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Thread: Player acquisition and contract length

  1. #1

    Default Player acquisition and contract length

    While scouting players, I noticed a potential issue going forward. At this point in the game, with scouting players daily, there is a high probability of getting players you already have. Usually this wouldn't be an issue, but with the contract cycles running out, all of these duplicates are in effect wasted players towards the end of that contract cycle, and it prevents you from building up a strong reserve when you lose those players.

    Out of 301 players on my roster, only 85 are have a contract length of 2, 51 fielders and 33 pitchers. And of those, the highest values are one 8*, one 7* and 5 6*'s. Now I know this is the first season of this cycle, but if I am only acquiring at best 5 new players each time I scout, and most of those are in the lower range of values, I'm wondering what rosters will look like at the change of cycles.

    Has this been run through at Sega, because if the Open Beta ends today, there won't be a chance for any of us to go through that and wondering how that looks. I know I would be very hesitant to spend points near the end of a cycle to scout when I'll end up losing half or more of them in a few days.

  2. #2
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    I have to agree with this line of thinking. We just finished the second season, an since i didn't make the tournament, I was looking at my roster and thinking about what it will look like.

    Well, what it is going to look like is - it's going to look real thin. I haven't been keeping track of how many packs I have bought each season, but I can tell you that I won't have a lot of players when (if) the new season flips over. I get lots of doubles, that is to be expected when you have 300 players. But, if I buy a pack now, and half the players are doubles (not uncommon for me), I'll lose those players overnight - or whenever the new season flips over.

    I think that the same player with a different contract needs to be treated as 2 separate players. If I get a duplicate with the same contract, then the game can improve his condition.

  3. #3

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    Quote Originally Posted by comish4lif View Post
    I have to agree with this line of thinking. We just finished the second season, an since i didn't make the tournament, I was looking at my roster and thinking about what it will look like.

    Well, what it is going to look like is - it's going to look real thin. I haven't been keeping track of how many packs I have bought each season, but I can tell you that I won't have a lot of players when (if) the new season flips over. I get lots of doubles, that is to be expected when you have 300 players. But, if I buy a pack now, and half the players are doubles (not uncommon for me), I'll lose those players overnight - or whenever the new season flips over.

    I think that the same player with a different contract needs to be treated as 2 separate players. If I get a duplicate with the same contract, then the game can improve his condition.
    The contracts finish at the end of this cycle, not the end of this season. There are another 2 season to go before we have another contract length reduction.

  4. #4
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    Quote Originally Posted by PKHammer View Post
    because if the Open Beta ends today
    if if if, anyone know when beta end?

  5. #5

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    I don't think there's been any official announcement about the ending date. Especially with the problems in Japan they might be a little behind where they wanted to be when they close this phase of the beta.

  6. #6
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    This is a very valid point and does show a potential flaw in the contract system.
    There's no way to dump contracts (the trade system is very constrictive and limiting at present) by cutting players.
    One potential small way to amend this would be that players you scout that are at a 1 contract cycle would become automatically renewed to a 2 cycle contract. This benefit would only be to scouting and not to trading to prevent any sort of loop that could be gained on that end.

  7. #7
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    The way I had thought of having this work is if players do not ever join your roster they do not lose a year of contract. So if I have a 10* guy but I do not play him he doesnt lose a year, his first year is the first time he touches the field. It would add depth from day to day roster, the only problem being it would be easier to continue to stockpile your favorite team as you just need to keep players of the samer value on-hand to trade at the beginning of the cycle.

    I have 39 players that are not set to expire and 31 pitchers...I have 309 total players FWIW

  8. #8
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    i dont agree, if u renew (1) contract to (2) in rescout, game will be "slow" and for many managers boring,... when u collect complet Red Sox lineup and never lose their players..., because u have 1 cycle (3 seasons= 33days = +/- 40-43 scout packs = 400+ card chances) for renew (1) players.. and factor looking for is very important = If u lose complete Red Sox lineup after 2nd cycle, u can (""must" start build again = more fun or choose different tactic.

  9. #9
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    Quote Originally Posted by qsubt View Post
    i dont agree, if u renew (1) contract to (2) in rescout, game will be "slow" and for many managers boring,... when u collect complet Red Sox lineup and never lose their players..., because u have 1 cycle (3 seasons= 33days = +/- 40-43 scout packs = 400+ card chances) for renew (1) players.. and factor looking for is very important = If u lose complete Red Sox lineup after 2nd cycle, u can (""must" start build again = more fun or choose different tactic.
    Gaining the Red Sox lineup via scouting is a tremendous ask in two cycles, so I don't think your point has much merit. Not to mention how boring it must be to continue doing the same tactic cycle after cycle - get Red Sox > Lose Red Sox> get Red Sox again and repeat. Where's the strategy in that?

  10. #10
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    I see what everyone's saying here. It's definitely a complicated issue. Let's see if I can properly address it here

    1) For one, the game DOES need some team turnover. If you could just keep renewing your players then you'd eventually have almost every player at your disposal, if you scouted enough. The idea is you DO lose some players. Just like real life. Ask any Blue Jays fan.

    2) It was probably mentioned somewhere ITT but just in case it wasn't: The benefit to scouting a player you already have is it improves their condition (gets them to a red arrow). That's a very good thing. So there is definitely a benefit.

    3) There WILL be an option to extend contracts. Again, I can't discuss the game's transactions until they're finalized but there will definitely be a way to do this. You'll have to be smart & selective about it, and pick what players you want to keep around another cycle. In general I really like the way the possible transactions are shaping up -- you can't just gain wins by spending money. Spending money has to be done smartly, to improve your team in a way that fits with your strategy. Think of it as owning an actual MLB team with a budget and deciding which players you want to keep around.

    4) Regarding the Beta cycle -- waiting for final word on that. For now, assume we're going to keep going. I might have some interesting news to post soon, but have to confirm it first ........

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