Posted by dn8779 on 1/21/2021 7:52:00 AM (view original):
Posted by dannyjoe on 1/20/2021 11:25:00 PM (view original):
This might be a crazy idea from someone who can't remember his last open league, but... if the goals are to freshen things up for established players, and make it more interesting (and winnable) for new players, maybe give the newer players a little more cap room than the more established players they are facing in the same open league. Make it an 80M cap for absolute newbies, but decrease the cap proportionately to a user's experience. Maybe build that in as a manager+GM salary that counts against the cap. Chargingryno has a manager/GM who has won 27,838 games on this sim, so he should be expensive... count him as taking up $2,783,800 out of the $80 M cap. TulsaG has won 7223, so his experience would cost him $722,300 of cap space. There would probably have to be a limit on how much you penalize any user, and it might be better to count only Open League experience. It's only a rough idea, would definitely need some work... But it could be a fresh, interesting challenge if you have to build toward a lower salary cap every time you join a new open league.
I give credit for the creativity of this suggestion and many other ideas, as it is important to keep this game approachable for newer team owners.
But, to play devil's advocate, there is also a large portion of emerging owners, who have paid for many teams and put in the time to learn the nuts and bolts of the game through trial and error, and taken to their lumps by losing in OLs to more experienced owners who have 100+ championships. It's been my experience that competing against those elite owners, examining their stats vs. the league, reading the forums, and gradually improving teams over time, is part of the process that makes this game so fun and fulfilling.
Change to grow the user base is good, but keep in mind that any change that goes too far in penalizing the large percentage of owners that have been grinding it out for years can be detrimental.
I equate these proposals to taxation. Tax increases are often enacted on the wealthiest in the name of helping out the poorest. However, the wealthy are usually smart enough to find a way to use the new rules to their advantage while the poorest experience very little change in their own standing, and it seems the middle class always pays the largest penalty.
Again, I am all in favor of change, but let's also be careful about considering unintended consequences.
"Don't ever take a fence down until you know the reason it was put up."
-G.K. Chesterton
As a follow-up on my last post, I should at least offer up a suggestion, for whatever the input is worth.
My thought is there is a lot more to like about SLB than to dislike about it, as it is currently designed. There is a concern about freshening things up, but IMHO things already are freshened up every year, when the previous year's real life players are inserted into the draft pool. I see the likes of 2019 Ketel Marte, etc. all over the place in OLs, and that is not a bad thing, but a good thing. Owners are constantly testing the strengths and weaknesses of modern players, and we all learn from how those newly created players perform in the sim. Fads come and go, and eventually the 2019/2020 real life players get replaced by the newer and shinier 2021 players, and team owners figure out how to best employ the new MLB crop effectively. That, in my opinion, is what helps keep the game fresh and exciting.
In OLs I compete against several successful/interesting teams that include real life MLB players from 2018-2020, who break the mold by throwing high rates of strikeouts, hitting high rates of HRs, etc. These teams, by the way, are often fielded by veteran and pro level owners, who have impressively won championships within their first 10 seasons.
The creativity and vibrancy already exists with the constant introduction of real life MLB players every year, and new team owners every day.
Instead of threatening the stability of a game that is already very beautiful as is, why not make it easier for new owners to learn it's inner workings more quickly? The best way to learn is to create a team and run it through an OL, see what more seasoned and successful teams do, and make alterations on the next attempt. Over time, newer owners that apply themselves see steady improvements.
I respectfully suggest that this game's developers save all the R & D funding that would be spent on re-writing the algorithm's code, altering salary caps, revamping dynamic pricing, etc., efforts that will make some customers temporarily happy but many more unhappy ultimately, and make a simple change to ease the new user's learning curve.
For the early seasons in which all new user's struggle, why not reduce the entry fee, to say, $6.50? Perhaps only the first season, or 3, or 5? I'm just spit-balling here. That way, new users could have more opportunities to learn, at a lower cost and risk level.
Or, to get around the issue of experienced users starting dummy accounts to benefit from discounted teams, could the free exhibition season's length be extended beyond 10 games (maybe to 54 or 81 games)? Personally, I found early on that exhibition teams were helpful in gaining a general understanding of how the engine works, but the sample size of games was very small. Perhaps a larger sample size of risk-free games, without the all the full-/post-season entertainment provided, would give new users the chance to experiment in a workshop environment, so they can then bring their partially tested prototypes into a more competitive OL setting.
This may be a simple way to make to the whole game more approachable to new customers, without angering the current base. Just my 2 cents.
1/21/2021 9:39 AM (edited)