You will if the defensive scoring is designed to lose pointsThe Dude said:Maybe also dump defense. I know it's half the game but how often do you really track a defense in game on Sunday?
What kind of weighting do you give defensive player scoring? So a top defensive player scores similar to what RB? Or what level RB?
Raw points don't really matter as a comparison to make them valuable. What are they compared to the offensive players in your scoring?Tackles and passes defended are 1 point, Sacks are 4 and turnovers are 5 points. So a pick 6 or a fumble recovery for a TD is a pretty nice 11 points! Strip, sack and fumble recovery TD's are king.
The top 3 DL avg 110pts and it drops off significantly afterwards.
Top 3 LB'ers avg 150, with a top 15 avg of 130 or so. This is the money position.
Top 3 DB's avg 130 and all of top 20 in the 100's.
I wish I had more leagues like this!
How much of the competitive balance is affected? It would seem that if you were to win two or three in a row to start the season you end up with a juggernaut that can't be beat or if you lose the first two or three your team is stripped and won't be able to competeWe did what we called a Vulture League. 12 team PPR redraft with whatever starting lineup you want. Everyone drafts like normal, then after each week's matchups, the winning team gets to steal a player from the loser's team. The rules:
It made for some very interesting decisions, as you'd sometimes see two strong teams facing each other opt to sit Davante or Dalvin so that if you lose they can't be stolen from the bench, but you risk losing anyway not being at 100% strength so it led to lots of lineup games, benching mid-week, lineup baiting of opponents, etc. Also the rules above kept anyone that started 0-3 from just getting buried and never recovering.
- You can only steal a player from their starting lineup (no swiping Mahomes while he's on bye)
- You have to give back a player from your starting lineup (no stealing Tyreek and giving back Watkins off your bench)
- You have to give back the same position as you stole so as not to hoard or cripple the loser
- If a player gets injured mid-game, they can be stolen if the winner chooses, but you cannot steal an RB and give back the guy who just blew his ACL mid-game
- No limit on # of times a player can be stolen
I put raw points so that he can compare to his own scoring. I like your ideas of increasing points, but I'm not agreeing that all positions should score equal points or similar amounts. That gets to be way too much work for the long time commissioner(me). Our 7 starters make the IDP meaningful in volume alone. Wait for 1$ to fill your D players and you will find yourself at the bottom of the league at the end of the season.Raw points don't really matter as a comparison to make them valuable. What are they compared to the offensive players in your scoring?
We attempted to make every position equal when comparing tiers. Meaning an RB1 = WR1 = LB1 = DB1
We have done a serviceable job but the biggest hurdle we tried to eliminate was the binge scoring associated with the IDP side. By binge scoring I mean increasing the points for big plays. This made the season long totals similar but game to game were all or nothing. In order to smooth this we broke down the sack components and scored more categories. You get pts for QB hits, Tackle for Loss, forced fumbles, sacks, etc. This helped a lot in smoothing out the scoring and I would highly recommend it.
Bottom line is that to make IDP meaningful you need to have as many or more starting spots as the offensive side and make the scoring similar to the offensive players on a weekly basis. This way you can build your team in many different ways which increases the strategy side of things for the draft.
I put raw points so that he can compare to his own scoring. I like your ideas of increasing points, but I'm not agreeing that all positions should score equal points or similar amounts. That gets to be way too much work for the long time commissioner(me). Our 7 starters make the IDP meaningful in volume alone. Wait for 1$ to fill your D players and you will find yourself at the bottom of the league at the end of the season.
Re: Vulture League where you steal an opponent's player if you win your matchupHow much of the competitive balance is affected? It would seem that if you were to win two or three in a row to start the season you end up with a juggernaut that can't be beat or if you lose the first two or three your team is stripped and won't be able to compete
Careful now you might scare off some of the fish.I'm much more likely to win vs 11 others than to try and shoot the moon in daily, even though I keep trying. I've sort of come close a few times but I like my odds better in season long leagues.
Also, choosing the backup QB for cheap and then winning $500k because the starter got hurt isn't "testing one's skill", it is using one's wallet as a tool. It's a legitimate tactic, but not sure that was what you meant by "level playing field" when it really isn't.
