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alexfall862

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Everything posted by alexfall862

  1. Do G-League minutes count towards their minutes requirement for progression - and if I put them on GLeague they aren't claimable by waiver, right?
  2. Very cool! Thought just some context/food for thought for folks: As far as what the odds below mean - there are around 450 players 'active' in the NBA level of the sim, with what must be probably 100-200 players moving from college to some kind of pro league each season. So there are going to be at least 10 or so players who have peaked before playing an ounce of professional ball, and a 35% chance of a player peaking pretty early in their career after just 2 seasons of playing. What does this mean? I don't really know, except it sounds like it might create a real volatile drafting and prospect accrual process where sometimes your best laid plans are foiled because that A+ potential rookie just kinda Tyreke Evans'd over the offseason and now you've got to figure out whether you want to wait it out another season or try and move on. I think it's gonna be neat. Here is the algorithm: func GeneratePrimeAge() int { chance := GenerateIntFromRange(1, 100) if chance < 5 { return 22 } else if chance < 10 { return 23 } else if chance < 15 { return 24 } else if chance < 35 { return 25 } else if chance < 50 { return 26 } else if chance < 55 { return 27 } else if chance < 65 { return 28 } else if chance < 75 { return 29 } else if chance < 80 { return 30 } else if chance < 85 { return 31 } else if chance < 90 { return 32 } else if chance < 95 { return 33 } return 34 }
  3. Hi again! Been busy hammering out the start of the league in July, but it's getting close enough that actions involving owners are coming up soon, so wanted to drop a dev diary to walk through all those systems! Draft Day! The consensus seems to be 6/15-6/16 is the best weekend to begin the draft. Mechanically, the draft will work in this way: The draft will be 10 rounds, consisting of the 300 best players based on the current generalized overall calculation (whether a player is ‘better’). Draft Times Day 1: 6/15, 12pm CT - 8pm CT Day 2: 6/16, 12pm CT - 8pm CT (as needed) *You do not need to be available for every pick, you’ll be @’d in discord when your team is in the next bundle of 5 picks. There will be no time limit on picks as this is meant to not tie people to their computers all day, but expect that it may vary wildly. Ideally I’d love to have picks in within 2-3 minutes of being pinged that you’re on the clock. There will be no trading of these picks, so the lack of need to try and work trades should hopefully speed up the internal pick clock among folks a little. Things that will help users that won’t be free the entire day: A form will be generated and sent along with the roster release so you can pre-submit a list of specific or general preferences as far as who you’d like to pick. You can do that for each round and/or update as you like if you wouldn’t like to submit a selection directly. I’ll send a discord ping to whomever you wish to be the primary contact for drafting from the generated pool when they’re 5 picks away. A new channel will be created for the draft and I’ll send a league-wide ping in that channel for each round that ticks over. This should be a good chance for users to prep for later that round or the subsequent round in order to be ready to go without needing to watch pick by pick. The picks will be done in a serpentine fashion, and the announcement of the pick order will be posted in the discord channel tonight as a chance to test livestreaming for things like the regular MLB draft. Inaugural Roster Release The full roster will release on 6/05 with the draft pool separated out into a different list. The pool will consist of the 300 best players in the sim based on the the adjusted overall calculations. The draft, mentioned above, will consist of 10 rounds. Because the roster is generated with 13 pitchers and 13 position players and the draft is just pulling the top 300 players, it's entirely possible that your roster will not be evenly set as far as player distribution in terms of getting your desired balance, so just be mindful that when you're picking the rest of your roster you may want to pick more of one type of player than the other depending on the set part of your roster (or not, I'm not your dad). Testing Timeline The goal is to use June for testing (and early July for ‘spring training’) to get all users a chance to test out lineups, defensive alignments, and rotation choices. For testing volunteers, expect the turn-around time on feedback to be 24 hours. In general, this is the pattern I’m looking for (things involving active participation bolded): Weekly Participation Timeline Monday: Gameplan Due Tuesday: Game Results Posted, Feedback Forms Sent Wednesday: Feedback Forms Due Thursday: Working on Fixes/Clarifying Feedback/Group Discussion Friday: Second Set of Game Results, Feedback Forms Sent Saturday: Feedback Forms Due Sunday: Fixes/Prep for Next Week Testing Schedule Week 1 (6/3): The first tests will be mechanical in nature and involve the volunteers who wanted to help out with testing providing lineups, rotations, and strategy input. This is to test edge cases I may not have built the system and to make sure things are intuitive as far as what and where they are submitted. Week 2 (6/10): Fixes and adjustments from the first week, as well as working on testing different submission methods for strategy/lineups/etc. to see which works best for folks in different situations (mobile, desktop, etc.) *6/15-6/16 will be the player pool draft Week 3 (6/17): Refining the strategy submission and testing season-long features such