DSP Madden Online Franchise 360 Sign Up / Discussion
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- Danimal
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BTW you can stiop sending in 2nd and 3rd choices since everyone wants to do one large league, just make sure no one has taken the team you ask for.
Personally I feel this is a little large on the human owner list already but everyone seems to want ti so keep signing up.
Personally I feel this is a little large on the human owner list already but everyone seems to want ti so keep signing up.
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Appreciate it Truth.TheTruth wrote:no fear Gamer...TheGamer wrote:Not to be an ass, but was any consideration given to the choice of teams from the other madden thread? I'd hate to think my primary choice made a day or two ago was disregarded because I didn't see this new thread right away
Danimal, please put me down as the Falcons since Gamer called the boys in the previous thread. If we split into two leagues mark me down for the cowboys in one.
Danimal, I appreciate you taking the lead on getting the league started I know I wouldn't want to do it. I figured it wasn't a matter of if there was going to be a league but who was all going to participate. I think there was a point in the other thread where majority of folks started claiming teams and I think it pretty much matches the list in this thread. .
XBL gamertag:BHOWARD1968
PSN: BHOWARD1968_
PSN: BHOWARD1968_
Video highlights!!! Online! Dang that is cool.Danimal wrote:Some screens of the web interface, looks nice.
http://www.operationsports.com/mediaview.php?id=581
- Danimal
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Please verify in the first post I have your gamer tag and time zone correct please. If not post them here.
We have 17 owners I think that is enough but I will keep this open if that is what people want.
I'm been doing some research in terms of league rules etc and I will post those later so we can discuss. But some things right from the jump just in case this changes anyone's mind.
1. Default Rosters as of games release (I'm assuming there will be a day 1 roster update as there will likely be a day one patch.
2. All-Pro, 8 minute Accelerated Clock. I'll see what other options we have available in terms of game speed etc once it is released.
3. 2 game weeks per real life week, this is the schedule:
Monday 10am CST - Thursday 9 am CST (M-W effectively)
Thursday 10am CST - Monday 9am CST (Thr - Sun Effectively)
4. Straight up play - It should go without saying that this will be a no cheese league. Anyone reported using discovered glitches, or going for it on every 4th down etc will be removed from the league. As commish I will have final say but I will appoint 2 other owners to weigh in on these problems. I will contact them privately. I doubt with the group we have this will be an issue but wanted to get that out there. This isn't the DSP Madden bus.
We have 17 owners I think that is enough but I will keep this open if that is what people want.
I'm been doing some research in terms of league rules etc and I will post those later so we can discuss. But some things right from the jump just in case this changes anyone's mind.
1. Default Rosters as of games release (I'm assuming there will be a day 1 roster update as there will likely be a day one patch.
2. All-Pro, 8 minute Accelerated Clock. I'll see what other options we have available in terms of game speed etc once it is released.
3. 2 game weeks per real life week, this is the schedule:
Monday 10am CST - Thursday 9 am CST (M-W effectively)
Thursday 10am CST - Monday 9am CST (Thr - Sun Effectively)
4. Straight up play - It should go without saying that this will be a no cheese league. Anyone reported using discovered glitches, or going for it on every 4th down etc will be removed from the league. As commish I will have final say but I will appoint 2 other owners to weigh in on these problems. I will contact them privately. I doubt with the group we have this will be an issue but wanted to get that out there. This isn't the DSP Madden bus.
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- Danimal
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First of all if you're not familiar with the current limitations of OF read this Q&A
http://maddennfl.easports.com/blog.acti ... nchise%201
EA states they will prioritize and address outstanding items, based on their track record I wouldn't count on it.
Having said that there are certain house rules we need to address, since I am running the league this is how I would prefer to do it. I welcome comments / suggestions on any of it but I reserve final say. There is a lot to chew on here so read it carefully.
TRADES
There is no logic in place for the CPU team to determine if a trade is fair thus we will not be allowing CPU trades. Player trades are fine but the commish (ME) has the right to block any trade he deems unfair (i.e. boosting your buddy for the play offs) With all that said trading rules are as follows:
1. No trades with the CPU
2. No trades after week 6 (hopefully that's part of the game code)
3. You may not trade a player back to it's original team.
4. For now no trading of draft picks outside of the upcoming year.
5. You may not trade more then 3 draft picks.
6. Empty roster spots due to unbalanced trades need to be filled with Free agents and are bound by Free agent rules (see below)
FREE AGENTS IN SEASON AND IR
During the season you can cut players and sign free agents. I also highly doubt EA has IR in the game. so all the following rules apply, keep in mind I am limiting Free agent moves, so balance them out as they play a role in trades.