That’s exactly what we have been doing for last 10 years and everybody loves it. Mostly because owners get opportunity to get players that really want rather then feeling compel to draft player x since all the experts say so. We draw for draft slots, owner drafting first nominates with bid then go Around until only one owner left. Once you have your 3 players you no longer nominate.Any new thoughts for redraft? Yeah, I know change to auction - but that is not going to fly in this league.
I think I will suggest a hybrid $100 for first three players.
Adding one IDP spot will be useless. With that few it will make them worse than kickers as they won't matter at all.4. Same idea as #3, but maybe add an IDP spot to this league that has never had IDPs, and allow teams to plug one in when they're not playing a second QB.
Granted I have ZERO experience with IDP, but if you set interceptions to 4 points, sacks to 2 points, tackles for loss to 1 point, forced/recovered fumbles 2 points, combined with the fact that most teams wouldn't bother to roster any IDPs most weeks, so that most of the IDP super-stars are available on waivers, I fail to see how that wouldn't matter?Adding one IDP spot will be useless. With that few it will make them worse than kickers as they won't matter at all.
It wouldn't matter because you can pick up anybody off waivers that will score the same. They have no value because the value is all the same. There would be no need to draft the IDP because you could always find one.Granted I have ZERO experience with IDP, but if you set interceptions to 4 points, sacks to 2 points, tackles for loss to 1 point, forced/recovered fumbles 2 points, combined with the fact that most teams wouldn't bother to roster any IDPs most weeks, so that most of the IDP super-stars are available on waivers, I fail to see how that wouldn't matter?
Again, the idea is to make average super-flex score of FLEX2 RB/WR/TE reasonably close to QB2. I think -4 point interceptions to QBs is a start. Giving the teams that don't super-flex the QB2 the IDP bonus slot might bridge the remaining gap, or at least get it close enough that they're not at a giant disadvantage to the teams starting 2 QBs. Now, it's true that this would be somewhat clunky to have most teams showing a vacant IDP position in their starting lineup. There's also the minor complication of enforcement, but I honestly think the IDP bonus might be preferable to a second kicker (or DST).
If you want to smooth IDP scoring break down scoring into components and then use as many as you can. If you want sacks worth 4 then make the tackle for loss worth 1 pt, qb hit 1 pt and the sack 2 pts. That way it's not all or nothing. You get the same result for a sack but can also get pts for near misses (qb hit) to smooth the scoring.Agree that there's no reason to draft an IDP player in the proposed scenario. The idea isn't a full-blown IDP League, or anything close to it.
The idea is that average points for:
RB/WR/TE FLEX2 (think RB30-40 or WR36-48, probably a 9.5 point projection)
+
eligible IDP starter position that the QB2 teams aren't allowed
= QB2 (probably a 17 point projection, best teams closer to 20, worst teams closer to 14)
As I write this, the conservative IDP play would probably be picking the DE that you think can get to the QB for a single sack. So maybe you make sacks 4 points, and the big play interception from a DB worth 8 points. Or 6 points and 3 points with points for tackles. I don't know, the point is that it can be done. Maybe not gracefully, but it can be done .
As far as just adjusting settings so that QB2 = FLEX2, I get where you're coming from a KISS perspective, but actually fear that would be more disruptive then the added IDP element. In the case of my 1/2 PPR league, it probably means converting to full PPR league plus full PPFD. Also, we would have to migrate from a free platform to a premium one that would allow us to exclude QBs from the point per first down eligibility, because I have zero interest in making running QBs even more of a fantasy cheat code than their less mobile, passing counterparts. But yes, this is definitely more viable if you have a premium site to work with.
Sage advice. Especially considering sacks are probably a 50/50 most weeks, with the 50 that hit a 50/50 of hitting on multiples. So yeah, tackles, assisted tackles, pass deflections are probably all good things.If you want to smooth IDP scoring break down scoring into components and then use as many as you can. If you want sacks worth 4 then make the tackle for loss worth 1 pt, qb hit 1 pt and the sack 2 pts. That way it's not all or nothing. You get the same result for a sack but can also get pts for near misses (qb hit) to smooth the scoring.
