tysonlowery
List of changes for next season
August 22, 2005 at 04:48PM View BBCode
Ok, some of you have been waiting for a lot of these for some time now. Here's a list of the changes coming for next season, these will be effective around September 11th.
If you have any questions or need clarification on any of these changes, please see this thread:
http://www.simdynasty.com/oldforum-viewthread.jsp?tid=79570
New Initial Draft System
You will now be able to pre-rank players before the initial draft. You rank players by position and the players are then drafted by position, in a snaking mannerism. For example, one team will have the 3rd and 29th overall picks for 2B, and then the 14th and 19th overall picks for SS.
This will make it much easier for new owners to draft and give you a team that you have more control over drafting. It should also make it a bit more difficult for one team to draft 40 young prospects.
The talent of the initial drafts was also increased to more closely match where leagues end up in the 1960s. This way a player who is an allstar in 1951 isn't on the waiver wire by 1958.
All new Dynasty and Private leagues will be using this draft system. The first 5 single season leagues will also use this system for the new season. Eventually, we hope that all full season leagues will use this system, but that won't be the case from day 1. Short season leagues will probably always use the other draft system because its easier to get the leagues up and running that way.
Mentoring
Older experienced players will have an effect on the development of younger major league players. The lack of mentors could have a great effect on your team's development.
(See reply below for more details)
Amateur Draft Order
A few modifications have been made for the Amateur Draft order.
The World Series winner will draft 16th.
The World Series loser will draft 15th.
The LCS loser with the better record will draft 14th.
The LCS loser with the worse record will draft 13th.
if these teams have the same record, the tie is broken randomly.
Any teams involved in the 1 game playoff tiebreakers will draft right before the other playoff teams.
The rest of the teams will draft according to their regular season record. If there is a tie among teams in the same league (AL or NL) the tie will be broken according to head-to-head record. If there are 3 teams in a league tied, it will be head-to-head record among those 3 teams.
In the event that an AL and NL team tie, the tie will still be randomly broken.
Finally, let's say 2 teams in one league and 1 team in the other league all finish with the same record. So Cleveland, Boston, and Pittsburgh all finish 60-102. Pittsburgh would draft first, then the tie between CLE and BOS would be broken according to head-to-head record.
There is now a link to view draft order for the Amateur Draft - it will be accurate after the OffSeason has run for your league.
Backup System
There are now links called Backups Vs LHP and Backups Vs RHP. This gives you the ability to specify which player should play each position when your regular isn't able to play.
You can specify up to 5 backups per position - and you can even use the same player as the backup at all 8 positions, creating a pure super-sub.
There isn't any support for adjusting the batting order, or switching guys positions that are already in the lineup, but it does give you some more flexibility.
Coach Points Visibility
You can now see where other teams in your league are allocating their coach points.
The main reason we added this was to facilitate trading. Often times, its helpful to know which prospects on another team are getting CPs and which are just rotting away in the minors. This will help you target prospects that might be able to help you out that another team isn't developing.
Improvement & Player Development Chances
- At some point or another in a league's development, all the players start to get to an "A" rating in every skill. A player could have started as C-/B+ in Contact/Power, but he'll eventually get to something like A-/A. We've changed how improvement conversions work for majors and minor leagues. The way it used to work is that a player's current grade in a skill (for example A in Power vs RHP) played a factor in whether he would suceed in Power vs RHP. Now, a player's skill at Power AND contact vs RHP are taken into consideration during this calculation. This will have the effect of making that player into something more like B/A+ instead of A-/A. Power and Contact are grouped together for this calculation. Speed/Range/Arm are grouped together. Velocity/Control are grouped together. Endurance improvements will still work the same way. In this calculation Power, Control, and Speed are weighted a bit more heavily than their counterparts to recognize that these skills are more important at this time in Sim Dynasty.
- For minor league development, SP will get less Endurance chances and more CTL/VEL chances. This should eliminate the advantage RP have over SP in terms of minor league development.
- Major league Improvement chances for pitchers will be increased across the board thanks to a new formula: (ip + (games * 1.5) ) / 5 instead of (ip + games) / 5.
- Pitchers who are on pace to pitch too many innings, too many games, or a combination of the two for the season will be penalized in improvement chances.
- Once a guy reaches 100 in a category, it would continue to show successful improvements on the improvement report even though he couldn't go over 100. These will now be reported as 0 successful improvements.
