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Old 08-13-2009, 05:38 AM   #48 (permalink)
Biggio509
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Quote:
Originally Posted by lawrence97 View Post
Suggestion

In my historical leagues, too many 3/4 star players have had ridiculous high contracts because teams just kept bettering each other with contracts.
It sounds more like there is a problem with supply or demand rather than team behavior. A couple of questions. Do the team revenues and budgets seem realistic for the time period. For instance do teams have 2009 budgets based on market size? Secondly what is the distribution of players, is the conversion of stats to rating causing a lot of players to be underrated in power and therefore overall because the game is putting a modern weight on power in the overall rating calculation? For instance Ceasar Cedeno was a star in his day, he rarely hit over 15 HRs, he would likely not even be rated 70/80 in the game if the ratings are done the same way as they are for modern players. His power numbers would kill him. This could cause a huge void in quality players for the era causing teams to have exterme demands for the few power hitters that get the 60-70 ratings (3-4 stars I believe).

I would say think supply might be the issue. In fictional leagues, when looking at trades it seems too many teams have too many guys in red rating numbers and not enough just yellow. In historical leagues, if you are only importing rookies and no drafting is occurring then it means you don't have guys in the minors who could be called up in case of an injury. Even if you have minor league players it is likely a lot of guys who didn't play much but could have been a replacement simply are not in the game. If your minors are relatively empty there is likely a lot fewer players available to bid on than in real life. Lack of players will drive up bids. Too much money chasing too few goods will always cause prices to rise. It could be a sign the markets are working perfectly, the problem is supply and/or demand may not be correct to get real world prices.

In my fictional leagues I draft with budgets that real teams have and the market levels adjust. I have made some mistakes without a doubt in my contract negogiations but I rarely find teams that can't make trades due not to be able to afford contracts. I also find I often sign free agents at less than what they demand. The demand side is properly controled by the budgets that the game creates after the draft, which were based on real world budgets. A good distribution of players and full minors keeps the supply side working right. Sure player demands are sometimes unreasonable but often the unreasonable demanders settle on a reasonable price. I think the problem lies somewhere in the historical importation of players and not in the game itself. If this is implemented please allow it to be turned off for players who do not play historical leagues.

"Inflation is always and everywhere a monetary phenemom"
Milton Friedman
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