I found IDP scoring is boom or bust if you limit items that score points. By lowering pts per item but totally up to the same overall you get a more consistent scoring system. Same goes for INT and pass defensed.
We do something similar. We do 2 for a 1/2 sack, 4 for a sack, plus 2 for a tackle, 1 for a 1/2 tackle.If you want to smooth IDP scoring break down scoring into components and then use as many as you can. If you want sacks worth 4 then make the tackle for loss worth 1 pt, qb hit 1 pt and the sack 2 pts. That way it's not all or nothing. You get the same result for a sack but can also get pts for near misses (qb hit) to smooth the scoring.
I found IDP scoring is boom or bust if you limit items that score points. By lowering pts per item but totally up to the same overall you get a more consistent scoring system. Same goes for INT and pass defensed.
Yardage bonuses can be good if they’re kept reasonable.Manster said:Two QB, or super flex is awesome. So are yardage bonuses. Payouts for top scorers at each position.....weekly top scorer payouts.
I partially agree. I like the performance bonuses for long TDs & totally agree they make big plays that much more exciting.For casual leagues with managers of varying skill levels and time to commit to the league I'm a big fan of weighting the distance scoring method on offense and turnovers so both actually matter. A few big plays on Monday night can really swing a game.
That's what I'm in the hobby for, to follow and enjoy the big plays watching NFL games. Counting the number of dump off passes at the LOS matters way too much in so many leagues. It also allows you to go much deeper in roster construction because those big play WR's that get very little targets are much more viable players.
I don't mind a fluke factor in casual leagues. Especially if it adds some(or any) amount of drama to what would ordinarily be a bad game.distance scoring is a little flukey, and there’s ways to capitalize on that as well with guys like Fuller, Marquis Brown, etc.
oh I love flukey points. I don’t wanna go overboard to reward it, but so long as distance scoring is balanced with other scoring I’m all for it. More points, yay!I don't mind a fluke factor in casual leagues. Especially if it adds some(or any) amount of drama to what would ordinarily be a bad game.
I feel like most FF is flukey & unserious. I would hate to play in a league where league members take themselves so seriously that they wouldn’t want something like a small bonus at a yardage metric because they’re so skilled that they don’t need luck to win and blah blah blah. I’ve played with dudes like that. Not fun at all.In "serious" leagues if teams want the least amount of luck I think they should be using rotisserie scoring. Over the course of a game big plays are flukey but over course of a cumulative season I find them less flukey. You drafted Chris Johnson expecting him to have a certain number of big plays over the course of a year. As a side note it's hard to believe that guy is only 35yo. Last time he was relevant was 2013.
That would be interesting for sure. I doubt any website would be set up for that but it might be something to ask. I have thought about something similar where you assign an injury replacement but the logistics get in the way without getting to be too much. Meaning you would have to have a replacement for each position because you couldn't pick one (say a RB) and then have the QB get hurt and substitute in the RB points.I've always thought it would be cool to be able to swap your players mid-game, maybe at half time, or just any time. So if you have a guy that is sucking, or gets hurt in the first half, you could grab a guy off your bench and play him for the second half.
You could even set your lineup based on halves or quarters instead of games, so you could say you want two guys to both play the first half of their games, instead of one guy playing the whole game. It's more the idea that you have x number of minutes of play for each position, and you can divvy those minutes up however you want.
Seems like that would be fun, but would require very active owners to optimize.
I was under the impression that some custom leagues already had this. If not, it definitely seems like a good gimmick for a new platform if they can pull this off. It might be a little too intense for me, and I'm someone who has hit for the cycle as far as watching all of Thursday night, all three Sunday sessions, and MNF before. I get that the early game injuries suck, but the idea of having to be "on" coaching my fantasy team for 9 hours + on what used to be relaxing Sunday probably crosses a line for me. I can definitely see some owners loving this though.I've always thought it would be cool to be able to swap your players mid-game, maybe at half time, or just any time. So if you have a guy that is sucking, or gets hurt in the first half, you could grab a guy off your bench and play him for the second half.
