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Fantasy Football Drafts... Serpentine = Luck (1 Viewer)

stp-d

Footballguy
Across multiple formats, multiple methods of changing the draft order (3rd round reversal...etc) the top 3 picks are just too valuable.

With the spread of RBBC across the NFL, the ability to draft ADP, LT, or Steven Jackson should be left up to more than just luck. You could argue that ADP is in an RBBC, and Willis McGahee, Addai, Portis, LJ, Westbrook are not in an RBBC, but you cannot deny the value put on those top 3, especially when considering trade offer advise found throughout FBG.

When trading ADP, LT or Sjax, the value in return is equivalant to a 1st & 3rd rd pick for anyone drafting below 1.5.

Considering, i'm shocked that auction drafts have not taken off as much as I expected. What are your thoughts?

 
Lots of keeper/dynasty leagues out there

Auctions seem to take a lot longer

Having a top 3 pick doesn’t guarantee fantasy success

 
Across multiple formats, multiple methods of changing the draft order (3rd round reversal...etc) the top 3 picks are just too valuable.With the spread of RBBC across the NFL, the ability to draft ADP, LT, or Steven Jackson should be left up to more than just luck. You could argue that ADP is in an RBBC, and Willis McGahee, Addai, Portis, LJ, Westbrook are not in an RBBC, but you cannot deny the value put on those top 3, especially when considering trade offer advise found throughout FBG.When trading ADP, LT or Sjax, the value in return is equivalant to a 1st & 3rd rd pick for anyone drafting below 1.5. Considering, i'm shocked that auction drafts have not taken off as much as I expected. What are your thoughts?
A small quibble is that RBBC is not spreading across the NFL; there are more feature backs now than there have ever been.Another small quibble is that #2 and #3 last year got pretty hosed (LJ and Jackson). But I do agree that 1.01 is overvalued relative to the other draft slots.I think the reason auction hasn't taken off is that it's harder; it's harder to run, harder to prepare for, and harder to do. For serious fantasy types, auctions are a lot more fun, because all of that "harder" means more opportunity for analysis and strategy. But for casual types, just being able to come up with two picks at the turn is stressful enough. Also, the tools available to run auctions are fairly deficient right now, both online and in person.
 
Across multiple formats, multiple methods of changing the draft order (3rd round reversal...etc) the top 3 picks are just too valuable.

With the spread of RBBC across the NFL, the ability to draft ADP, LT, or Steven Jackson should be left up to more than just luck. You could argue that ADP is in an RBBC, and Willis McGahee, Addai, Portis, LJ, Westbrook are not in an RBBC, but you cannot deny the value put on those top 3, especially when considering trade offer advise found throughout FBG.

When trading ADP, LT or Sjax, the value in return is equivalant to a 1st & 3rd rd pick for anyone drafting below 1.5.

Considering, i'm shocked that auction drafts have not taken off as much as I expected. What are your thoughts?
A small quibble is that RBBC is not spreading across the NFL; there are more feature backs now than there have ever been.Another small quibble is that #2 and #3 last year got pretty hosed (LJ and Jackson). But I do agree that 1.01 is overvalued relative to the other draft slots.

I think the reason auction hasn't taken off is that it's harder; it's harder to run, harder to prepare for, and harder to do. For serious fantasy types, auctions are a lot more fun, because all of that "harder" means more opportunity for analysis and strategy. But for casual types, just being able to come up with two picks at the turn is stressful enough.

Also, the tools available to run auctions are fairly deficient right now, both online and in person.
I think the lack of tools is the biggest issue. If any of the major sites have high quality auction software, I'm not aware of it. My own dynasty league goes over to fantasyauctioneer.com to do our vet auctions. The software there is fantastic. They even have an affiliation with MFL and will transfer over your rosters for you. I can't believe MFL hasn't bought them out or at least incorporated them more directly, as so far they have the best auction tools I've seen. Though there are still some shortcomings on FA as well.
 
AOL recently purchased Fleaflicker. It would make perfect sense for a big media comany like that to turn around and purchase Fantasy Auctioneer. I think GregR is right. A big company getting top notch auction software would be a major step.

 
I was just thinking the same thing. I just noticed the Hyperactive Leagues with many experienced posters from FBG still use Serpentine, why limit the players you have a chance to grab and have your roster dictated by draft position.

The only drawback I can see is time. MFL is easy to use, but some may not like a 1 1/2 - 3 week draft or it may be too hard to get everyone together for a live auction.

I prefer leagues that offer the following to increase the level of strategy and create a level playing field:

Auction Draft

Blind Bid Waivers

Decimal Scoring

Victory Point Scoring- reward total points scored along with head to head matchups

Double headers or all play record

 
The only redraft I still take part in is so non-competitive the luck factor is greatly minimzed, I'm only in it because it's with people at work.

Other than that one league I only do keepers, dynos, and auctions. There's simply too much luck involved in redrafts. I'd say in dyno's and auctions the luck/skill ratio's under 50/50 and in larger keepers (4 or more) it's at least close to 50/50 but in redrafts I think you're looking at something closer to 75/25 and that is very frustrating for those of us who are really into this stuff while some other schmo bombs the draft and then stumbles upon the Derek Anderson's, Ryan Grant's, Earnest Graham's, and Roddy White's riding them to the playoffs.

It'd be different if it were people I knew had a clue, but watching this same thing happen year after year in different redrafts to owners who absolutely choked the draft has just put me off of them. Maybe a "competitive" one, but I'm still smarting from the last two seasons - I need some time off from them.

 
Lots of keeper/dynasty leagues out thereAuctions seem to take a lot longerHaving a top 3 pick doesn’t guarantee fantasy success
That first statement is the entire reason there should be MORE Auction Drafts going on...in my opinion, it's the only fair way to conduct a Draft in the Dynasty/Keeper Format.Let every Owner start off on the same foot, with the same assets, and use their Pre-Auction planning to design their personal GamePlan how to best allocate their resources for both short and long-term success. Let the market determine the value of each Player, and have each Owner making economic decisions with each bid they are involved in, and each Player they acquire.It's only fair in a long-term format - EVERY Owner has a shot at EVERY Player, depending on what they're willing to spend to acquire them, and how they're willing to build around them. I just don't see the appeal in Dynasty/Keeper of not having the freedom to make my own decisions about how to construct my Team.While I choose not to participate in Leagues with fewer than 12 Teams, when it comes to ReDraft, a 12 Teamer is the only League size I'll participate in (outside of Survivor), especially where money is at stake, where a Serpentine Draft takes place.Serpentine: Perfect for ReDraft Leagues with 12 or fewer TeamsAuction: Indispensable for Longer Term Leagues (Dynasty/Keeper), especially in Initial Player Distribution, and a better format than Serp for ReDrafts over 12 Teams.
 
I think one of the big reasons is dynasty leagues are becoming more popular and most folks figure you can't do auction with dynasty (rookie drafts still traditionally worst to first).