1. You have a total of 5 Free Agent moves per game season. If a situation should arise that you have no moves left and have a roster spot that needs to be filled the commish will determine how to handle it.
2. To place a player on IR he has to have an Injury lasting 6 weeks or longer. He will be released to Free Agency and will not be able to be claimed by another team. At the end of the year you need to clear a roster spot before the off season to put him back on your roster.
3. When you release a player you can immediately sign a player from the FA pool. The released player will go through a waiver period of 24 hours, during this time other teams can submit a claim to me. Claims will be granted in the following fashion.
A. Teams not in Division get first priority
B. Teams over all record, worst record gets priority
C. Teams place in Division standings
D. Teams Conference Record
E. Coin Flip
If you claim a FA off waivers, then you need to immediately submit someone to waivers, rinse..repeat.
4. Normal Free Agent claims are processed on a first come basis.
5. No Injured players can be released, they either go to IR or you ride it out.
6. A spot needing to be filled due to a trade is processed above all else, keep in mind you still use a FA move.
CONTRACTS / FREE AGENT DRAFT
There is no idea of contracts, hold outs etc. We're going to keep this one pretty simple. Before moving to the next seasons draft we will hold an ad hoc Free Agent Draft.
Each team will be required to released to Free Agency 6 points of FA value, and no more then 5 players (see below). Then we will draft in order of finish on the season FA. You can only draft as many players as you release.
Players Rated 90+ are 3 point value players
Players rated 80 - 89 are 2 point value players
Players rated 70-79 are 1 point value players
No players below 70 can be released for this draft.
So If I release 1 guy with a 92 rating (3 points) one with an 85 (2 points) I then need to release one in the 70's to equal 6 points. You CAN NOT exceed 6 points of the filling of roster will not work.
Let me know what you think.
Dan
http://maddennfl.easports.com/blog.acti ... nchise%201
EA states they will prioritize and address outstanding items, based on their track record I wouldn't count on it.
Having said that there are certain house rules we need to address, since I am running the league this is how I would prefer to do it. I welcome comments / suggestions on any of it but I reserve final say. There is a lot to chew on here so read it carefully.
TRADES
There is no logic in place for the CPU team to determine if a trade is fair thus we will not be allowing CPU trades. Player trades are fine but the commish (ME) has the right to block any trade he deems unfair (i.e. boosting your buddy for the play offs) With all that said trading rules are as follows:
1. No trades with the CPU
2. No trades after week 6 (hopefully that's part of the game code)
3. You may not trade a player back to it's original team.
4. For now no trading of draft picks outside of the upcoming year.
5. You may not trade more then 3 draft picks.
6. Empty roster spots due to unbalanced trades need to be filled with Free agents and are bound by Free agent rules (see below)
FREE AGENTS IN SEASON AND IR
During the season you can cut players and sign free agents. I also highly doubt EA has IR in the game. so all the following rules apply, keep in mind I am limiting Free agent moves, so balance them out as they play a role in trades.
1. You have a total of 5 Free Agent moves per game season. If a situation should arise that you have no moves left and have a roster spot that needs to be filled the commish will determine how to handle it.
2. To place a player on IR he has to have an Injury lasting 6 weeks or longer. He will be released to Free Agency and will not be able to be claimed by another team. At the end of the year you need to clear a roster spot before the off season to put him back on your roster.
3. When you release a player you can immediately sign a player from the FA pool. The released player will go through a waiver period of 24 hours, during this time other teams can submit a claim to me. Claims will be granted in the following fashion.
A. Teams not in Division get first priority
B. Teams over all record, worst record gets priority
C. Teams place in Division standings
D. Teams Conference Record
E. Coin Flip
If you claim a FA off waivers, then you need to immediately submit someone to waivers, rinse..repeat.
4. Normal Free Agent claims are processed on a first come basis.
5. No Injured players can be released, they either go to IR or you ride it out.
6. A spot needing to be filled due to a trade is processed above all else, keep in mind you still use a FA move.
CONTRACTS / FREE AGENT DRAFT
There is no idea of contracts, hold outs etc. We're going to keep this one pretty simple. Before moving to the next seasons draft we will hold an ad hoc Free Agent Draft.
