I wanted to write a little bit on player values vs trades. One of the great things I've seen recently are managers using the trade wire to move players off their rosters and to acquire players, rather than using only the UFA system. I know this trend is, in part, a limitation of UFA signings per season, per team currently 2.
Player values are formuled by individual skills and age. The per ball value is a secret, but generally each skill has a different weighted measure. Skills used more to create a player's performance have a greater influence on the Player Value. The younger the player (the more potential for development) the greater the player's value.
More importantly, a player's value is the basis for: SALARY. An 18 year old valued at 150k makes about 1500 per week, but that player could be in the 500k range, and demanding 5000 per week.
The Player's Value should be a guideline, not final judgement of the player's worth. As such the better way to approach selling or buying a player is to start with a lower initial offer. Managers buying a player obviously cannot bid lower than the initial asking price. But by not bidding tells the selling manager the offer is too high.
I've seen some players with low core skills (AVG, POWER, EYE) and (FB, CB, Control) go for some large trade prices. I think the bids were based on the player's value rather than their worth. It may also be there is a lot more money floating around BBZ than just a month ago so price is negligible. This also means inflation! Just some food for thought.
I'm looking for suggestions to improve the balance of trades and UFA signings. There are probably 100 ways to change it, but I need to hear from the managers as a whole to get a clear idea for a direction to go. Your thoughts can be posted here.
Baseballczar is a baseball manager sim made for the fan that needs baseball all year. Here we discuss baseball and our site. Baseballczar
Saturday, April 23, 2011
Friday, April 15, 2011
Delayed Games, Player Transactions and Your Help
Games were delayed for about half of the Baseballczar teams Thursday. This affected R.II to R.XVI. Friday a manager alerted me to the delay. But what I found as the problem, has lead to a good discussion about improving how managers can develop a team. For that I started a discussion on Facebook. The rest of the blog concerns the game delay.
NOTE: Fielder/Hitters Game Roster must have 15 players (9 Man Lineup/6 on the Bench).
Pitching Game Roster 10 players. (5 starters/5 Bullpen).
The Event:
When the Sim starts to play a game it gathers all the resources, ie team lineups, rotations. One of the first things it parses is the data showing "Who" the starting pitchers are for a specific game. The Sim's very next step is to update that data to indicate the NEXT starting pitcher for the next game.
If some of the resources are missing the Sim goes into a loop waiting for the resources: In this case one player missing from a game roster. So every time the Sim would pull the starting pitcher it would update the next game's starting pitcher, and try to load the fielder/hitter game roster. When it saw a hitter was missing the Sim would go back into the loop and try to restart the game, repeatedly loading and updating the starting pitcher for the next game.
In the browser this would appear as the "Next" star
jumping around from one pitcher to the next. As a manager would be looking at the pitching roster the Sim is literally trying to run the game and resetting the starting pitcher over and over again.
What happened?
The bug here is the game lineups and rosters, this includes the bench and bullpen. If a manager releases or trades a player on the game roster and does not replace that player on the roster the Sim will go into a loop as described above. This will happen whether there is a missing pitcher or batter. I will admit I knew this could be a problem as I knew of the bug. Overall it hasn't been a problem but with more managers playing I'm making this the priority for further development.
The Fix:
Initially I will change the "release" and "trade" functions to prevent players from being put in a position to vacate a game roster spot. When a manager releases a player the Sim will check the given game roster to check if it is affected by the player move. Trades are trickier because a player can be on the trade wire, but possibly not traded. Moving the player off a game roster until the trade is done doesn't make sense. The Sim will message managers before allowing roster moves that affect the game. To kill 2 birds with one stone my idea was to require teams to have +1 player to make roster moves.
+ 1 Concept:
Require Fielder/Hitters Game Rosters to have 15 + 1 to make a roster move, Pitching Game Rosters 10 + 1. This would only be required if the team wanted to make at least 1 player roster move. Managers would then just need to swap the player out, or have the Sim put the player in the game roster spot automatically.
On Facebook:
A manager I discussed this with pointed out the limitations of 2 UFA's per season in trying to keep the roster legal. So I'm asking managers to comment either on this blog or at facebook. FB Discussion
How can we better balance UFA, RFA Trades and player development to give managers more team development options?
Anyone can comment on this blog, no membership required.
Thanks,
RG
NOTE: Fielder/Hitters Game Roster must have 15 players (9 Man Lineup/6 on the Bench).
Pitching Game Roster 10 players. (5 starters/5 Bullpen).
The Event:
When the Sim starts to play a game it gathers all the resources, ie team lineups, rotations. One of the first things it parses is the data showing "Who" the starting pitchers are for a specific game. The Sim's very next step is to update that data to indicate the NEXT starting pitcher for the next game.
If some of the resources are missing the Sim goes into a loop waiting for the resources: In this case one player missing from a game roster. So every time the Sim would pull the starting pitcher it would update the next game's starting pitcher, and try to load the fielder/hitter game roster. When it saw a hitter was missing the Sim would go back into the loop and try to restart the game, repeatedly loading and updating the starting pitcher for the next game.
In the browser this would appear as the "Next" star
What happened?
The bug here is the game lineups and rosters, this includes the bench and bullpen. If a manager releases or trades a player on the game roster and does not replace that player on the roster the Sim will go into a loop as described above. This will happen whether there is a missing pitcher or batter. I will admit I knew this could be a problem as I knew of the bug. Overall it hasn't been a problem but with more managers playing I'm making this the priority for further development.