I'm starting a new dynasty league this year that does strictly auction for all drafts (among other things to league enhance competitiveness and interaction) for that reason.

If anybody is interested, check it out in the looking for leagues forum:

http://forums.footballguys.com/forum/index...howtopic=392123

 
I think one of the big reasons is dynasty leagues are becoming more popular and most folks figure you can't do auction with dynasty (rookie drafts still traditionally worst to first).

I'm starting a new dynasty league this year that does strictly auction for all drafts (among other things to league enhance competitiveness and interaction) for that reason.

If anybody is interested, check it out in the looking for leagues forum:

http://forums.footballguys.com/forum/index...howtopic=392123
You may be right there. Though personally I think a contract salary cap dynasty league is more fun than a "have the player for his whole career with no other considerations that need to be made" dynasty league. More fun to have to continually decide if a player is worth his salary, if he'll be worth it long enough to give him a contract extension at the cost of more money, etc. And auctions work great in such a league. We stick with an NFL-style (non-serpentine) rookie draft to allow the worst teams a better chance to improve, but have auctions for the unsigned vets and for anyone who wants to submit an offer on a franchise or transition tagged player. :no:
 
Let every Owner start off on the same foot, with the same assets, and use their Pre-Auction planning to design their personal GamePlan how to best allocate their resources for both short and long-term success. Let the market determine the value of each Player, and have each Owner making economic decisions with each bid they are involved in, and each Player they acquire.
This sounds like a corporate memo. Not what I'm into when playing FF.
 
Let every Owner start off on the same foot, with the same assets, and use their Pre-Auction planning to design their personal GamePlan how to best allocate their resources for both short and long-term success. Let the market determine the value of each Player, and have each Owner making economic decisions with each bid they are involved in, and each Player they acquire.
This sounds like a corporate memo. Not what I'm into when playing FF.
To each their own, strategizing is the most fun part about this game to many - myself included, doesn't mean you have to conform.
 
I think one of the big reasons is dynasty leagues are becoming more popular and most folks figure you can't do auction with dynasty (rookie drafts still traditionally worst to first).

I'm starting a new dynasty league this year that does strictly auction for all drafts (among other things to league enhance competitiveness and interaction) for that reason.

If anybody is interested, check it out in the looking for leagues forum:

http://forums.footballguys.com/forum/index...howtopic=392123
You may be right there. Though personally I think a contract salary cap dynasty league is more fun than a "have the player for his whole career with no other considerations that need to be made" dynasty league. More fun to have to continually decide if a player is worth his salary, if he'll be worth it long enough to give him a contract extension at the cost of more money, etc. And auctions work great in such a league. We stick with an NFL-style (non-serpentine) rookie draft to allow the worst teams a better chance to improve, but have auctions for the unsigned vets and for anyone who wants to submit an offer on a franchise or transition tagged player. :mellow:
GregR, would you mind posting your rules about contracts etc...? I think contracts is a good piece to add to teh equation and also list how long you are allowed to hold him and do they auto go up every year?
 
What perplexes me are the Auction leagues that use a Worst to First (or similar) waiver process. If you believe every owner should have an equal shot at every player for the draft, why not apply that same concept to the wavier process and use a blind bidding waiver system?

 
I think one of the big reasons is dynasty leagues are becoming more popular and most folks figure you can't do auction with dynasty (rookie drafts still traditionally worst to first).

I'm starting a new dynasty league this year that does strictly auction for all drafts (among other things to league enhance competitiveness and interaction) for that reason.

If anybody is interested, check it out in the looking for leagues forum:

http://forums.footballguys.com/forum/index...howtopic=392123
You may be right there. Though personally I think a contract salary cap dynasty league is more fun than a "have the player for his whole career with no other considerations that need to be made" dynasty league. More fun to have to continually decide if a player is worth his salary, if he'll be worth it long enough to give him a contract extension at the cost of more money, etc. And auctions work great in such a league. We stick with an NFL-style (non-serpentine) rookie draft to allow the worst teams a better chance to improve, but have auctions for the unsigned vets and for anyone who wants to submit an offer on a franchise or transition tagged player. :yes:
GregR, would you mind posting your rules about contracts etc...? I think contracts is a good piece to add to teh equation and also list how long you are allowed to hold him and do they auto go up every year?
Sure. I'll do a quick summary and maybe a few comments then on what I like about them.Contracts and cap

Player contracts are initially 3 years at whatever amount the player was acquired in the vet auction or in blind bidding waivers. Minimum and maximum roster sizes. Hard salary cap (virtual money) that amounts to an average of $10 per roster spot. We are not a normal league set up so I won't bother going into the exact prices and such, but I found that $10 per roster spot with a $1 minimum worked nicely to balance the size of backup contracts vs those of starters.

A player who is cut to waivers has his contract completely erased (with one or two exceptions I'll hit later), and a new 3 year contract starts up at his new price when he's acquired in blind bidding. (ETA: There is no salary cap hit for cutting a player.) That wasn't my preference actually. I wanted it so for 1 week, a player could be picked up via normal waivers and his original contract would resume on the new team, and after that his contract would be gone and he could be acquired via blind bid waivers and would have a new contract. But MFL had some issues where I couldn't implement that, though at first read I had thought it would be possible.

Contract Extensions

Between years 2 and 3 of a contract, a team can decide to give the player a contract extension to buy 1-2 additional years. To extend him to just a 4th year, you have to give him a 20% raise (at least $5) over his current salary. To add both 4th and 5th years, you have to give him a 40% raise (or at least $10) over his current salary. The raise goes into effect right away, so he would have the new, higher salary during year 3 in addition to the extended years. Further, if you extend a player he cannot be released during year 3 (think of it as our version of a guaranteed year). He could be traded to another team, but that team couldn't release him during year 3 either.

Franchise Tags

You can also wait until a player's contract runs out and then use either your franchise tag or one of your 2 transition tags on him to try to retain him. You have 3 tags total, not 3 tags every year. The tag remains on the player for his full 3 year contract (but not for any extended years). Franchise tagged players get a 3 year tender at a price equal to the GREATER of the average of the top 5 paid players at his position/ 20% raise over his previous salary/ or 5 dollars. Transition tagged players it's the average of the top 10 paid players / 10% raise / $3 whichever is greater. Other teams still can bid higher than that on your tagged players... the tagging team has the right to match the winning bid and retain the player, or the player goes to the bidding team in exchange for rookie draft picks as compensation... two 1sts for a franchise tagged player, or a single 2nd for a transition tagged player.

You can cut or trade a tagged player, but if you do, you cannot reacquire him during the 3 years his contract would have been, unless you have the tag free to go back on him.

