The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

League Forums

Main - Suggestion Box

Re: Draft: Rounds 5,6 & 7

By Pernbronze
4/28/2017 4:35 pm
For 2 rather than scouting going to players have a large amount of scouting but do it by individual attribute. Also the person who chooses to scout gets a slightly better knowledge of the scouted attribute (say 1%) this gives encouragement to scout who you want while not being significant enough to encourage multi's. Doing it by attribute will be more in line with reality though in that everyone becomes enamored with say a QB's Arm strength, they often overlook his vision (Jay Cutler), or someone is really good everyone scouts him thoroughly (Andrew Luck). Though I would suggest a sim thing to compile a college season of stats. This will give a little bit better chance to selecting the better player early (but obviously not a sure thing). Those players with high stats will obviously be the most scouted for their attributes and players who say got a tough schedule and bad team but were great will slip deep into the draft. Scouting will parse out the worst of the high stat guys from early rounds but you'll still get great guys available in the middle and diamonds in the rough available late.

Edit: I would also not include overall or indicate openly (like percent scouted or anything) that scouting has been done, this will allow that guy who finds that diamond in the rough a chance to keep him secret though anyone who looks at the player will still see that same scouting and could still poach him but someone would have to be looking.
Last edited at 4/28/2017 4:41 pm

Re: Draft: Rounds 5,6 & 7

By parsh
4/28/2017 4:38 pm
Brrexkl wrote:
jdavidbakr wrote:
I've been thinking a lot about this, and here's an idea I'd like to float:

1) Mask player ratings. Each player will be assigned an independent 'error' range that determines the size of the scouting error. It would be from 25% of the bar to 60% of the bar. On the player card, you would see this bar for each attribute, and each attribute's max value would be somewhere inside that range, but there would be absolutely no indication as to where within that range it might be.
2) Scout points - I've been leery to implement something like this because of the potential for encouraging multis, but what if when you scouted a player it unlocked it for everyone? So, basically, each team has, say, 5 players that they can scout. If every team scouts their 5 player allotment, 165 players would get scouted. (That might be too much, maybe it should just be 2 scout points per team) Scouting a player would reduce the scouting error by half - so if the player's unscouted range was 30%, it would reduce it to 15%; if their range was 50%, it would reduce it to 25%.
3) As soon as you draft the player and he appears on your team, the scouting rating is removed and replaced with the regular ratings.

This would make high draft picks even more risky - do you take that player that could be rated anywhere from 50 to 100, or do you take the one who is between 70 and 85? - and would hopefully make later round draft picks more interesting - ideally this would improve the quality of picks in the later rounds by increasing the likelihood of less quality picks in the early rounds. Of course, once the draft is over, all remaining rookies would have their scouting masks removed (which would also possibly make late free agency more interesting as there would be more likelihood of good players having gone undrafted).

Thoughts?


I don't like 2. But I like some of the idea of 1.

We need Scouts. Investing in Good Scouts gets you the best Information. But even the Best Scouts have a Margin of Error. This goes with Masking the Skills.

Would be even better to have a Team of Scouts, not just a Single Scout. Each could have a Speciality or grouping of Positions, like in real life. You don't want your QB Scout telling you about Corner Backs.

But yes, masking these Scores and making us do some work to find Players would make the Draft 100% different, and I think more engaging and enjoyable.


Let your PCs double as position scouts .. they are essentially worthless as PCs and maybe owners like me might open the wallet and pay them more .. lol

Re: Draft: Rounds 5,6 & 7

By Pernbronze
4/28/2017 4:45 pm
parsh wrote:
Brrexkl wrote:
jdavidbakr wrote:
I've been thinking a lot about this, and here's an idea I'd like to float:

1) Mask player ratings. Each player will be assigned an independent 'error' range that determines the size of the scouting error. It would be from 25% of the bar to 60% of the bar. On the player card, you would see this bar for each attribute, and each attribute's max value would be somewhere inside that range, but there would be absolutely no indication as to where within that range it might be.
2) Scout points - I've been leery to implement something like this because of the potential for encouraging multis, but what if when you scouted a player it unlocked it for everyone? So, basically, each team has, say, 5 players that they can scout. If every team scouts their 5 player allotment, 165 players would get scouted. (That might be too much, maybe it should just be 2 scout points per team) Scouting a player would reduce the scouting error by half - so if the player's unscouted range was 30%, it would reduce it to 15%; if their range was 50%, it would reduce it to 25%.
3) As soon as you draft the player and he appears on your team, the scouting rating is removed and replaced with the regular ratings.

This would make high draft picks even more risky - do you take that player that could be rated anywhere from 50 to 100, or do you take the one who is between 70 and 85? - and would hopefully make later round draft picks more interesting - ideally this would improve the quality of picks in the later rounds by increasing the likelihood of less quality picks in the early rounds. Of course, once the draft is over, all remaining rookies would have their scouting masks removed (which would also possibly make late free agency more interesting as there would be more likelihood of good players having gone undrafted).

Thoughts?


I don't like 2. But I like some of the idea of 1.

We need Scouts. Investing in Good Scouts gets you the best Information. But even the Best Scouts have a Margin of Error. This goes with Masking the Skills.

