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#1 (permalink) |
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Minors (Single A)
Join Date: Mar 2002
Location: Overland Park, KS
Posts: 69
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Financial Model
In general, in what way has the financial model been improved/tweaked?
It seemed like in 2006 the financials were difficult to figure out (I had teams accumalating mass amounts of cash and it was difficult to find the right settings.) It was a good game, but I eventually ended up shelving 2006 because of this. I did see one item in the changelist that has free agents basing their salary demands on the current market. |
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#2 (permalink) | |
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Hall Of Famer
Join Date: Aug 2006
Location: Yankee Stadium, back in 1998.
Posts: 8,020
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Quote:
EDIT: I don't know about cprongs2, but I'm talking about the Front Office Finances Page, how to understand that better, not necessarily the entire underlying financial module. Last edited by 1998 Yankees; 01-31-2007 at 08:03 PM. |
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#6 (permalink) | |
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Minors (Single A)
Join Date: Mar 2002
Location: Overland Park, KS
Posts: 69
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Quote:
The issue I eluded to in my previous post was that franchises, after simming a few years with the game's no revenue sharing feature turned on (I believe), could accumalate huge amounts of cash after simming about 3 or 4 years. AI GM's would have their budgets set at $300,000,000 or so. The only way to balance this was to every year cut back on merchandising revenue, media revenue, etc. until you found a balance. If you cut too much monies out of the franchises' cash flows, you'd end up with a number of great players left in free agency because there was no cash left in the GM's budgets to sign them. This was also due to the fact that a player with a certain level of talent demanded a certain level of $$$$ (which was editable, but a bit tedious when trying to find that 'financial balance.') I think with players now adjusting their salary demands with the current market may take care of most of this. (I definitely can't wait to try it out.) With regards to revenue sharing, it seems that franchises that were over spending at times were actually being rewarded with revenue sharing $$$ by teams who could balance their budget. (Please correct me if I'm wrong on this one, I only tried revenue sharing a few times) So, I'm curious as to know if any other financial tweaks/improvements/additions there are to make a more user friendly and workable financial model. There wasn't a section dedicated to financials on the changelist, so it made me a little curious.
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#7 (permalink) |
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Hall Of Famer
Join Date: Mar 2002
Location: Tampa, FL USA
Posts: 4,276
Thanked 43x in 29 posts
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I can tell you players now adjust their demands based on the amount of cash available in the "universe". That helps to keep the cash from building up.
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#9 (permalink) | |
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Hall Of Famer
Join Date: Aug 2006
Location: Yankee Stadium, back in 1998.
Posts: 8,020
Thanked 525x in 353 posts
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#10 (permalink) |
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All Star Reserve
Join Date: Mar 2006
Location: The People's Republic of Yankeestan
Posts: 653
Thanked 7x in 5 posts
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Is it still necessary to starve lesser leagues of cash & attendance in order to prevent top-notch stars from higher leagues in their prime from defecting to the lesser leagues?
Is there some sort of league prestige rating, similar to the player popularity rating, which will enable lesser leagues to enjoy reasonably high attendance without reaping the financial rewards that enable them to sign star players away in the first place? |
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#11 (permalink) | |
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Minors (Single A)
Join Date: Mar 2002
Location: Overland Park, KS
Posts: 69
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Quote:
Another issue I was having with 2006 is that when teams would accumalate $$$$, and when a ton of high priced talent would come available during free agency, the team would sign them to high $$ long term contracts because the Owner would set the GM budget real high, and as a result the franchise would be in financial ruin in a couple of years...hahahaha....but, maybe this would be corrected now. This sounds like to me that this would do away with the salary 'tiers' per talent level altogether as well? When I saw the list of changes, I assumed this was getting a lot attention but I didn't know. I'm glad to hear it is.
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#12 (permalink) | ||
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Hall Of Famer
Join Date: May 2004
Posts: 4,298
Thanked 340x in 162 posts
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Another thing that's gonna help is that you now have the option of allowing visiting teams to take a percentage of gate receipts. That was the earliest form of revenue sharing baseball ever had, and it led some teams (the 1890s Washington Nationals and 1899 Cleveland Spiders, most notably) to stop scheduling home games because they'd pull a better profit on the road.
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#13 (permalink) |
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All Star Starter
Join Date: Jun 2004
Location: In the vicinity of Buffalo,NY
Posts: 1,624
Thanked 9x in 8 posts
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ermmm...its improved, but we are still working at taking care of some things in this area---I think this could be the area where we see the greatest improvement over the next month or so...we are really trying to get some things incorporated in here....
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#14 (permalink) |
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Hall Of Famer
Join Date: Nov 2002
Posts: 2,724
Thanked 255x in 119 posts
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I've been involved in testing the front office functionality and I can tell you that the financial engine of the game hasn't changed dramatically to this point. The front office screen has been reworked to be more intuitive, there are some enhancements to the contract AI, and there's a new setting to give the road team a percentage of the attendance revenue at games.