Those $5 and $3 minimums are there mostly for IDP, the offensive players average out to much more than that. Also worth mentioning, the tag remaining on the player is actually how the NFL does it. The difference is the NFL has a 1 year tender, and lets the team remove the tag before signing the player to a longer contract if they wish... while we just have a 3 year tender. The Tampa Bay Bucs didn't have an available franchise tag for a half a decade because they didn't remove the tag first before signing some D-lineman to a long term deal. He ended up on another team and their tag was still on him... we actually would let the team use the tag again once he's not on their roster.

Rookie draft

Rookie draft is NFL-style, so if you have the 1.1 pick you also pick first in rounds 2, 3, 4, etc. That's the only concession we give for worse teams to improve. Rookie salaries are based on an average of existing player salaries. Basically we count how many players at that position start in the league, take that many ranked by salary, and then we average the bottom half. So since we start 2 RBs and have 12 teams, that's 24 starting RBs. We take the highest 24 paid RBs, throw out the top 12, and then average the salary of RBs 13-24, and that is what any 1st round rookie RB's salary is regardless of where in the round he goes. If that average is less than $5 for an offensive position, then $5 is used for the 1st round salary. For IDP the same but it's $3 for 1st round minimum. 2nd round price is 2/3 of the 1st round price. 3rd round price is 1/3 of the 1st round price. 4th round and beyond every player is the minimum of $1.

In the offseason we expand the rosters by 5 and raise the salary cap to the amount necessary to pick players in rounds 1-5 at the highest salaried position. You have to cut back down to the normal roster size and cap limit before the vet auction. Our rookie draft doesn't have a limit, as long as people have roster space and cap room they can keep drafting. We do limit that you can't trade away a pick after the 5th round (so you can't stop drafting and trade a bunch of picks you never planned to use).

ETA: Oh, and we have unlimited Injured Reserve as far as the players not taking up roster space, but like the NFL, they still count against your salary cap.

Ok, so that's the rule summary. Probably more important, is how does it work out? Pretty well. Every off-season you are faced with multiple decisions. You have to decide what players in year 2 are going to be worth an extension. I gave out a league leading $130 in extensions the first time we could offer them, out of a $500 cap. So I had a lot of hard decisions to make about who to part with to free up salary for those extensions. You also have to decide which players you didn't extend who are going to be free agents, do you want to tag. To do that you need to look at the whole league and deduce what players other teams will let be free agents, and which will likely be tagged, and if it is worth it to you to go after the tagged player and give up the draft picks.

Some very good players may indeed hit free agency. LT is at a ludicrous salary so his owner is an idiot if he doesn't let him hit free agency... he could reacquire him from the vet auction at the same ludicrous salary if he really wanted, which would be cheaper than using a tag on him. Off the top of my head I expect Peyton, Edge, maybe SJax, Harrison, Owens, Holt, Chad Johnson, and Gates to hit free agency this year and be available in the vet auction, because their initial salary was already at or even beyond the maximum of what they were worth. Most teams end up with from 1/6 to 1/4 of their cap available in the vet auction.

But while some of the elite players do come up as free agents each year, the players that you got at cheaper salaries who then became good starters are guys that you could realistically keep for 8-10 years. You can easily keep a guy with a slightly below market salary for 5 years with a contract extension and then tag him for another 3. An over-priced player you can probably let hit free agency and reacquire him from the auction at a lower price than you had him for. Or cut him mid-season to reacquire him from blind-bidding waivers... though that is riskier since you can't see other people's bids. LT was lost to the guy who put in the ludicrous bid that way, and he's not the only player who was lost on a gamble he could be reacquired cheaper.

So there's a nice balance of being able to maintain a core unit on your team for years to give it that dynasty aspect, but not giving you the luxury of sitting on players forever without having to reckon the impact their presence is having on your salary cap. Having to deal with the cap is a big motivator for trades. As I mentioned, I had to free up 1/4 of my salary cap to give out a huge number of extensions on guys I had who were vastly outplaying their salary, so I had a lot of decent players I traded in order to make cap room. Also, teams targetting 1st round players at expensive positions like RBs likely will look to free up cap room.

I'm also seeing that tying the rookie salaries to the vets like that is working nicely. Our rookie RBs were vastly overpriced initially, but that price is already adjusting downwards quite a bit over the last two years and QB and WR prices are climbing closer to what they are worth in this league set up. But even when the RBs were overpriced, since the worst teams had the 1st picks in each round, they still got the first shot at the RBs when the prices dropped at the start of the next round.

One other thing I liked about this... it was nice that the first 3 years in this format give you a chance to adjust to everything by adding one new aspect of contracts at a time. Year 1 preseason you do the initial auction so everyone is familiar with auctions now (though really they should be before you start). Next off-season you have the vet FA auction, and the only new thing you added is the rookie draft. The next offseason you have the rookie draft and vet auction again, and add in the first time you give out contract extensions. Then after year 3, you do all the above and you add in tagged players for the first time. So even the owners who take a bit longer to figure it all and get comfortable only have 1 new thing added each offseason to have to figure out the details of.

ETA: Here's the full link to the rules page. The links in it don't work to jump to the relevant sections unfortunately, haven't gotten around to fixing them. There's also one or two things in there that have changed that weren't updated on the old site, so if you see a discrepancy, that is probably why. The first draft of the rules always got tweaked when it came closer to doing the tagged players or the contract extensions for the first time and we thought of things we'd missed or been wrong about in the first go round. http://football25.myfantasyleague.com/2007...=36427&O=26

 
Last edited by a moderator:
GregR said:
Liquid Tension said:
GregR said:
Holy Schneikes said:
I think one of the big reasons is dynasty leagues are becoming more popular and most folks figure you can't do auction with dynasty (rookie drafts still traditionally worst to first).

I'm starting a new dynasty league this year that does strictly auction for all drafts (among other things to league enhance competitiveness and interaction) for that reason.

If anybody is interested, check it out in the looking for leagues forum:

http://forums.footballguys.com/forum/index...howtopic=392123
You may be right there. Though personally I think a contract salary cap dynasty league is more fun than a "have the player for his whole career with no other considerations that need to be made" dynasty league. More fun to have to continually decide if a player is worth his salary, if he'll be worth it long enough to give him a contract extension at the cost of more money, etc. And auctions work great in such a league. We stick with an NFL-style (non-serpentine) rookie draft to allow the worst teams a better chance to improve, but have auctions for the unsigned vets and for anyone who wants to submit an offer on a franchise or transition tagged player. :shrug:
GregR, would you mind posting your rules about contracts etc...? I think contracts is a good piece to add to teh equation and also list how long you are allowed to hold him and do they auto go up every year?
Sure. I'll do a quick summary and maybe a few comments then on what I like about them.Contracts and cap

Player contracts are initially 3 years at whatever amount the player was acquired in the vet auction or in blind bidding waivers. Minimum and maximum roster sizes. Hard salary cap (virtual money) that amounts to an average of $10 per roster spot. We are not a normal league set up so I won't bother going into the exact prices and such, but I found that $10 per roster spot with a $1 minimum worked nicely to balance the size of backup contracts vs those of starters.