Would be even better to have a Team of Scouts, not just a Single Scout. Each could have a Speciality or grouping of Positions, like in real life. You don't want your QB Scout telling you about Corner Backs.

But yes, masking these Scores and making us do some work to find Players would make the Draft 100% different, and I think more engaging and enjoyable.


Let your PCs double as position scouts .. they are essentially worthless as PCs and maybe owners like me might open the wallet and pay them more .. lol


I still think PC's should be able to grow players above their starting final value, thats their whole job in real life. Even a guy off the street being taught by Jon Gruden is going to improve his knowledge of QB especially with more time with him.

Re: Draft: Rounds 5,6 & 7

By Booger926
4/28/2017 5:58 pm
jdavidbakr wrote:
I've been thinking a lot about this, and here's an idea I'd like to float:

1) Mask player ratings. Each player will be assigned an independent 'error' range that determines the size of the scouting error. It would be from 25% of the bar to 60% of the bar. On the player card, you would see this bar for each attribute, and each attribute's max value would be somewhere inside that range, but there would be absolutely no indication as to where within that range it might be.
2) Scout points - I've been leery to implement something like this because of the potential for encouraging multis, but what if when you scouted a player it unlocked it for everyone? So, basically, each team has, say, 5 players that they can scout. If every team scouts their 5 player allotment, 165 players would get scouted. (That might be too much, maybe it should just be 2 scout points per team) Scouting a player would reduce the scouting error by half - so if the player's unscouted range was 30%, it would reduce it to 15%; if their range was 50%, it would reduce it to 25%.
3) As soon as you draft the player and he appears on your team, the scouting rating is removed and replaced with the regular ratings.

This would make high draft picks even more risky - do you take that player that could be rated anywhere from 50 to 100, or do you take the one who is between 70 and 85? - and would hopefully make later round draft picks more interesting - ideally this would improve the quality of picks in the later rounds by increasing the likelihood of less quality picks in the early rounds. Of course, once the draft is over, all remaining rookies would have their scouting masks removed (which would also possibly make late free agency more interesting as there would be more likelihood of good players having gone undrafted).

Thoughts?


I still say only putting out A+ thru F- scores for 40 yard dash, (speed) bench press, (strength) vertical jump, (lower-body explosion and power) broad jump (lower-body explosion and lower-body strength), 3 cone drill (agility), 20 yard shuffle, and 60 yard shuffle (lateral quickness and explosion in short areas) and then an overall Average letter grade (Volatility) on draft prospects would increase the 5th thru 7th round draft interest.
These letter grades can then be changed to numerical values after a player is drafted.

Re: Draft: Rounds 5,6 & 7

By Pernbronze
4/28/2017 6:02 pm
Booger926 wrote:
jdavidbakr wrote:
I've been thinking a lot about this, and here's an idea I'd like to float:

1) Mask player ratings. Each player will be assigned an independent 'error' range that determines the size of the scouting error. It would be from 25% of the bar to 60% of the bar. On the player card, you would see this bar for each attribute, and each attribute's max value would be somewhere inside that range, but there would be absolutely no indication as to where within that range it might be.
2) Scout points - I've been leery to implement something like this because of the potential for encouraging multis, but what if when you scouted a player it unlocked it for everyone? So, basically, each team has, say, 5 players that they can scout. If every team scouts their 5 player allotment, 165 players would get scouted. (That might be too much, maybe it should just be 2 scout points per team) Scouting a player would reduce the scouting error by half - so if the player's unscouted range was 30%, it would reduce it to 15%; if their range was 50%, it would reduce it to 25%.
3) As soon as you draft the player and he appears on your team, the scouting rating is removed and replaced with the regular ratings.

This would make high draft picks even more risky - do you take that player that could be rated anywhere from 50 to 100, or do you take the one who is between 70 and 85? - and would hopefully make later round draft picks more interesting - ideally this would improve the quality of picks in the later rounds by increasing the likelihood of less quality picks in the early rounds. Of course, once the draft is over, all remaining rookies would have their scouting masks removed (which would also possibly make late free agency more interesting as there would be more likelihood of good players having gone undrafted).

Thoughts?


I still say only putting out A+ thru F- scores for 40 yard dash, (speed) bench press, (strength) vertical jump, (lower-body explosion and power) broad jump (lower-body explosion and lower-body strength), 3 cone drill (agility), 20 yard shuffle, and 60 yard shuffle (lateral quickness and explosion in short areas) and then an overall Average letter grade (Volatility) on draft prospects would increase the 5th thru 7th round draft interest.
These letter grades can then be changed to numerical values after a player is drafted.


Can't say I like that idea it just doesn't give you a good idea of the player because you are only bringing part of the scouting process and not being able to watch tape of the player for functional comparisons to the attributes it kind of makes a mess and would cause more total annoyance than it would interest in the later rounds.

Re: Draft: Rounds 5,6 & 7

By raymattison21
4/28/2017 7:21 pm
Put it in the test leagues I will bust it. Or boom it.....might be a better way to put it. There has to be no mathematical tell. That is the only way . ...or have another type hidden volatility rating that disguises the range that is available to be seen. I Like this one but it's almost like we need a range within a range so every volatile player does not give away his movement . Possibly expanding the scale past 100 or below zero is the trick. Guys still fall in ranges but there will be no tell which way they will go