Part of the reason that there hasn't been a huge amount of change is that Markus hasn't had time to do it given some of the other things he was addressing. There have been a number of suggested enhancements to the financial model, but they haven't made a lot of sense unless there was time to address many of them together. The potential for throwing the whole model further out of balance was certainly there. All that said, there's still a large potential for getting unbalanced finances if the league settings aren't configured correctly. I'm currently in the process of working on suggested financial settings that will help create a balanced financial universe under a variety of styles of play. I hope to make this available to the OOTP community when the game is released. At this point, the game functions relatively well with certain settings, but goes out of balance when those settings are changed. This is something I hope my suggestions can address by the time the game is released. There's also a group of rather dedicated beta testers in addition to myself who continue to scrutinize the current model to see if we can make suggestions that we can get in the game. Markus is still tweaking, after all. ![]() One thing final comment. This type of thing happened in 6.5, too, so it's not new to the OOTP franchise. I think the standards for what is acceptable have gone up, though. In either case, the use of the cash max field in league setup is currently the best method of preventing this problem from happening, just as it's always been. It's not an ideal method, but it works.
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StatsLab11 - PHP/MySQL based utilities for Online Leagues Other Mods: 19th Century: Schedules, FaceGen BBCards: 1887 Allen & Ginter, 1934 Goudey, 1988 Score, 1996 fhomess, 2005 fhomess FaceGen: 1960-Pres MLB, 32 Colleges, Backgrounds PEBA - Connecticut Nutmeggers |
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#15 (permalink) |
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Hall Of Famer
Join Date: Feb 2002
Location: Scheduleslovakia
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The thing to remember in the OOTP financial model is that, while the revenue side is represented fairly accurately, the expense side isn't. Real-world teams have lots more things to spend their money that do teams in OOTP. That'd be things like taxes, front office overhead, stadium operations, travelling costs, insurance, just to name a few. In OOTP, just about the only expense you have is your player salaries.
From a game play standpoint, this makes sense. The main thing about being a GM in the game is not worrying about how much your money you're spending on road trips or how big a slice you have to give to the tax man, it's about juggling the money available to payroll and signing the best players. However, due to the mismatch between income and expenses, you can end up with teams swimming in too much cash because they don't have the additional expenses that real clubs do. The upshot of this is that, while the salaries may look realistic, your ticket prices or media contracts may have to be set to what looks like unrealistic values to compensate. Seems reasonable enough to me, given the constraints of the current system and the game play elements. Hopefully for next year more expenses for clubs can be worked in so that both sides of the financial equation can use realistic values...
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. "We choose to go to the moon in this decade and do the other things not because they are easy, but because they are hard. Because that goal will serve to organize and measure the best of our abilities and skills, because that challenge is one we are willing to accept, one we are unwilling to postpone, and one which we intend to win." . |
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#16 (permalink) | |
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Hall Of Famer
Join Date: Aug 2006
Location: Yankee Stadium, back in 1998.
Posts: 8,020
Thanked 525x in 353 posts
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Quote:
This dovetails with my comment above. I have always played with a cash max and salary cap, and I guess I have not noticed problems with my financials other than I had less cash to spend on free agents when my receipts were down from poor years, which I understood and accepted. |
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#17 (permalink) | ||||
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Minors (Single A)
Join Date: Mar 2002
Location: Overland Park, KS
Posts: 69
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(if the financial system isn't improved significantly....)Quote:
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Can you elaborate on how this effects the cash build up? It seems to me this would take care of most of the money issues.
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#18 (permalink) |
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All Star Reserve
Join Date: Mar 2002
Location: Sudbury, Ontario Canada
Posts: 951
Thanked 233x in 115 posts
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"However, due to the mismatch between income and expenses, you can end up with teams swimming in too much cash because they don't have the additional expenses that real clubs do. The upshot of this is that, while the salaries may look realistic, your ticket prices or media contracts may have to be set to what looks like unrealistic values to compensate."
A quick solution for this would be to create a new expense field called "Other expenses" and give it a randomized percentage based on the teams asset. After all, in RL no one really knows exactly all that needs to be spent and total final cost. It would work. |
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#19 (permalink) | |
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Hall Of Famer
Join Date: Nov 2002
Posts: 2,724
Thanked 255x in 119 posts
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Quote:
__________________
StatsLab11 - PHP/MySQL based utilities for Online Leagues Other Mods: 19th Century: Schedules, FaceGen BBCards: 1887 Allen & Ginter, 1934 Goudey, 1988 Score, 1996 fhomess, 2005 fhomess FaceGen: 1960-Pres MLB, 32 Colleges, Backgrounds PEBA - Connecticut Nutmeggers |
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#20 (permalink) |
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Hall Of Famer
Join Date: Feb 2002
Location: Scheduleslovakia
Posts: 9,849
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That's a workaround, but it's just as easy, if not easier, to simply cut back on the ticket price and media contracts — no extra programming or screen revisions needed.
__________________
. "We choose to go to the moon in this decade and do the other things not because they are easy, but because they are hard. Because that goal will serve to organize and measure the best of our abilities and skills, because that challenge is one we are willing to accept, one we are unwilling to postpone, and one which we intend to win." . |
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