A player who is cut to waivers has his contract completely erased (with one or two exceptions I'll hit later), and a new 3 year contract starts up at his new price when he's acquired in blind bidding. (ETA: There is no salary cap hit for cutting a player.) That wasn't my preference actually. I wanted it so for 1 week, a player could be picked up via normal waivers and his original contract would resume on the new team, and after that his contract would be gone and he could be acquired via blind bid waivers and would have a new contract. But MFL had some issues where I couldn't implement that, though at first read I had thought it would be possible.

Contract Extensions

Between years 2 and 3 of a contract, a team can decide to give the player a contract extension to buy 1-2 additional years. To extend him to just a 4th year, you have to give him a 20% raise (at least $5) over his current salary. To add both 4th and 5th years, you have to give him a 40% raise (or at least $10) over his current salary. The raise goes into effect right away, so he would have the new, higher salary during year 3 in addition to the extended years. Further, if you extend a player he cannot be released during year 3 (think of it as our version of a guaranteed year). He could be traded to another team, but that team couldn't release him during year 3 either.

Franchise Tags

You can also wait until a player's contract runs out and then use either your franchise tag or one of your 2 transition tags on him to try to retain him. You have 3 tags total, not 3 tags every year. The tag remains on the player for his full 3 year contract (but not for any extended years). Franchise tagged players get a 3 year tender at a price equal to the GREATER of the average of the top 5 paid players at his position/ 20% raise over his previous salary/ or 5 dollars. Transition tagged players it's the average of the top 10 paid players / 10% raise / $3 whichever is greater. Other teams still can bid higher than that on your tagged players... the tagging team has the right to match the winning bid and retain the player, or the player goes to the bidding team in exchange for rookie draft picks as compensation... two 1sts for a franchise tagged player, or a single 2nd for a transition tagged player.

You can cut or trade a tagged player, but if you do, you cannot reacquire him during the 3 years his contract would have been, unless you have the tag free to go back on him.

Those $5 and $3 minimums are there mostly for IDP, the offensive players average out to much more than that. Also worth mentioning, the tag remaining on the player is actually how the NFL does it. The difference is the NFL has a 1 year tender, and lets the team remove the tag before signing the player to a longer contract if they wish... while we just have a 3 year tender. The Tampa Bay Bucs didn't have an available franchise tag for a half a decade because they didn't remove the tag first before signing some D-lineman to a long term deal. He ended up on another team and their tag was still on him... we actually would let the team use the tag again once he's not on their roster.

Rookie draft

Rookie draft is NFL-style, so if you have the 1.1 pick you also pick first in rounds 2, 3, 4, etc. That's the only concession we give for worse teams to improve. Rookie salaries are based on an average of existing player salaries. Basically we count how many players at that position start in the league, take that many ranked by salary, and then we average the bottom half. So since we start 2 RBs and have 12 teams, that's 24 starting RBs. We take the highest 24 paid RBs, throw out the top 12, and then average the salary of RBs 13-24, and that is what any 1st round rookie RB's salary is regardless of where in the round he goes. If that average is less than $5 for an offensive position, then $5 is used for the 1st round salary. For IDP the same but it's $3 for 1st round minimum. 2nd round price is 2/3 of the 1st round price. 3rd round price is 1/3 of the 1st round price. 4th round and beyond every player is the minimum of $1.

In the offseason we expand the rosters by 5 and raise the salary cap to the amount necessary to pick players in rounds 1-5 at the highest salaried position. You have to cut back down to the normal roster size and cap limit before the vet auction. Our rookie draft doesn't have a limit, as long as people have roster space and cap room they can keep drafting. We do limit that you can't trade away a pick after the 5th round (so you can't stop drafting and trade a bunch of picks you never planned to use).

ETA: Oh, and we have unlimited Injured Reserve as far as the players not taking up roster space, but like the NFL, they still count against your salary cap.

Ok, so that's the rule summary. Probably more important, is how does it work out? Pretty well. Every off-season you are faced with multiple decisions. You have to decide what players in year 2 are going to be worth an extension. I gave out a league leading $130 in extensions the first time we could offer them, out of a $500 cap. So I had a lot of hard decisions to make about who to part with to free up salary for those extensions. You also have to decide which players you didn't extend who are going to be free agents, do you want to tag. To do that you need to look at the whole league and deduce what players other teams will let be free agents, and which will likely be tagged, and if it is worth it to you to go after the tagged player and give up the draft picks.

Some very good players may indeed hit free agency. LT is at a ludicrous salary so his owner is an idiot if he doesn't let him hit free agency... he could reacquire him from the vet auction at the same ludicrous salary if he really wanted, which would be cheaper than using a tag on him. Off the top of my head I expect Peyton, Edge, maybe SJax, Harrison, Owens, Holt, Chad Johnson, and Gates to hit free agency this year and be available in the vet auction, because their initial salary was already at or even beyond the maximum of what they were worth. Most teams end up with from 1/6 to 1/4 of their cap available in the vet auction.

But while some of the elite players do come up as free agents each year, the players that you got at cheaper salaries who then became good starters are guys that you could realistically keep for 8-10 years. You can easily keep a guy with a slightly below market salary for 5 years with a contract extension and then tag him for another 3. An over-priced player you can probably let hit free agency and reacquire him from the auction at a lower price than you had him for. Or cut him mid-season to reacquire him from blind-bidding waivers... though that is riskier since you can't see other people's bids. LT was lost to the guy who put in the ludicrous bid that way, and he's not the only player who was lost on a gamble he could be reacquired cheaper.

So there's a nice balance of being able to maintain a core unit on your team for years to give it that dynasty aspect, but not giving you the luxury of sitting on players forever without having to reckon the impact their presence is having on your salary cap. Having to deal with the cap is a big motivator for trades. As I mentioned, I had to free up 1/4 of my salary cap to give out a huge number of extensions on guys I had who were vastly outplaying their salary, so I had a lot of decent players I traded in order to make cap room. Also, teams targetting 1st round players at expensive positions like RBs likely will look to free up cap room.

I'm also seeing that tying the rookie salaries to the vets like that is working nicely. Our rookie RBs were vastly overpriced initially, but that price is already adjusting downwards quite a bit over the last two years and QB and WR prices are climbing closer to what they are worth in this league set up. But even when the RBs were overpriced, since the worst teams had the 1st picks in each round, they still got the first shot at the RBs when the prices dropped at the start of the next round.

One other thing I liked about this... it was nice that the first 3 years in this format give you a chance to adjust to everything by adding one new aspect of contracts at a time. Year 1 preseason you do the initial auction so everyone is familiar with auctions now (though really they should be before you start). Next off-season you have the vet FA auction, and the only new thing you added is the rookie draft. The next offseason you have the rookie draft and vet auction again, and add in the first time you give out contract extensions. Then after year 3, you do all the above and you add in tagged players for the first time. So even the owners who take a bit longer to figure it all and get comfortable only have 1 new thing added each offseason to have to figure out the details of.