Other Changes
- Innings pitched should now be properly and equally reported on all pages. There were some cases where it was being rounded different ways on different pages.
- After an Expansion draft, the undrafted players should go on the waiver wire and have to clear waivers first.
- For defensive replacements, secondary positions will now be taken into account for choosing the most suitable replacement. So if a player is 95% at 3B, and a great fielder, he won't be taken out of the game for a mediocre fielding, natural 3B.
- Added apostrophe support for Team Notes
- Fixed pitchers batting stats so that in Dynasty Vision, you see his stats from before the game instead of after the game.
- Fixed another Dynasty Vision bug where baserunners would be inccorrectly displayed during a double play.
- During the playoffs, players won't be PH for to get a younger player some at bats.
- On the player card, the links for Games by Position and Secondary Positions have been combined into one linke called "Positions". As you might have guessed, clicking this link will show the games by position, as well as the player's rating at all secondary positions.
- You can now view the results of past year's amateur drafts. We also added a better way to track draft order's for past years. So for future drafts, this should eliminate the problem with a traded draft pick screwing up the team names on this page.
- In the past, all boxscore and dynasty vision info was stored in a series of files. We have changed this so that it is now stored in the database. This is the first step towards making it easier to reverse games. It will also make it less likely that boxscores are unavailable for certain games or are mistakenly deleted early.
- Under user prefs, you can now turn on/off the Left On Base and pitcher change reasons for your Dynasty Vision viewing.
- Changed the promote logic so that you should be able to promote a player even if you have 0 guys on the major league team. This feature is sometimes used in private leagues that have live initial drafts.
- The current system time will always be displayed on the home page.
- New page called Lineup compare which lets you view all the starting lineups or rotations in your league on one page.
- When a draft pick has been traded, the amateur results page will now show the team logo of the team that the pick was traded to.
- When a player tags up from 3rd, added some suspense so that the text for the first line, "Player tags up from third", appears in the same way regardless of whether the runner is safe or out at the plate.
- Added support for the Firefox browser for the Injury tool tip - when you move your mouse over the injury symbol, it should show you how many days he is injured for.
- 2 Teams should no longer be able to accept trades involving the same player - even if the trade is accepted at nearly the same time.
- 4 and 5 run saves added. If a RP enters the 9th with a 4 run lead and at least 2 runners on base, or a 5 run lead and the bases loaded, he will get credited with the save.
- Added an error message to the minor league page when you have more than 25 players and try to save coach points. Previously, it just brought up a blank screen.
- If you claim a player off waivers, his waiver demote preference will be reset and not be carried over to your team.
- If you claim a player on option waivers, and you are short a player, the player will be placed on your major league team without having to demote another player.
- If an option waiver claim fails because you don't have a preference set AND you don't have another player who has options left, it will no longer be incorrectly reported in the news as a successful claim.
- Added a link at the top of the trade desk to edit your team's needs & notes.
- Changed the way playoff games are listed on the Schedule page so that the away team's pitchers are listed 1st.
- Added the ability to sort by position on the minor league page.
- If you mouse over the team's logo on the standings page, it will show you the magic number for that team.
- On the all time league leaders page, active players are denoted by *
- If a pitcher fails to lay down the bunt and there are now 2 strikes, it will show the correct batter now in Dynasty Vision. Previously it showed the next batter.
- If a player is claimed off option waivers in September or October, nobody will be demoted. The player will show up on your team and will be resting.
- Fixed bug where a SP would be used out of the pen for a tired pitcher when only the option to use a SP out of the pen for an ineffective pitcher was chosen.
- In general, increased the success rate of stealing 3rd base. But also significatnly decreased the frequency of attempts.
[Edited on 8-22-2005 by tysonlowery]
[Edited on 8-23-2005 by tysonlowery]
[Edited on 8-23-2005 by tysonlowery]
tysonlowery
Mentoring System
August 22, 2005 at 07:28PM View BBCode
Why are we adding this change?
The goal of Mentoring is to give teams incentive to play older players. The "problem" Mentoring hopes to solve is the one where a team is re-building and playing a team full of youngsters. A lot of us have been there and we end up playing some 24 year old who has a snow ball's chance in hell of actually amounting to anything. By the time our team is ready to compete, this player is on the waiver wire. With the current system, there is no reason not to play this guy. With Mentoring coming, you will have incentive to find a vet to place in this spot to help tutor younger players.
How does it work?