Probably another case of a little too much fantasy fun for my tastes. However, if you were trying to implement something like that. Maybe some version of NFL pick 'em, where the "defense" can make 4 picks (perhaps against a spread) to stop Henry. He gets 60-100% (10% deduction for each successful pick). In turn, the offense gets to make four NFL picks (or more) to boost another position.We thought about trying to figure out a way where you can scheme against another team. Essentially setting up your "defense" to block their best player. Something like Henry only gets 60% of his point total but some other player gets 140% of his total. Essentially shift around percentages to try and take out your opponents best options in some way. We haven't been able to really figure out a good approach to that that seemed reasonable but it was an idea. Maybe someone here can add some thoughts to that.
To me this is another version of roster churn that I think is a bit sketchy. It is blocking multiple players from other teams and could be used as a blocking of your opponent from being able to use the waiver wire for what I believe is the intended use.One thing that I really appreciate about yahoo is that you can drop players from your bench that have already started in their game and immediately add a player from a game that hasn't started yet.
A lot of people might say that this is a really cheap and unfair way for yahoo to handle roster transactions. Personally, I love it. This is my version of in-game management that makes me feel like I'm outhustling the rest of my league. It's usually more of an early season practice. Let's say there's a dozen deep dives I like for the end of my bench. These are usually upside guys that are rookies or would stand a lot to gain if there was injury in front of them. If all else is equal, I will prioritize the guy with the Thursday night game. If it's the middle of the 4th quarter and he hasn't done anything and there are no relevant injuries, Drop him Add the most intriguing name from the noon Sunday free agents. Rinse and repeat for the 3pm games, Sunday night, and Monday night. Your league might think you're a psychopath, but to me, this is playing the percentages; the ultimate definition of hustling in a fantasy football league. About once every two years I will land a player that would have had a huge waiver price the following week that I got for free. Maybe once a decade you will pull a league winner. This is the version of "in-game management" that I enjoy in fantasy. Frankly, just about every team should be playing this way early in the season, but usually it's me and one other guy that's much less committed to the concept. Usually by the bye weeks I have solidified a bench that I'm unwilling to drop, but this really is the smart play anytime there's free agents that you value equally as the last guy on your bench where they have different time slots.
It would be an added strategic element to any league that currently locks bench players once their game starts, provided that the platform has the ability to switch settings.
This is what you enjoy but you think the in game lineup changes is a bit too much "fantasy fun". I think this is a very similar time involvement and approach if done "right". Seems a bit contradictory to your previous posts.One thing that I really appreciate about yahoo is that you can drop players from your bench that have already started in their game and immediately add a player from a game that hasn't started yet.
A lot of people might say that this is a really cheap and unfair way for yahoo to handle roster transactions. Personally, I love it. This is my version of in-game management that makes me feel like I'm outhustling the rest of my league. It's usually more of an early season practice. Let's say there's a dozen deep dives I like for the end of my bench. These are usually upside guys that are rookies or would stand a lot to gain if there was injury in front of them. If all else is equal, I will prioritize the guy with the Thursday night game. If it's the middle of the 4th quarter and he hasn't done anything and there are no relevant injuries, Drop him Add the most intriguing name from the noon Sunday free agents. Rinse and repeat for the 3pm games, Sunday night, and Monday night. Your league might think you're a psychopath, but to me, this is playing the percentages; the ultimate definition of hustling in a fantasy football league. About once every two years I will land a player that would have had a huge waiver price the following week that I got for free. Maybe once a decade you will pull a league winner. This is the version of "in-game management" that I enjoy in fantasy. Frankly, just about every team should be playing this way early in the season, but usually it's me and one other guy that's much less committed to the concept. Usually by the bye weeks I have solidified a bench that I'm unwilling to drop, but this really is the smart play anytime there's free agents that you value equally as the last guy on your bench where they have different time slots.
It would be an added strategic element to any league that currently locks bench players once their game starts, provided that the platform has the ability to switch settings.