ETA: Here's the full link to the rules page. The links in it don't work to jump to the relevant sections unfortunately, haven't gotten around to fixing them. There's also one or two things in there that have changed that weren't updated on the old site, so if you see a discrepancy, that is probably why. The first draft of the rules always got tweaked when it came closer to doing the tagged players or the contract extensions for the first time and we thought of things we'd missed or been wrong about in the first go round. http://football25.myfantasyleague.com/2007...=36427&O=26
Thanks a lot Greg. I have been playing for a long time, but can't get people around the cap idea. What I really like about it is that trades which tend to cause a lot of friction are lessened with the cap. I also like the building a team concept that this brings (a little similar to a dynasty league without auction) and that you need to manage the cap.There is a lot to sift through so I will let you know if I have any comments/questions

:bs:

 
GregR said:
Thanks a lot Greg. I have been playing for a long time, but can't get people around the cap idea. What I really like about it is that trades which tend to cause a lot of friction are lessened with the cap. I also like the building a team concept that this brings (a little similar to a dynasty league without auction) and that you need to manage the cap.There is a lot to sift through so I will let you know if I have any comments/questions :popcorn:
Hope it is of use. This system is heavily based off of the rules for a league that Bob Henry has been running for a half dozen to a dozen years now, that he was kind enough to share with me, and which I am forever grateful for. So we had a really good base to grow on from the start and then have been tweaking to our satisfaction since. I'm also very lucky that I found 11 guys who know me and trust me enough to let me run with the rules in this league. I say that because I've tried to get my other leagues to this kind of system for years without luck. I finally decided what I really needed was a league where I could try out all the things I've ever wanted to try, and to do that I needed control over the rules rather than having them put to a league-wide vote. I had enough friends who were happy with how I commished the other leagues they have trusted me with that power. Once I've had a chance to test and tweak things fully and the rules stabilize fully I plan to go back to leaguewide vote.Not just the contract stuff either, as far as what I wanted to try. We have a scoring system and lineup that brings other offensive positions on par with RB. Flex spot for a 2nd QB, 4 WR, 2 TE, and a flex WR/TE. Staggered PPR to make TE worth something beyond the top 3 at the position. We start a full 4-3 defense of 11 IDPs, with a scoring system that makes them not an afterthought, but still less valuable than the offensive players (of which we also start 11). Head coaches, team kick return units. We even have punters, who I am really loving having in FF... they are much more predictable on a season or even game-to-game basis than are, say, place kickers. They are a really nice fit in FF. And we set draft order by a combination of regular season finish and post season finish so that it is in team's best interest to win any playoff game they are in. I've always hated it when people had incentive to lose games.
 
Last year I started a local (Philly area) 3vet/1 rook $250 salary cap Keeper auction, using a blind bid waiver system and yearly salary increase (+$5 or 25%, whichever is greater).

The major problem we have encountered is it hinders trading, we are still tweaking things, but overall, alot of lessons were learned (ex: LT at $96 leaves you no $ for anyone else).

I've thought about doing an similar online league on MFL. Other downside is lack of information on salaries, compared to draft position..etc

But i definately prefer auction to serpentine... Even though i did get 8th place...

 
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Banzai Method = even steven. For all practical intents and purposes.

And so very very easy. Just flip the 3rd round and leave everything else exactly the same.

 
Across multiple formats, multiple methods of changing the draft order (3rd round reversal...etc) the top 3 picks are just too valuable.With the spread of RBBC across the NFL, the ability to draft ADP, LT, or Steven Jackson should be left up to more than just luck. You could argue that ADP is in an RBBC, and Willis McGahee, Addai, Portis, LJ, Westbrook are not in an RBBC, but you cannot deny the value put on those top 3, especially when considering trade offer advise found throughout FBG.When trading ADP, LT or Sjax, the value in return is equivalant to a 1st & 3rd rd pick for anyone drafting below 1.5. Considering, i'm shocked that auction drafts have not taken off as much as I expected. What are your thoughts?
In my 16 team Keeper/re-draft league it was an auction draft for many years, the league started in 1992. Today it is a serpentine with the last place guy first and superbowl winner last. We can opt to keep one player who is essentially our 1st round pick, or opt to throw back and lottery for first round position. Every other round is based on the previous years standings. The auction draft was a blast. I alway loved to see the guys come in with their 3 month old fantasy magazine and bid right from the cheat sheets supplied. The logistics just made it too damn hard to get everyone together every year. Now its all online live draft with no trading of picks. Folks who cant make it live spend a couple of weeks arranging their pre-selection draft boards. I liked the Auction but the live online draft is just easier.
 
Across multiple formats, multiple methods of changing the draft order (3rd round reversal...etc) the top 3 picks are just too valuable.

With the spread of RBBC across the NFL, the ability to draft ADP, LT, or Steven Jackson should be left up to more than just luck. You could argue that ADP is in an RBBC, and Willis McGahee, Addai, Portis, LJ, Westbrook are not in an RBBC, but you cannot deny the value put on those top 3, especially when considering trade offer advise found throughout FBG.

When trading ADP, LT or Sjax, the value in return is equivalant to a 1st & 3rd rd pick for anyone drafting below 1.5.

Considering, i'm shocked that auction drafts have not taken off as much as I expected. What are your thoughts?
A small quibble is that RBBC is not spreading across the NFL; there are more feature backs now than there have ever been.Another small quibble is that #2 and #3 last year got pretty hosed (LJ and Jackson). But I do agree that 1.01 is overvalued relative to the other draft slots.

I think the reason auction hasn't taken off is that it's harder; it's harder to run, harder to prepare for, and harder to do. For serious fantasy types, auctions are a lot more fun, because all of that "harder" means more opportunity for analysis and strategy. But for casual types, just being able to come up with two picks at the turn is stressful enough.

Also, the tools available to run auctions are fairly deficient right now, both online and in person.
I think the lack of tools is the biggest issue. If any of the major sites have high quality auction software, I'm not aware of it. My own dynasty league goes over to fantasyauctioneer.com to do our vet auctions. The software there is fantastic. They even have an affiliation with MFL and will transfer over your rosters for you. I can't believe MFL hasn't bought them out or at least incorporated them more directly, as so far they have the best auction tools I've seen. Though there are still some shortcomings on FA as well.
:shrug: Fantasy Auctioneer is OK, but it pales in comparison to the redraft apps available. I would love to do more auctions, but executing them is just not as easy.

