hurts the team, and when they do, they'd have ways to self correct it.

Teams that exceed by more than 1% and are trying to game the system, slimy stick of justice.


Or raise it by 1% and round up.

I'm just saying that if the same team was under the cap in S1 and is over the cap in S2, there is a problem that isn't the player's fault it is something in the season to season math.

Except when we get to plateau, because younger bots will get more expensive and plateau bots will not.
 
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