Post by sj on Feb 7, 2011 14:24:34 GMT -5
Additional settings information
Preface: I spent 6 hours on this yesterday, and so far today I've put in 5 more hours between TMBL and BFFL, the lion's share on TMBL so far. I'm not even half finished yet. This post, like the prior one, is to keep everyone updated as I know most are anxious to see how this file effects their teams.
League --> League Editor:
Inflation index lowered to 2,600 to restore 400k minimum (was up to 420k)
Cash in trades reset to unlimited
Changed: Soft cap raised to 125M for the 1st season to reduce the number of teams losing income to the cap (hard cap stays at 150M)
League --> League Settings:
*League Revenue raised to plus 30
Salary demands lowered to minus 10 (see below)
League --> Player settings - Prohibit No-Trade Clauses checked (turned on)
Budget --> Tickets - Most team ticket priced raised $2.00, some a little less or more, to accommodate the raise in the league revenue setting (see below)
*League Revenue - Is, of course, down across the board. Teams range between 4M and 10M less in earnings than on 2k10 depending on the kind of season they have, which we can't know until 1987 is in the books. Individual owners may be able to lessen this by optimizing their own team ticket prices, as mentioned below.
Ticket Prices were raised until attendance fell back into normal ranges for most teams. Remember that price adjustments were based on current team structures, many of which are pretty bad but just as bad in both 2k10 and 2k11.
Prices will be too high for some teams, and too low for others, based on the rosters of all teams for the regular season, and how the W/L dice roll goes during the sims. Concessions and broadcast setting should also be looked into to see what works best for your team in the new financial model.
Salary Demands set to minus 10 results in some players asking for less than on 2k10, most asking around the same, and some asking for more. This is heavily effected by how well they do in the current season.
Your bet best is to NOT sign players right away. Pretty much all of the initial demands will be much higher than the end of season demands. Sim your own copy of the file to the playoffs to see how this effects the players on your own team.
The lower income seen by most teams is because expenses are no longer free.
Everyone will need to factor this into their future re-sigings and free agent bidding. On average, teams are only paying around 25 to 75 percent of the total expenses bill this first season. Next season they will pay more when the soft cap is reset to 100M.
No matter what anyone's gut reaction might be, this is absolutely fair.
The game was never meant to be played with teams getting free expenses or they wouldn't be called expenses. The zeroing out that Scott did was necessary to overcome the prior versions' expense rank bug, but this bug is not in 2k11.
I also need to mention that around half the teams were in the red in my 2k10 April 1 1987 file. 5 teams were projected to lose over 15M. A lot of owners are overspending on payroll, spending down their cash reserves.
Preface: I spent 6 hours on this yesterday, and so far today I've put in 5 more hours between TMBL and BFFL, the lion's share on TMBL so far. I'm not even half finished yet. This post, like the prior one, is to keep everyone updated as I know most are anxious to see how this file effects their teams.
League --> League Editor:
Inflation index lowered to 2,600 to restore 400k minimum (was up to 420k)
Cash in trades reset to unlimited
Changed: Soft cap raised to 125M for the 1st season to reduce the number of teams losing income to the cap (hard cap stays at 150M)
League --> League Settings:
*League Revenue raised to plus 30
Salary demands lowered to minus 10 (see below)
League --> Player settings - Prohibit No-Trade Clauses checked (turned on)
Budget --> Tickets - Most team ticket priced raised $2.00, some a little less or more, to accommodate the raise in the league revenue setting (see below)
*League Revenue - Is, of course, down across the board. Teams range between 4M and 10M less in earnings than on 2k10 depending on the kind of season they have, which we can't know until 1987 is in the books. Individual owners may be able to lessen this by optimizing their own team ticket prices, as mentioned below.
Ticket Prices were raised until attendance fell back into normal ranges for most teams. Remember that price adjustments were based on current team structures, many of which are pretty bad but just as bad in both 2k10 and 2k11.
Prices will be too high for some teams, and too low for others, based on the rosters of all teams for the regular season, and how the W/L dice roll goes during the sims. Concessions and broadcast setting should also be looked into to see what works best for your team in the new financial model.
Salary Demands set to minus 10 results in some players asking for less than on 2k10, most asking around the same, and some asking for more. This is heavily effected by how well they do in the current season.
Your bet best is to NOT sign players right away. Pretty much all of the initial demands will be much higher than the end of season demands. Sim your own copy of the file to the playoffs to see how this effects the players on your own team.
The lower income seen by most teams is because expenses are no longer free.
Everyone will need to factor this into their future re-sigings and free agent bidding. On average, teams are only paying around 25 to 75 percent of the total expenses bill this first season. Next season they will pay more when the soft cap is reset to 100M.
No matter what anyone's gut reaction might be, this is absolutely fair.
The game was never meant to be played with teams getting free expenses or they wouldn't be called expenses. The zeroing out that Scott did was necessary to overcome the prior versions' expense rank bug, but this bug is not in 2k11.
I also need to mention that around half the teams were in the red in my 2k10 April 1 1987 file. 5 teams were projected to lose over 15M. A lot of owners are overspending on payroll, spending down their cash reserves.