Probably a case where the other platforms have it right and yahoo has it wrong, but when you're playing in the land of yahoo, them's the laws and you play the game to the best of your ability within those confines. Ideally, there would be 8-9 owners playing this way. It would be a challenge as to when to cut bait on the Thursday player that's doing nothing, and move on to the most intriguing noon Sunday player. Sometimes the Thursday night player gets cut too early in the game and that makes for some fun trash-talking and weekly waiver wire pickups in its own right. However, I won't apologize if other owners like their bench players so much that they choose not to go this route, or if they need a podcast from their favorite talking head to tell them who the priority pick-ups should be and how much they should bid.To me this is another version of roster churn that I think is a bit sketchy. It is blocking multiple players from other teams and could be used as a blocking of your opponent from being able to use the waiver wire for what I believe is the intended use.
Don't try too hard trying to find contradictory statements in a thread expressing personal preferences. There's quite a bit of difference, but I guess I will have to explain it.This is what you enjoy but you think the in game lineup changes is a bit too much "fantasy fun". I think this is a very similar time involvement and approach if done "right". Seems a bit contradictory to your previous posts.
I get the difference but it is in the same line of work. Just seemed like if you liked one you would like the other. I wasn't looking for a contradiction but it just presented itself. I understand the different level of effort even though it is a similar task.Don't try too hard trying to find contradictory statements in a thread expressing personal preferences. There's quite a bit of difference, but I guess I will have to explain it.
Roster / bench churning in yahoo or any league that allows the Drop/Add. Takes place once ahead of each time slot of games at maximum. You pick up the free agent that you find most interesting from the next batch of games and you're set for anywhere from three hours to three days. When the game starts, you can sit down on the couch and monitor the game and your fantasy roster in peace. Slip off in to a food coma, do some parenting, you name it, the world is your oyster. Usually ends at bye weeks, or when you find guys at the bottom of your bench that you believe have true value over free agent replacements.
Quarterly substitutions? Do I even have to explain the difference? Granted, you could make an easier version that permits swapping out injured players, but if you're talking about quarter-to-quarter lineup management of being able to sub all of your starters in and out, that is so much more of an undertaking if you're committed to maximizing your "coaching" to play winning fantasy football. If the quarter starts out with your RB's opponent having the ball deep in their own territory in a game where they're moving the ball at will and chewing up the clock, do you make the switch to your bench RB that's inferior but is starting the quarter in possession of the ball? It would drive me nutty, but I'm not sitting here judging anyone that would be excited to spend their entire Sunday playing fantasy this way. More power to you. Not my cup of tea.
I get it, they're both going down the same path of fantasy football fanaticism, but yeah, I personally draw the line between the two as far as my intended level of involvement on Sundays. If I care about how my fantasy team does (and I do), it would feel like neglect to take a walk on a fall afternoon and potentially miss out on the opportunity to swap out an injured player for a substitution that could have won me the game. I'm also part of a dying breed of people that occasionally likes to divorce themselves from their phone for short periods of timeI get the difference but it is in the same line of work. Just seemed like if you liked one you would like the other. I wasn't looking for a contradiction but it just presented itself. I understand the different level of effort even though it is a similar task.
I played in a Yahoo league last yr for the 1st time and noticed this and was shocked that Yahoo allows this at all. Don't want to argue the point with you about this, but i feel that lineup decisions should lock when a player's game starts.sushinsky4tsar said:One thing that I really appreciate about yahoo is that you can drop players from your bench that have already started in their game and immediately add a player from a game that hasn't started yet.
It would be an added strategic element to any league that currently locks bench players once their game starts, provided that the platform has the ability to switch settings.
Really interesting to see yahoo's response (or non-response) to what you were asking for, but yeah it has been a staple of that platform forever. I definitely get the hate for yahoo doing it that way. To play devil's advocate, there are some trade-offs. For instance, in a league that locks the bench spots after kickoff, I have found it beyond frustrating to have my "last bench player" burn up his game on Thursday night. Then when there's a surprise scratch in my starting lineup on Sunday (or even worse, someone on a snap count for no possibility of IR), I either don't have a viable bench option to drop and am forced to take a zero, or I have to drop a player that I value far more than the guy that went on Thursday. Unlimited IR spots can help that somewhat if the player is a full scratch. But this is definitely a scenario where yahoo not locking bench players is appreciated.I played in a Yahoo league last yr for the 1st time and noticed this and was shocked that Yahoo allows this at all. Don't want to argue the point with you about this, but i feel that lineup decisions should lock when a player's game starts.