fatigue/injuries and revenue/balance sheets work properly. Week 4 (6/24): By the end of June, we’ll aim to run entire test seasons to make sure the processes for simming games works without unforeseen issues. Week 5 (7/1): Buffer Time - in case things discovered in testing need more TLC Week 6 (7/8-7/21): Spring Training (all users) Week 7 (7/22): Week 1 of the regular season! Salary Calculations In order for teams to be fully informed of who/what they’re drafting, it’s going to be necessary to have existing contracts in the sim. These will be calculated in several steps: All players will have their MLB service time set at their age-23. Players under 3 years of service time in the MLB will receive a minimum MLB salary (NIL and minor league salaries will be hand-waved for sanities’ sake at least for now and probably for several seasons). Players at or above 6 years in service time will receive a veteran salary with a random year amount between 1 and 3 years as well as a somewhat randomized salary that is a set unit multiplied by the value of their standard deviation from the league’s mean overall (50) and then fuzzed/randomized a little. Generated Veteran Contracts That unit value for MLB veteran contracts will likely be something like 7-12m/yr per unit. So a player that’s 3 standard deviations above the mean could get a contract as low as 21m or as high as 36m AAV. Likewise a player that's .5 deviations above would get 3.5m - 6m and a player with a negative deviation is going The contracts are a little short so that the natural market can reset the valuations and teams don’t feel like they’re boxed into situations they don’t want. Since the pool of generated players that will be drafted in the inaugural fantasy draft are also the top 300 players (>33% off the roster) it seems unlikely that any players would be generated onto a roster that would rack up a massive generated contract - most of those are going to be in the draft. Players between 26-28 will receive the same calculation, but because arbitration sucks, the unit multiplier will be far lower, around 2-5 million. Dev Diary Timelines For folks who aren’t part of testing, I have a couple dev diaries in the can for defense, stealing/baserunning, pitching staff logic, and fatigue/injury that I’ll aim to pepper into June so you’re not all in the dark as we go.
  4. Hi! Welcome back to development for the baseball sim! This week I wanted to cover a handful of administrative things as we’re entering testing phase next month in June. - Sample Roster - Team Cap - Hybrid Fantasy Draft Scheduling - Roster Odds and Ends Sample Roster Earlier this year we went over some broad strokes on the roster. After some testing I ran a 30 season test run to make sure that the matriculation made sense and was sustaining at a spot that made sense. The first test run of a full 305 college team sized universe took 5 days to run, so I took a couple of days to reduce and refine the process until it only takes 3 hours to produce and process the 99,000 players over a 30 season period for the full roster tests. With that now being successful and somewhat easier to run, I present to you the alpha rosters! These are not final, but will be used in testing. The teams earlier alphabetically got better players and the teams that were later in the list did not. For the production run the team list will be randomized and the players awarded in a snake draft, but what we have now will give us the widest 'likely' range of team quality to tune the game results/strategy (although I know a few of you will likely go Full Marlins and sell your entire roster down to the rookie-ball scraps). The ability grades are all relative to their competition on a 20-80 scale, so an MLB 20 is the worst overall rating for the MLB, but might be solid to great in the minors. A 50 is average and an 80 is best in the league. I expect more variance once users are setting MLB rosters, where some younger players will likely get promoted earlier than their overall suggests and some better players may not be employed due to not fitting with any teams' financial or strategy plans despite having redeeming qualities. These ratings will update along with roster moves, which will happen once per week. We may move from this if it proves too fiddly at the MLB level. Other levels have enough of a sample size that a handful of players at the extremes doesn't through things off too much. In this test roster, you can see that a handful of very good position players are throwing the average off a bit, so the vast majority of players are around 45 or so at the MLB level while being more spread out at other levels and at pitcher. If this gets to be troublesome, we may switch to a method based on standard deviation, but the premise remains the same that 20 = bad, 80 = good, and it's based on your peers at that level. You may also notice there are no defined positions. This is because y'all will set your own positions! (and I'll start soliciting some help on this front for planning an AI to do this for HS/College) The purpose of sharing is to help you become familiar with what the roster file looks like ahead of June testing runs. Link to MLB+Minors Roster (easier download): https://docs.google.com/spreadsheets/d/1BgzJeo5IxHizG0-yqchp2pPkiEFv4cqTrEAPiEdo0Sw/edit?usp=sharing Link to Full Roster (MLB/Minors/College/Int Amateur/High School): https://drive.google.com/drive/folders/1TUX1QaiDVP2jMY8clwDEAVrH13YDAI_9?usp=drive_link Team Cap Earlier users voted for a split model where the payroll revenue in the league comes from a split of media market and money from team performance (an abstraction of merchandising, gate receipts, etc.) Compared to IRL, the average payroll is exactly the same, at $165m, while teams starting equivalent at the money tied to performance