When did Fantasy Football become a skilled hobby?
:thumbup: I know you're being clever, but legally fantasy sports are classified as "games of skill." That's how leagues are able to pay out prize $$$ without being held out as gambling.That said, anyone who doesn't think luck plays a HUGE role in fantasy football hasn't played it long enough. :unsure:

 
GregR said:
Thanks a lot Greg. I have been playing for a long time, but can't get people around the cap idea. What I really like about it is that trades which tend to cause a lot of friction are lessened with the cap. I also like the building a team concept that this brings (a little similar to a dynasty league without auction) and that you need to manage the cap.There is a lot to sift through so I will let you know if I have any comments/questions :rant:
Hope it is of use. This system is heavily based off of the rules for a league that Bob Henry has been running for a half dozen to a dozen years now, that he was kind enough to share with me, and which I am forever grateful for. So we had a really good base to grow on from the start and then have been tweaking to our satisfaction since. I'm also very lucky that I found 11 guys who know me and trust me enough to let me run with the rules in this league. I say that because I've tried to get my other leagues to this kind of system for years without luck. I finally decided what I really needed was a league where I could try out all the things I've ever wanted to try, and to do that I needed control over the rules rather than having them put to a league-wide vote. I had enough friends who were happy with how I commished the other leagues they have trusted me with that power. Once I've had a chance to test and tweak things fully and the rules stabilize fully I plan to go back to leaguewide vote.Not just the contract stuff either, as far as what I wanted to try. We have a scoring system and lineup that brings other offensive positions on par with RB. Flex spot for a 2nd QB, 4 WR, 2 TE, and a flex WR/TE. Staggered PPR to make TE worth something beyond the top 3 at the position. We start a full 4-3 defense of 11 IDPs, with a scoring system that makes them not an afterthought, but still less valuable than the offensive players (of which we also start 11). Head coaches, team kick return units. We even have punters, who I am really loving having in FF... they are much more predictable on a season or even game-to-game basis than are, say, place kickers. They are a really nice fit in FF. And we set draft order by a combination of regular season finish and post season finish so that it is in team's best interest to win any playoff game they are in. I've always hated it when people had incentive to lose games.
Punters...wow, that is cutting edge.As for evening out the players, I have experimented some with that as well. 2 QB's seems to play well and giving a little for TE's and possibly a half a point for WR's is OK, but I found that trying to make the positions too similar took away from realism and fun. It is nice to see what the player has done and "know" how many points the player gets you. I am strongly opposed to plateaus which is why I like decimal points scoring. I also hate PPR for RB's (and in general don;t like it too much for WR/TE's. What would be great would be if the sites could give something for 1st down receptions!At the end of the day it is about where you draw the line to keep the realism as maximum as possible yet still make it fun and somewhat easy.BTW, I don't understand you comment about incentive to lose a playoff game? I can only guess you mean in a losers bracket? We give more money for each position in the playoffs so you would not want to lose a playoff game even in a losers bracket.
 
Other than that one league I only do keepers, dynos, and auctions. There's simply too much luck involved in redrafts. I'd say in dyno's and auctions the luck/skill ratio's under 50/50 and in larger keepers (4 or more) it's at least close to 50/50 but in redrafts I think you're looking at something closer to 75/25 and that is very frustrating for those of us who are really into this stuff while some other schmo bombs the draft and then stumbles upon the Derek Anderson's, Ryan Grant's, Earnest Graham's, and Roddy White's riding them to the playoffs.It'd be different if it were people I knew had a clue, but watching this same thing happen year after year in different redrafts to owners who absolutely choked the draft has just put me off of them. Maybe a "competitive" one, but I'm still smarting from the last two seasons - I need some time off from them.
Because no one can "stumble upon" DA, Grant and Graham in your auction league? The problem I have with auctions is that unless all of the teams are fully on board with the auction concept, you don't end up with a true free market, players' value get out of whack, and you end up with a not-so competitive league. I have finished second in my redraft league 3 years in a row, and then won the Championship last year, drafting from the 11 hole each time. In fact I don't think anyone with a top 5 draft slot has ever won our league.
 
Other than that one league I only do keepers, dynos, and auctions. There's simply too much luck involved in redrafts. I'd say in dyno's and auctions the luck/skill ratio's under 50/50 and in larger keepers (4 or more) it's at least close to 50/50 but in redrafts I think you're looking at something closer to 75/25 and that is very frustrating for those of us who are really into this stuff while some other schmo bombs the draft and then stumbles upon the Derek Anderson's, Ryan Grant's, Earnest Graham's, and Roddy White's riding them to the playoffs.It'd be different if it were people I knew had a clue, but watching this same thing happen year after year in different redrafts to owners who absolutely choked the draft has just put me off of them. Maybe a "competitive" one, but I'm still smarting from the last two seasons - I need some time off from them.
Because no one can "stumble upon" DA, Grant and Graham in your auction league? The problem I have with auctions is that unless all of the teams are fully on board with the auction concept, you don't end up with a true free market, players' value get out of whack, and you end up with a not-so competitive league. I have finished second in my redraft league 3 years in a row, and then won the Championship last year, drafting from the 11 hole each time. In fact I don't think anyone with a top 5 draft slot has ever won our league.
Indeed, there's plenty of luck in auctions. Getting a $5 player who performs like a $75 player is much like getting second round performance out of a guy you grabbed in the 10th.But I'll still take the fluid dynamics of an auction over a draft any day. My local league is fully on board and we have great competitiveness.
 
I agree that the auction style requires a little more skill than serpentine.

But if really want to reduce luck, stop wasting your time with head-to-head and go for total points.

 
Because no one can "stumble upon" DA, Grant and Graham in your auction league? The problem I have with auctions is that unless all of the teams are fully on board with the auction concept, you don't end up with a true free market, players' value get out of whack, and you end up with a not-so competitive league.
:thumbup: It seems that the extra complexity and value-judgement required to have a successful league make it more difficult to have a balanced and competitive league. How well would the average person NEW TO FF be able to perform in an auction league with 6-8 sharks?I love the idea of auction leagues, but it seems obvious to me that they are only good for the most experianced and dedicated FF players, not the rookies and more casual players, and it's a heck of a lot harder to find 12 guys (locally) that fit the criteria. Since auctions are best run live, there aren't many.ETA: Don't forget that those of us spending time on this message board Jan-May are not exactly a good representative sample of the general FF playing populace!
 
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I agree that the auction style requires a little more skill than serpentine.But if really want to reduce luck, stop wasting your time with head-to-head and go for total points.
I agree that total points is more indicative; but it also creates disinterest. With half the season to go there are people who know they have no shot at winning their league. Whereas last year, in my biggest money league, a guy finished 7-7 [won his last three] after a bold trade, and then defeated my 14-0 team in the first round of our playoffs. I was furious obviously, but had we done total points the league would've had little activity outside of the top 3 or 4 guys. And the eventual champ would've been mathematically eliminated weeks before he made the trade to right the ship.With football, I've always accepted the randomness element come fantasy playoff time. That's how the real NFL works, too. Any given Sunday and all that. Sure if my 14-0 squad played that 7-7 squad 100 times I would probably win 75% of them, but that's no different than the NFL itself, you know?
 