Before I go into all the details, I want to start off by saying that 95% of teams will be largely unaffected by Mentoring. I will explain this in more detail in a bit.
Instead of getting improvement chances for playing in the Majors at the end of the season, players will accumulate improvement chances after each game - using the same formulas that are in place today (plate appearances / 10 and Games + IP / 4). For each game, Abe will calculate a "Mentor Value" for your team. This value is then used to affect your team's improvement chances for the game.
Here's an example. Lets say Travis Hafner has 5 plate appearances in the game and your batter Mentor Value for the game is D-. Under the old system, Hafner would have earned .5 Improvement Chances (ICs). But with Mentoring, he'll earn somewhere around .3 ICs. If your Mentor Value was C+, he's earn about .5 still. If your Mentor Value was A-, he might get .66 ICs.
So players continue to rack up ICs throughout the season. Then during the OffSeason, just like today, those ICs are used to improve in the categories.
How is Mentor Value Calculated?
3 Mentor Values are calculated for your team for each game - Relief Pitcher, Starting Pitcher, and Batter. They are based on the veterans you have on your team.
Abe looks at a players' age, overall rating, and a new category called leadership when determining how much a veteran is worth towards your team's Mentor Value.
Any players under 28 years old that appear in the game will have their improvement chances affected by mentoring.
The younger a player, the more his chances are affected by mentoring. Batters have their chances affected by your Batter Mentor Value. RP by your RP Mentor Value, and SP by your SP Mentor Value.
Only players with an overall rating of C+ or above count towards mentoring. For pitchers, it is just the overall rating that you see today. But for batters, its the "in-game" overall rating that is used. So if you are facing a RHP, it will only use the player's skills vs RHP to calculate the mentoring value. If you are playing a 3B at catcher, it will use his arm and range after the out-of-position penalties have been applied to calculate his "in-game" overall value. So there is an incentive to play vets in their natural positions.
Only players age 28 and older count towards Mentoring. The older the player, the more valuable he will be for Mentoring.
Leadership is a new skill attribute and represents a players natural leadership abilities. Its our way of acknowledging that veteran super stars like Barry Bonds probably aren't the best mentors. Whereas you might have fringe players like Aaron Boone who are good leaders. You won't be able to see a player's leadership skill until he reaches 28 years of age. Once the system is in place, we will randomly assign leadership grades to all players in your league. For new leagues, you'll be able to see a veteran's leadership value before you draft him
For batters, players who are in the starting lineup are worth much more to your batter Mentor Value than guys on your bench - although bench players still do contribute a bit.
For pitchers, if a pitcher hasn't pitched in the last 7 days then he won't count towards mentoring. This prevents teams from putting a mentor in the Long Relief role and changing their prefs so that he's never used.
For pitchers, your catcher will have an effect on your Mentor Value as well. So this adds some value to that category for catchers, and provides some incentive to not play a catcher out of position. The catcher's range, age, and leadership count towards your pitcher's Mentor Value.
If your team wins the game and the team you beat is ahead of you in the standings, you're mentor values for that game will get a slight bump across the board - depending on how many games ahead of you the other team is. This gives you an incentive to try to beat teams that are better than you - especially teams that are really far ahead of you in the standings.
Most teams will see their Mentor values fall between B and C and it won't have much of an effect on Improvement Chances. So as long as you have some minimal level of Mentoring, your players will still accumulate about the same number of improvement chances. Its nearly impossible to get to an A in Mentor Value.
Now that you're completely lost, let me say this. The player cards will show you how much each player contributes towards Mentoring. You'll be able to also see what your team's mentor values are on the lineup and Rotation & Bullpen pages. So you can play with your lineup and get an idea of what your mentor value will be.
In the team notes area of the boxscore, it will show you what your Mentor Values were for that game as well.
How many vets will I have to play?
For batters, If you have 2 decent vets in your every day lineup, and 1-2 bench players you will probably end up falling in the C+ range of mentoring and not have your ICs affected. Or if you have one really good mentor in the lineup and another one on the bench, that might be all you need. For pitchers, if you have one guy that is 32-33 years old in your pen and rotation, you'll probably be fine.
When will this be in effect again?
The plan is to put the system into place around September 15th, 2005. Dynasty Leagues would be able to see the system starting in September, but the system won't be turned "on" until the -January-March season. We will work with Private leagues on the timing for turning this on after September 15th.
[Edited on 8-22-2005 by tysonlowery]