reduces the standard deviation between teams, with most teams falling within ~$40m whereas irl baseball is at ~$66m. Below are the payrolls for teams to start the season! and for a sense of how things might shake out long term, here's the performance money if we treat the IRL 2023 season as real input data for the sim. (used just 2023 for quick test data, but the sim will use 3 seasons worth of data, with the 'previous seasons' being 81 wins for all teams and will input new seasons over time, slowly increasing performance money disparity.) Contracts To start next season, we'll take test season data and generate a kind of WAR to give a $ per WAR contract to veteran players. Those in Arbitration years will likely get something like a reduced $ per WAR, while rookie will get rookie scale. Hybrid Fantasy Draft Scheduling Users voted to have teams assembled partially randomly and partially with a draft. So we'll set up a 10 round fantasy draft for users to select the top players on their roster. The draft will be populated by the top 300 players in the sim by overall and the rest will be given out via snaking selection through the bottom 16 MLB players and the farm system (A/AA/AAA). You don't need to be present for a live draft, but I'll ask that you make yourself available by DM/text or be able to submit a preference list before the drafting session. It will probably take about two days to work through the entire 10 round asynchronous draft, so I have listed some dates for that to execute. Ideally it will happen a week or two before 7/1/24, but I'm open to other situations. Roster Odds and Ends Completing the roster file generator included adding some additional flavor that wasn't already present, and that includes adding in City/State/Country to player's status. All countries are included in the generator, with the generator getting as close to a reflection of IRL demographic makeup of the MLB as possible. If there's a city you'd like to see included in the sim, let me know in the poll! As mentioned above, I'll also start reaching out to users to help plan out how to set positions for players. POLL! Link to Poll: https://forms.gle/ydcPBiikaarSALECA Thanks, alexfall862
  5. Hi! Two new Quality of Life features have been established on the website! 1. Events are now native to the website! If you are ever curious about a deadline or what is going on in a week, you can check the sidebar and see! The calendar events that reoccur, like depth chart deadlines, NBA/CBB games, and recruiting sync, will show the earliest recurrence and then skip over to the next one on the calendar the following day. This keeps the calendar relatively clean instead of being 4 listings of basketball games and that's it. You can also access the full events calendars from the top bar. I really like the monthly view, myself. Desktop Mobile 2, We also have the ability to send emails to reach folks regarding big deadlines, like beginnings of seasons or important changes that requires your attention (like the distribution notes from the latest changelog). To join the email list, you need to opt-in to receiving email from the website. To do this, you: Click on your profile in the top right Click Account Settings Click on Notification Settings Check the box 'email' under Newsletter Settings Thanks, alexfall862
  6. Games: Monday - A Games Wednesday - B Games Interface: https://simfba-interface.azurewebsites.net/#
  7. Sync deadline for transfer portal. Interface: https://simfba-interface.azurewebsites.net/#
  8. Sync deadline for transfer portal. Interface: https://simfba-interface.azurewebsites.net/#
  9. Sync deadline for transfer portal. Interface: https://simfba-interface.azurewebsites.net/#
  10. Sync deadline for transfer portal. Interface: https://simfba-interface.azurewebsites.net/#
  11. Games Schedule: Monday: A Games Wednesday: B Games Friday; C Games Saturday: D Games Interface: https://simfba-interface.azurewebsites.net/#/
  12. Spring league to feature your young and drafted players! Games Schedule: Monday: A Games Wednesday: B Games Friday; C Games Saturday: D Games Interface: https://simfba-interface.azurewebsites.net/#/
  13. Games Schedule: Monday: A Games Wednesday: B Games Friday; C Games Saturday: D Games Interface: https://simfba-interface.azurewebsites.net/#/
  14. until
    Break for Thanksgiving
  15. until
    Date window for simNBA draft.
  16. NBA schedule for the following season will be set.
  17. Get points in on your croots! Interface: https://simfba-interface.azurewebsites.net/#/
  18. Redshirt submission for NCAAF are due! Remember to also check and update your gameplans and depth charts to make sure they aren't impacted by the newly redshirted players. Interface: https://simfba-interface.azurewebsites.net/#/
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    Results are now on the interface! Interface: https://simfba-interface.azurewebsites.net/#/
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    Results are now on the interface! Interface: https://simfba-interface.azurewebsites.net/#/
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    Results are now on the interface! Interface: https://simfba-interface.azurewebsites.net/#/
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    Results are now on the interface! Interface: https://simfba-interface.azurewebsites.net/#/
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    Results are now on the interface! Interface: https://simfba-interface.azurewebsites.net/#/
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    Results are now on the interface! Interface: https://simfba-interface.azurewebsites.net/#/
  25. until
    Results are now on the interface! Interface: https://simfba-interface.azurewebsites.net/#/
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