I agree that the auction style requires a little more skill than serpentine.But if really want to reduce luck, stop wasting your time with head-to-head and go for total points.
I agree that total points is more indicative; but it also creates disinterest. With half the season to go there are people who know they have no shot at winning their league. Whereas last year, in my biggest money league, a guy finished 7-7 [won his last three] after a bold trade, and then defeated my 14-0 team in the first round of our playoffs. I was furious obviously, but had we done total points the league would've had little activity outside of the top 3 or 4 guys. And the eventual champ would've been mathematically eliminated weeks before he made the trade to right the ship.With football, I've always accepted the randomness element come fantasy playoff time. That's how the real NFL works, too. Any given Sunday and all that. Sure if my 14-0 squad played that 7-7 squad 100 times I would probably win 75% of them, but that's no different than the NFL itself, you know?
:hifive: Just think 2007 Super Bowl! :lmao:
 
Because no one can "stumble upon" DA, Grant and Graham in your auction league? The problem I have with auctions is that unless all of the teams are fully on board with the auction concept, you don't end up with a true free market, players' value get out of whack, and you end up with a not-so competitive league.
:goodposting: It seems that the extra complexity and value-judgement required to have a successful league make it more difficult to have a balanced and competitive league. How well would the average person NEW TO FF be able to perform in an auction league with 6-8 sharks?I love the idea of auction leagues, but it seems obvious to me that they are only good for the most experianced and dedicated FF players, not the rookies and more casual players, and it's a heck of a lot harder to find 12 guys (locally) that fit the criteria. Since auctions are best run live, there aren't many.ETA: Don't forget that those of us spending time on this message board Jan-May are not exactly a good representative sample of the general FF playing populace!
My league has had four new owners enter the league the past four years and all four were auction newbies yet adapted remarkably well and fielded competitive teams. Now, they might be exceptionally bright (hi, Kenlin! :hey: ) or the rest of us fairly dull ( :bag: ) but I think the real reason is that the concept is easily grasped and, again, there's a lot of luck involved in general in ff.
 
GregR said:
Thanks a lot Greg. I have been playing for a long time, but can't get people around the cap idea. What I really like about it is that trades which tend to cause a lot of friction are lessened with the cap. I also like the building a team concept that this brings (a little similar to a dynasty league without auction) and that you need to manage the cap.There is a lot to sift through so I will let you know if I have any comments/questions :yucky:
Hope it is of use. This system is heavily based off of the rules for a league that Bob Henry has been running for a half dozen to a dozen years now, that he was kind enough to share with me, and which I am forever grateful for. So we had a really good base to grow on from the start and then have been tweaking to our satisfaction since. I'm also very lucky that I found 11 guys who know me and trust me enough to let me run with the rules in this league. I say that because I've tried to get my other leagues to this kind of system for years without luck. I finally decided what I really needed was a league where I could try out all the things I've ever wanted to try, and to do that I needed control over the rules rather than having them put to a league-wide vote. I had enough friends who were happy with how I commished the other leagues they have trusted me with that power. Once I've had a chance to test and tweak things fully and the rules stabilize fully I plan to go back to leaguewide vote.Not just the contract stuff either, as far as what I wanted to try. We have a scoring system and lineup that brings other offensive positions on par with RB. Flex spot for a 2nd QB, 4 WR, 2 TE, and a flex WR/TE. Staggered PPR to make TE worth something beyond the top 3 at the position. We start a full 4-3 defense of 11 IDPs, with a scoring system that makes them not an afterthought, but still less valuable than the offensive players (of which we also start 11). Head coaches, team kick return units. We even have punters, who I am really loving having in FF... they are much more predictable on a season or even game-to-game basis than are, say, place kickers. They are a really nice fit in FF. And we set draft order by a combination of regular season finish and post season finish so that it is in team's best interest to win any playoff game they are in. I've always hated it when people had incentive to lose games.
Punters...wow, that is cutting edge.As for evening out the players, I have experimented some with that as well. 2 QB's seems to play well and giving a little for TE's and possibly a half a point for WR's is OK, but I found that trying to make the positions too similar took away from realism and fun. It is nice to see what the player has done and "know" how many points the player gets you. I am strongly opposed to plateaus which is why I like decimal points scoring. I also hate PPR for RB's (and in general don;t like it too much for WR/TE's. What would be great would be if the sites could give something for 1st down receptions!At the end of the day it is about where you draw the line to keep the realism as maximum as possible yet still make it fun and somewhat easy.BTW, I don't understand you comment about incentive to lose a playoff game? I can only guess you mean in a losers bracket? We give more money for each position in the playoffs so you would not want to lose a playoff game even in a losers bracket.
Yes, we don't use any plateaus for points. The positions get most of their balance out of the number that we start. It amounts to 2 QB, 2 RB, 5 WR, 2 TE, though you can start a 3rd RB instead of a 2nd QB, and can start a 3rd TE instead of a 5th WR. The flex for the QB especially is useful due to the shortage of starting QBs. And the PPR we use is .25 RB, .5 RB, 1.0 TE, which helps the TEs not be an after thought after the top couple. I think QBs are actually the most valuable position in this setup mainly because of scarcity, which is probably how it should be to reflect the value of NFL players.We aren't a cash league. I've seen too much unethical crap pulled just to win money to want to play for money ever again. What I mean by the incentive to lose is, our 7th to 12th draft picks are given reverse of order of finish. So if you are in the champ bracket and lose the semi-final, then you play the next week for 3rd place against the other semi-final loser. Winning that game gives you 3rd place but the 10th draft pick, while losing gives you 4th and the 9th draft pick. A lot of people don't care about finishing 3rd vs 4th more than they do about picking 9th vs 10th in every round. So we're looking at swapping that next year, so you have to win the 3rd place game to get the earlier pick.
 
I agree that the auction style requires a little more skill than serpentine.But if really want to reduce luck, stop wasting your time with head-to-head and go for total points.
I find a much more palatable compromise for many is to just go with double or even triple-headers. The results are much closer to the rankings you'd get from total points without needing to lose the aspects people like about having individual games.
 