Each team will be required to released to Free Agency 6 points of FA value, and no more then 5 players (see below). Then we will draft in order of finish on the season FA. You can only draft as many players as you release.
Players Rated 90+ are 3 point value players
Players rated 80 - 89 are 2 point value players
Players rated 70-79 are 1 point value players
No players below 70 can be released for this draft.
So If I release 1 guy with a 92 rating (3 points) one with an 85 (2 points) I then need to release one in the 70's to equal 6 points. You CAN NOT exceed 6 points of the filling of roster will not work.
Let me know what you think.
Dan
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- Danimal
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I think you're not looking at it correctly. This FA draft is too stimulate top tier player movement that would occur from salary negotiations, RFA's and contracts. TO released and singed by the Bills for example.Zlax45 wrote:I think we should be able to release all our under 70 players if we want...What is the reasoning to not allow us to release them?
If we release under 70 guys and then simply take other players under 70 guys what is the point of that? These are the guys you will more then likely cut after the next seasons draft and alter your roster that way.
Does that make more sense?
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- Badger_Fan
- Utility Infielder
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A couple things:
1. My gamer tag is Data Badger.
2. I think that we might need to rethink the FA release thing, only because of the way that the ratings are more spread out this year. I would think that guys in the 90s might be worth more than 3 points because there are fewer. Maybe I'm in the minority on this.
1. My gamer tag is Data Badger.
2. I think that we might need to rethink the FA release thing, only because of the way that the ratings are more spread out this year. I would think that guys in the 90s might be worth more than 3 points because there are fewer. Maybe I'm in the minority on this.
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- Danimal
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Well I was reading that the devs basically have to release 5 over 70 guys in their league. Which is fine, but most people are going to shy away from the 80+ releases.Badger_Fan wrote:A couple things:
1. My gamer tag is Data Badger.
2. I think that we might need to rethink the FA release thing, only because of the way that the ratings are more spread out this year. I would think that guys in the 90s might be worth more than 3 points because there are fewer. Maybe I'm in the minority on this.
I guess that 90+ could be 4 points thought as I see your point. I just wanted to give people the option of releasing less players by releasing a higher rated player.
Love to hear other people's thoughts.
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- Nozzleman_216
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Danimal, it all seems good to me. 8 minute quarters with accelerated clock sounds great, but I would only say we have to make sure the accelerated clck gives us enough time to make some adjustments at the line, unlike NCAA where that 'chew clock' makes adjustments nearly impossble.
But beyond that, your plan seems pretty good. I'm sure once we have the game, I'll have a better idea.
But beyond that, your plan seems pretty good. I'm sure once we have the game, I'll have a better idea.
- Danimal
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Zep my understanding is the Acc clock has 3 options for run off 25, 20 and 15. So we should be able to find a good balance assuming it is something you can set for an OF.
Honestly details are so sketchy I am making a lot of assumptions.
Honestly details are so sketchy I am making a lot of assumptions.
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What would be the total game time for 8 min quarters with accelerated clock? I'm guessing an average league game should last under an hour (more than that seems a bit excessive). Will the CPU sim its games at 15 min Q or can you set that for 8 min? Not that it really matters as it's usually always screwy.
I like the free agent points idea. I'm also a fan of keeping the 90+ guys worth 3 points.
I like the free agent points idea. I'm also a fan of keeping the 90+ guys worth 3 points.
- Danimal
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Well 5 minute accelerated clock games from the demo are taking me 35 minutes usually. i would say the time would be right around an hour, I wouldn't want to cut it to less then 7 minutes.
It always varies if you have someone who throws 90% of the time then the game is going to take longer. I tend to run a more run heavy offense so my games go quicker.
It always varies if you have someone who throws 90% of the time then the game is going to take longer. I tend to run a more run heavy offense so my games go quicker.
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- Nozzleman_216
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Yea...makes sense...I just wasn't thinking correctly.Danimal wrote:I think you're not looking at it correctly. This FA draft is too stimulate top tier player movement that would occur from salary negotiations, RFA's and contracts. TO released and singed by the Bills for example.Zlax45 wrote:I think we should be able to release all our under 70 players if we want...What is the reasoning to not allow us to release them?
If we release under 70 guys and then simply take other players under 70 guys what is the point of that? These are the guys you will more then likely cut after the next seasons draft and alter your roster that way.
Does that make more sense?
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