Contracts for rookies ???

Re: Contracts for rookies ???

Postby zac » Wed Nov 23, 2022 12:07 am

Yeah, bonus logic is hard to get right even in other games so understand there and why mentioned long-term may be nice just to have option to turn off for leagues.

As for position stuff, it for sure is related partly to position maxes which makes sense as current system will be limited in that regard as there may be some differences when moving player positions based only on position maxes. But for the other part of the formula that feeds off of overall ratings, it would be nice if would be strictly based on best overall and just listed position overall but know easier said than done. But if that was done at least would help with drastic fluctuations in demands based on positions in leagues where most position maxes are pretty close.

May have been a bit unclear or harsh if sounded like the game didn't have "diamonds" or different arcs. It does. Maybe more point was more focused on player declines and how it ties into contracts. On a macro scale, with certain settings player regression is pretty good but to me at least just felt a bit too consistent player to player to point that even with high regression setting, offering a 30-year-old CB a 3-4 year deal didn't feel at all risky (unless they were borderline already barely playable). But that really wasn't the main point of post. The main point was all the workarounds leagues can need to do to avoid the bonus issues (players taking $4 mil offer instead of $20 mil) and signing guys cheap only because they are not listed at their best position.
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Re: Contracts for rookies ???

Postby clamel » Mon Dec 12, 2022 7:26 am

Brooks, it looks like I'm far from alone wishing a little bit more complex financial system.
If Madden game can come much further than this DDS should pick up a real look into this and easily be at least focusing on how plain bonuses works to handling cap. Too often when I asked for something to be enhanced you Brooks have answered that it is not possible to go all-out getting it 100% correct. I'm not after that at all, but just make it a bit deeper. Like in this YT the start talking about cutting Jared Goff, with no penalty at all. That is not realistic. With a bonus system set the AI should be more realistic in cutting or trading players just as us gamers.
So it's a big step to make what is today deeper by adding a better bonus handlingsystem. I should be able to offer a player a bonus that will split up on the years he is offered then of course be a cap issue when it comes to cutting and even trading the player. All the tuning of weird bonuses in real life is not necessary at all. But perhaps be able also to not have straight back or front loaded salary. Make it possible to select each year salary in a multiyear contract. These parts will go a huge way towards a better and fun game to handle as a manager.
Perhaps have the option to tick, Advanced financial or Not. A game for casual and more deeper player. Think the football fans needs this type of game.

Look at the video and see we are a bunch wishing for a better managertype financial in handling our teams. We are playing a manager game, not pure arcde game with some financial.

https://www.youtube.com/watch?v=GBDEFNuIn5Q
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Re: Contracts for rookies ???

Postby brooks_piggott » Tue Dec 13, 2022 11:50 am

The game already has a cut penalty set up exactly for this reason.

For contracts we're trying to distill this: https://overthecap.com/contracts into something more manageable for users. For Patrick Mahomess you can look at https://overthecap.com/player/patrick-mahomes/5594 and take a look at how complicated the real salaries are. At face value people see 10 years/450 million and just think 45 mil per year, but that's not even remotely how it works when you factor in signing bonuses, guaranteed money, cap hits etc. So DDSPF basically gives Mahomes a 45 million dollar deal which most people are going to be familiar with, and then you use the cap drop penalty to simulate how much of that is guaranteed. In Mahomes case he's really only guaranteed 63 million (although it changes each year) so if you set a cut % of 15% that would get you there, only instead of having to fill out a full on excel spreadsheet for each contract we can do it with one number and then allow some customization through front/back loading. Easier for casual users to manage, and still recognizable to hardcore users that want the numbers to look like NFL numbers.

Could we unlock it all and make every contract editable? Where you fill in a contract number, a guaranteed number, and a bonus number for each year? Maybe that's where we go... it would mostly take a full release to get there due to all the existing contract conversions, displays of data, additional calculations and AI around it, along with advanced/simple options for people who don't see it as more fun, but it's definitely something we can take a look at.

The 500k issue for in game free agents will probably always be there. In cases where people do not sign enough players, or run out of money, there needs to be a way to sign players for the minimum or the game won't allow you to proceed and you'd have to start over. If 500k is too low feel free to change the finances to bump it up. If too many players are ending up in free agency then you can either raise cap, or lower the high end of some positions to free up more money for people to use. We've also been adjusting via patches the likelihood of top players ending up there, but again, depending on how you have finances set up can drastically affect things. Could be we adjust the logic here so if you're in the top 10-25% of existing FA's you ask for more than minimum and things of that nature so you can only get filler players for the minimum. I'll have to think on it more. The larger issue is who is ending up in the pool, not necessarily the minimum contract thing.
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