Fast fwd to now......and I was looking into possibly moving the league i run to Yahoo and i contacted their help desk and asked: "The Yahoo default setting allows the drop of bench players, is there a setting the commissioner can change to prevent this?"
YAHOO RESPONSE: The commissioner cannot adjust any settings to prevent managers from dropping bench players after their game has begun or ended for the wk. This is an allowable action in Yahoo leagues. You can impose a league rule preventing this but you would need to monitor the league to enforce that rule.
The fact that Yahoo's default allows this is a debatable issue..........but the fact that Yahoo doesn't allow you to Opt Out of this feature off is idiotic.
Needless to say, i am not switching my league to Yahoo (because of several reasons incl this one)
We do a round or two of blind bidding where we submit bids on paper and the highest bidder wins (or loses if it's a big overpay). I might also introduce a round of bidding like this to see how it goes.My idea to beef up auctions.....a progressive auction. Much easier in person.
team 1 brings up a player with opening bid
team 2 either ups the bid or passes. Will not get a second chance to bid
team 3 to 12 have the same option. Up the bid or pass
highest bid wins. One opportunity to bid. So you bid your value not just high bid plus 1
diffcult to administer but ups the ante on bidding
https://tenor.com/w0wy.gifI threw out an idea for a 69 yard touchdown bonus. But it has to be exactly 69, no more no less. My league actually loves it and may try it next year. Make those plays from your own 39 a little more interesting
ive also been kicking around doing a limited number of mulligan plays. Maybe 1-2 a year you can swap a guy out. The strategy of when to use it interests me
I don't think you get an OFR if you recover your own fumble. If that is the case you can use FL as the -1 rather than just fumbles. I know we have -3 for fumbles lost so if a guy fumbles but his team recovers it he doesn't lose anything. We also have +3 for fumbles recovered but you don't get anything if you recover your own fumble or your own teams fumble. Just on change of possession (which is really the critical issue with fumbles).Ps - the only one we wanted to do but couldn't was to do OFR. DFR = +1, FF = +1, but OFR = 0. We wanted to do Fumble -1 & OFR +1, so if someone recovered their own fumble it was a 0 point play, but if someone else on offense recovered their fumble it would be -1 for the fumbler & +1 for the WR/TE/RB who picked it up. Unfortunately, the only setting was for "FL", so there's no way to avoid rewarding the person who lost the fumble if they recover their own mistake. No way that should be worth a point, so we flushed the idea. I'm kinda ticked at CBS for that. Why give me OFR if you're not gonna split Fumble from Fumble lost? Curses.
Yeah - that's basically how we have it set up now. We have -2 for FL. But nothing for offensive fumbles recovered & we wanted that to be +1 (to match the FF +1 & DFR +1)I don't think you get an OFR if you recover your own fumble. If that is the case you can use FL as the -1 rather than just fumbles. I know we have -3 for fumbles lost so if a guy fumbles but his team recovers it he doesn't lose anything. We also have +3 for fumbles recovered but you don't get anything if you recover your own fumble or your own teams fumble. Just on change of possession (which is really the critical issue with fumbles).
The only bummer is that I can't punish the fumbler unless it's a lost fumble. Even a recovered fumble is typically a negative in RL football - it kills the play, or results in a loss. I would love to assign -1 point to that regardless of whether it's recovered or not. Simply not possible in CBS interface. They only have FL. Laaaaame.I don't think you get an OFR if you recover your own fumble. If that is the case you can use FL as the -1 rather than just fumbles. I know we have -3 for fumbles lost so if a guy fumbles but his team recovers it he doesn't lose anything. We also have +3 for fumbles recovered but you don't get anything if you recover your own fumble or your own teams fumble. Just on change of possession (which is really the critical issue with fumbles).