The Fix:
Initially I will change the "release" and "trade" functions to prevent players from being put in a position to vacate a game roster spot. When a manager releases a player the Sim will check the given game roster to check if it is affected by the player move. Trades are trickier because a player can be on the trade wire, but possibly not traded. Moving the player off a game roster until the trade is done doesn't make sense. The Sim will message managers before allowing roster moves that affect the game. To kill 2 birds with one stone my idea was to require teams to have +1 player to make roster moves.
+ 1 Concept:
Require Fielder/Hitters Game Rosters to have 15 + 1 to make a roster move, Pitching Game Rosters 10 + 1. This would only be required if the team wanted to make at least 1 player roster move. Managers would then just need to swap the player out, or have the Sim put the player in the game roster spot automatically.
On Facebook:
A manager I discussed this with pointed out the limitations of 2 UFA's per season in trying to keep the roster legal. So I'm asking managers to comment either on this blog or at facebook. FB Discussion
How can we better balance UFA, RFA Trades and player development to give managers more team development options?
Anyone can comment on this blog, no membership required.
Thanks,
RG
Sunday, April 10, 2011
New Players Names!!
Ok this is less dramatic than adding a date to the training page(see "Dates Are Here"). Due to more back ground updates managers will see less repetitive player names starting at Rookie XXII and higher, and also with the two 18 year old rookies signed to each team at the start of the new season. As time goes on newly named players will be at every corner of Baseballczar.
Background on the names
When I started developing and creating players I used a short table of 36 names. Literally I would randomly pull a first name and last name, smack them together and voila! Instant player. So many of the names are pulled from friends and family, with no intent to actually say that player is this person. But it did make for a very repetitive name frequency and sometimes funny combinations, at least to me.
New Name Table
With the help of the US Census, I pulled the most common 1200 US Men's first names, then the 1200 most common last names...mine was not among them! I did not alter the list or omit any names just took 1 to 1200. This combination provides 1.48 million unique names and I hope we run through all of them.
To use all the names, Baseballczar would have to grow to 37149 teams divided into 6191 leagues if we stay with 40 man teams and 6 team divisions.
Thanks
RG
Background on the names
When I started developing and creating players I used a short table of 36 names. Literally I would randomly pull a first name and last name, smack them together and voila! Instant player. So many of the names are pulled from friends and family, with no intent to actually say that player is this person. But it did make for a very repetitive name frequency and sometimes funny combinations, at least to me.
New Name Table
With the help of the US Census, I pulled the most common 1200 US Men's first names, then the 1200 most common last names...mine was not among them! I did not alter the list or omit any names just took 1 to 1200. This combination provides 1.48 million unique names and I hope we run through all of them.
To use all the names, Baseballczar would have to grow to 37149 teams divided into 6191 leagues if we stay with 40 man teams and 6 team divisions.
Thanks
RG
Wednesday, April 6, 2011
DATES ARE HERE!!!
So I've been working on some background tasks the sim carries out. One of those is regulating when players train. Since I updated the training part we can now see WHEN the players actually trained!! I know this is too exciting for everyone to contain themselves. Feel free to facebook us, or tweet about it.
All kidding aside this does finally put player training in context each day. I promise a better training system is on the way, until now I hope this helps.
Tips about Player Training:
1) Players are night owls and train at 4a EDT/1aPDT.
2) Players train every day, no days off.
3) It takes any where from 20 to 50 training days for a player to move one ball in skill.
4) Players can have "half balls. ie a player with a 6 in a Speed could be 5.9 to 6 + on the skill scale. You, as the manager, only get the whole number.
5) Players older than 29 no longer improve in any skill
6) If a player has a "---" on the Set Training Page, it means they are not set to train in any skill.
7) If the player is below the "no improvement" line, it means the player is maxed in a skill or not set to train in any skill
8) ALL players can improve to 4 in each skill, No Player can be better than a 10
9) Players Max Skill is secret, most players are not 9 or 10.
Good Luck!
RG
All kidding aside this does finally put player training in context each day. I promise a better training system is on the way, until now I hope this helps.
Tips about Player Training:
1) Players are night owls and train at 4a EDT/1aPDT.
2) Players train every day, no days off.
3) It takes any where from 20 to 50 training days for a player to move one ball in skill.
4) Players can have "half balls. ie a player with a 6 in a Speed could be 5.9 to 6 + on the skill scale. You, as the manager, only get the whole number.
5) Players older than 29 no longer improve in any skill
6) If a player has a "---" on the Set Training Page, it means they are not set to train in any skill.
7) If the player is below the "no improvement" line, it means the player is maxed in a skill or not set to train in any skill
8) ALL players can improve to 4 in each skill, No Player can be better than a 10
9) Players Max Skill is secret, most players are not 9 or 10.
Good Luck!
RG
Friday, April 1, 2011
New Team Account Balences Starting
Starting Sunday April 3, 2011 team expenses will be calculated and taken out at midnight. Additionally all teams will now receive weekly sponsorship money based on their current Division, this is new money with Game Receipts.
We are trying to make revenue important part of BBZ. Bankruptcy is also in the future, this is step towards that.
The breakdown is below:
MLB $50,000
AAA $45,000
AA $40,000
A $35,000
R $30,000
Thanks
RG
We are trying to make revenue important part of BBZ. Bankruptcy is also in the future, this is step towards that.
The breakdown is below:
MLB $50,000
AAA $45,000
AA $40,000
A $35,000
R $30,000
Thanks
RG
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