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Post by jestor on Oct 15, 2013 9:44:52 GMT -5
Tying it to winning percentage is a pretty bad idea, IMO. I see where it makes sense in theory, but it's just going to make the rich richer.
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Post by andrei (POR) on Oct 15, 2013 9:52:53 GMT -5
well the rich are not going to get a better pick - they are still picking late and still have to write articles but not as many... Also, to add a motivation to actually win. I though the main idea of playing is to win but does not look like it tbh
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Post by jestor on Oct 15, 2013 9:55:40 GMT -5
But they'll have a much better success rate of getting steals.
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Post by andrei (POR) on Oct 15, 2013 9:57:47 GMT -5
there you go - motivation to win if there is a steal in there, of course. and the losers still have the same chance - they just have to write the articles...
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Post by kgdobby (OKC) on Oct 15, 2013 10:06:55 GMT -5
I understand that this is very media driven league but why are all rewards related to writing articles? At this stage I am barely reading them as it seems they are written for the sake of writing one rather than people having an interesting thought/news they want to share. And people adding comments for the sake of adding them (my personal opinion only). How about rewarding people for improving their team? I see teams that are obviously going to tank next season and their reward is high picks. What about teams that are on their way up? Are winners rewarded somehow? How about If month on month your winning % is higher than last year then you get a contribution to the Scouting level. May have missed a post on that somewhere… I agree with this. There has to be some incentive tied to winning % or even making the playoffs...we still don't have a deterrent from tanking your team or purposely underperforming for a better pick.
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Post by jestor on Oct 15, 2013 10:19:24 GMT -5
Well, the mass tanking right now is because there's three teams (Miami, Oklahoma City, Clippers) who are so dominant and so far ahead of anyone else that there's no real sense in challenging them. It's going to take a few seasons for better league parity to settle in.
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Post by orangeparka (MIA) on Oct 15, 2013 10:42:13 GMT -5
Another thing: how about making all in-season scouting just letter grades? Leave the numbers to combine workouts. That way, there's some difference between scouting and combine, and it gives us a somewhat different perspective.
Because as presented, the silver/gold scouting would basically be the same as combine workouts.
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Post by Myles (SAS) on Oct 15, 2013 11:32:11 GMT -5
No, silver is letter grades only too, and gold has the choice between number or letter.
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Post by Myles (SAS) on Oct 15, 2013 12:52:15 GMT -5
I understand that this is very media driven league but why are all rewards related to writing articles? At this stage I am barely reading them as it seems they are written for the sake of writing one rather than people having an interesting thought/news they want to share. And people adding comments for the sake of adding them (my personal opinion only). How about rewarding people for improving their team? I see teams that are obviously going to tank next season and their reward is high picks. What about teams that are on their way up? Are winners rewarded somehow? How about If month on month your winning % is higher than last year then you get a contribution to the Scouting level. May have missed a post on that somewhere… Well as I said, it isn't JUST media, there's matchup of the sim, cyrisnyte's betting thread, and other opportunities throughout the year yet to be determined. But because what drives great sim leagues, historically, is media; we want to emphasize that. Media keeps leagues together and keeps them going because instead of everyone being just another GM who might as well be AI, we are all real people with real outlooks and real philosophies, etc. It brings us together as a league. Agree with Jestor, the winning % thing just allows the rich to get richer. I could see giving playoff teams an extra scouting period maybe but I'm not going to hand them Gold or Silver scouting due to their team doing well. And also, as for the preventing of tanking thing that kgdobby posted about, if people TANK, there will be repercussions. Period.
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Post by kgdobby (OKC) on Oct 15, 2013 13:04:56 GMT -5
Thanks Myles. Good insight.
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Post by andrei (POR) on Oct 15, 2013 13:09:07 GMT -5
well I did mention that it contributes to the level only, but does not necessarily guarantee it i.e as a playoff team you write one or two less articles to reach the same level... I still believe that year on year is better as you never know if you reach playoffs or not but can be rewarded for having a better team at any time during the season
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Post by jinx (CLE) on Oct 15, 2013 15:19:54 GMT -5
Tying it to winning percentage is a pretty bad idea, IMO. I see where it makes sense in theory, but it's just going to make the rich richer. This!
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Post by cyrisnyte (WAS) on Oct 15, 2013 15:24:30 GMT -5
I have to say I'm pretty excited about the changes. Just the idea that my betting forum will help with obtaining higher levels of scouting is some cool news. I like the idea overall.
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Post by jinx (CLE) on Oct 15, 2013 15:39:47 GMT -5
Just some feedback from me:
If you use letter grades I'd like to know what they correspond to. Like if something says A+ I want to consult a table to know that means 95-100 for example so I can map out what a player might look like. A bit like what's on the first page of this thread.
I think scouting potentially 36 players or whatever it could be is pretty realistic. Any less than that and you're guessing which takes a lot of fun out of it. The more information people have after putting in the work the better. I scouted the majority of times this season, usually only scouting players once, and ran out of draft targets for the 31st pick.
I'd prefer to see some of the intangibles broken up. Like durability might be more important to me than other factors but I might get a C- and get thrown off a player when his durability could just be really high and brought down by other ratings.
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Post by Sun Scorched (CHA) on Oct 15, 2013 16:00:56 GMT -5
In my experience, and across life (not just online basketball sims), keeping things simple can still provide for a more comprehensive experience. I understand the different tiers (Gold, Platinum, Kryptonite, etc.)... but here is my recommendation:
Keep the number of scouts as a concept and simply create a schedule for what each scout will provide. Here is what I mean:
Per Scouting Period: 1 Wiretap Article = 1 Scout (set a word count min) 1 "Full" Article = 3 Scouts (set a word count min) (insert additional ways to earn scouts here, participation in events, etc.)
Note: The goal here shouldn't be quantity, but quality. I'm sure I'm guilty of this as well, we're all busy IRL, but some of the "full" articles were crap and required little thought. IMO, articles about the salary cap, draft boards, league projections, rookies (based on more than just guesswork) etc. are all worthy of attention. The umpteenth article about how amazing your team is - isn't.......
What Scouts Accomplish: 1 Scout = Current Letter Grades 2 Scouts = Potential Letter Grades 3 Scouts = Current Number Grades (+/- 3) 4 Scouts = Potential Number Grades (+/- 5)
Note: I would like to include intangibles in the scouting letter/number grade system (i.e., DRFL, IQ, PER, etc.)
With the potential for other additional info, like: 5 Scouts = Current Shooting %s (+/- 3) 6 Scouts = Potential Shooting %s (+/- 5)
So, if I write 1 league article and 2 wiretap articles for every scouting period (assuming 8? scouting periods) I will have 24 scouts, but I can do several different things ranging from scouting current letter grades on 24 players to fully scouting 6 players (through potential # grades). Of course, I can do more and scout more players/players more fully.
To conclude: Focus everything on the accumulation of scouts, then define what those scouts can accomplish. Tiered systems with different teams moving in and out of each tier each scouting period sounds like a headache to track.
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