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TopicBoard 8 National Football League League (B8NFLL) Season 11: Week 15 and Beyond!
Emeraldegg
05/18/19 6:52:27 PM
#268:


So full disclosure, I have been doing study on how exactly nba financials work so I can better understand things if I ever do this, and I continue to study. There are still many things I haven't quite grasped yet, but hopefully that will change as I study further. As far as the game, I haven't done much specific playtesting, as 2k19 has a bug where it seems cloud saves corrupt files after a period of time (I already experienced this once) and have been more focused on making sure that does not happen without cloud saving before I get into the nitty-gritty of the game itself. Since I've turned off cloud saving, I've loaded the franchise 2 times and no corruption so far 1 season in, so that bodes well. That being said, here are my preliminary findings for your criteria.

1-2) Like I mentioned, early results show I can switch the number of user teams at any time without limitations. During the offseason and midseason both, I was able to access a menu to switch user/ai teams, as well as change what processes were automated for user teams and which were manual (IE if we didn't want to worry about staffing stuff, or scouting, or g-league, etc, as we do in your league, that is an option)

3) I still don't entirely understand how exactly cap in NBA works, between the soft cap, luxury tax, and hard cap (commonly referred to as the apron in research I've done.) The way I understand it, there's a soft cap, then if you're above that you're in luxury tax, then after a certain point you hit the apron? In any case, sadly there is no option to remove the soft cap, or to lower the hard cap to the soft cap (in essence removing the soft cap) but I can raise the soft cap and lower the hard cap so that the space between them is vastly reduced. I will have to do playtesting though, because a big structure of how nba contracts are done seem to be based around using "exceptions" which occur when you're above the soft cap but below the hard cap. No idea yet if making the caps closer together will affect that at all. There is also an option to turn the cap off completely.

4) Potential is a stat in the game unfortunately, but I will be doing playtesting to see how many of the 1st rd picks come away with what potential rating on average, how much it affects progression, and how much player production affects it. Correct me if I'm wrong, but haven't you said in the past that player progression is majorly influenced by how the unit on a team does? IE isn't it possible for a guy to not be good/not play at all, but still get a bump by virtue of the team he's on? I'm not saying that player production doesn't matter at all in such a situation if that's true, but I do think that in it's own way, that system marginalizes player production as well. I think just as a concept, player potential allows for situations where a team can develop a player even in a bad situation, making it easier to come back from the depths. Of course, this all depends on how potential is distributed in the draft. If it's a system where many 1st rounders have at least average potential, and that chance is higher the further up you are, I think that's fine, as opposed to something like "This 5th overall pick has a D potential for no reason other than random chance" Playtesting will uncover exactly how this goes down, but sorry to disappoint you.

5) There is a fantasy draft to start the league option, and I can either randomize it or select the order. I can also simulate the entire draft as you did to start b8nfll.

6) I can turn off autosaves at any time.

7) I haven't delved into the coaching menu at all, but there was an section titled Coach in the menu in the first place, so I have to assume this exists.

8) It's fine? I don't have an issue with it. I haven't run into anything yet where it's been like "Man this is really poorly designed."
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