I've run a redraft league for 11 yrs now I kept hearing about how fun auction leagues were and how the draft was much more fun. So I sat in on a budies auction draft just to see how this works and I was unimpressed. The guys had fun but it was more or less fun because of the guys that were participating. It just doesn't feel right for everyone to have a shot at every player. There's no looking forward to your pick there's no draft pick trades or trade talk. I like feeling like a true NFL GM I like having a board and deciding to I draft this player now do I move back and so on. Redrafts seem like a lot more fun to me and resembles the NFL draft more than a auction. Everyone should not have a shot at the top player. We decide our Draft order a month in a half ahead of time. Last yr was the first time the owner with the #1 pick has won our league

 
GregR said:
Liquid Tension said:
Thanks a lot Greg. I have been playing for a long time, but can't get people around the cap idea. What I really like about it is that trades which tend to cause a lot of friction are lessened with the cap. I also like the building a team concept that this brings (a little similar to a dynasty league without auction) and that you need to manage the cap.There is a lot to sift through so I will let you know if I have any comments/questions :thumbup:
Hope it is of use. This system is heavily based off of the rules for a league that Bob Henry has been running for a half dozen to a dozen years now, that he was kind enough to share with me, and which I am forever grateful for. So we had a really good base to grow on from the start and then have been tweaking to our satisfaction since. I'm also very lucky that I found 11 guys who know me and trust me enough to let me run with the rules in this league. I say that because I've tried to get my other leagues to this kind of system for years without luck. I finally decided what I really needed was a league where I could try out all the things I've ever wanted to try, and to do that I needed control over the rules rather than having them put to a league-wide vote. I had enough friends who were happy with how I commished the other leagues they have trusted me with that power. Once I've had a chance to test and tweak things fully and the rules stabilize fully I plan to go back to leaguewide vote.Not just the contract stuff either, as far as what I wanted to try. We have a scoring system and lineup that brings other offensive positions on par with RB. Flex spot for a 2nd QB, 4 WR, 2 TE, and a flex WR/TE. Staggered PPR to make TE worth something beyond the top 3 at the position. We start a full 4-3 defense of 11 IDPs, with a scoring system that makes them not an afterthought, but still less valuable than the offensive players (of which we also start 11). Head coaches, team kick return units. We even have punters, who I am really loving having in FF... they are much more predictable on a season or even game-to-game basis than are, say, place kickers. They are a really nice fit in FF. And we set draft order by a combination of regular season finish and post season finish so that it is in team's best interest to win any playoff game they are in. I've always hated it when people had incentive to lose games.
Punters...wow, that is cutting edge.As for evening out the players, I have experimented some with that as well. 2 QB's seems to play well and giving a little for TE's and possibly a half a point for WR's is OK, but I found that trying to make the positions too similar took away from realism and fun. It is nice to see what the player has done and "know" how many points the player gets you. I am strongly opposed to plateaus which is why I like decimal points scoring. I also hate PPR for RB's (and in general don;t like it too much for WR/TE's. What would be great would be if the sites could give something for 1st down receptions!At the end of the day it is about where you draw the line to keep the realism as maximum as possible yet still make it fun and somewhat easy.BTW, I don't understand you comment about incentive to lose a playoff game? I can only guess you mean in a losers bracket? We give more money for each position in the playoffs so you would not want to lose a playoff game even in a losers bracket.
Yes, we don't use any plateaus for points. The positions get most of their balance out of the number that we start. It amounts to 2 QB, 2 RB, 5 WR, 2 TE, though you can start a 3rd RB instead of a 2nd QB, and can start a 3rd TE instead of a 5th WR. The flex for the QB especially is useful due to the shortage of starting QBs. And the PPR we use is .25 RB, .5 RB, 1.0 TE, which helps the TEs not be an after thought after the top couple. I think QBs are actually the most valuable position in this setup mainly because of scarcity, which is probably how it should be to reflect the value of NFL players.We aren't a cash league. I've seen too much unethical crap pulled just to win money to want to play for money ever again. What I mean by the incentive to lose is, our 7th to 12th draft picks are given reverse of order of finish. So if you are in the champ bracket and lose the semi-final, then you play the next week for 3rd place against the other semi-final loser. Winning that game gives you 3rd place but the 10th draft pick, while losing gives you 4th and the 9th draft pick. A lot of people don't care about finishing 3rd vs 4th more than they do about picking 9th vs 10th in every round. So we're looking at swapping that next year, so you have to win the 3rd place game to get the earlier pick.
If there is no incentive you could lottery those other sports for your draft or make them equal?
 
hotboyz said:
I've run a redraft league for 11 yrs now I kept hearing about how fun auction leagues were and how the draft was much more fun. So I sat in on a budies auction draft just to see how this works and I was unimpressed. The guys had fun but it was more or less fun because of the guys that were participating. It just doesn't feel right for everyone to have a shot at every player. There's no looking forward to your pick there's no draft pick trades or trade talk. I like feeling like a true NFL GM I like having a board and deciding to I draft this player now do I move back and so on. Redrafts seem like a lot more fun to me and resembles the NFL draft more than a auction. Everyone should not have a shot at the top player. We decide our Draft order a month in a half ahead of time. Last yr was the first time the owner with the #1 pick has won our league
To each his own but I couldn't disagree more with the statements I bolded.The best part of having a shot at the best player on the board is deciding how much of your cap to allocate to him. Making that particular decision, on that guy and the other top players, is the essence of auctioning.

 
Lots of keeper/dynasty leagues out there

Auctions seem to take a lot longer

Having a top 3 pick doesn't guarantee fantasy success
That first statement is the entire reason there should be MORE Auction Drafts going on...in my opinion, it's the only fair way to conduct a Draft in the Dynasty/Keeper Format.

Let every Owner start off on the same foot, with the same assets, and use their Pre-Auction planning to design their personal GamePlan how to best allocate their resources for both short and long-term success. Let the market determine the value of each Player, and have each Owner making economic decisions with each bid they are involved in, and each Player they acquire.

It's only fair in a long-term format - EVERY Owner has a shot at EVERY Player, depending on what they're willing to spend to acquire them, and how they're willing to build around them. I just don't see the appeal in Dynasty/Keeper of not having the freedom to make my own decisions about how to construct my Team.

While I choose not to participate in Leagues with fewer than 12 Teams, when it comes to ReDraft, a 12 Teamer is the only League size I'll participate in (outside of Survivor), especially where money is at stake, where a Serpentine Draft takes place.

Serpentine: Perfect for ReDraft Leagues with 12 or fewer Teams

Auction: Indispensable for Longer Term Leagues (Dynasty/Keeper), especially in Initial Player Distribution, and a better format than Serp for ReDrafts over 12 Teams.
:thumbup: I agree with this 100%.

 
GregR said:
Mr. Mojo said:
I agree that the auction style requires a little more skill than serpentine.But if really want to reduce luck, stop wasting your time with head-to-head and go for total points.
I find a much more palatable compromise for many is to just go with double or even triple-headers. The results are much closer to the rankings you'd get from total points without needing to lose the aspects people like about having individual games.
Actually I like the format that some leagues like Rotobowl use - H2H and a Top 6 / Bottom 6 Win/Loss.You play a H2H each week and the Top 6 scores each week get a WIN, and the bottom 6 get a LOSS.You can go 2-0, 1-1 or 0-2 each week.
 
GregR said:
Mr. Mojo said:
I agree that the auction style requires a little more skill than serpentine.But if really want to reduce luck, stop wasting your time with head-to-head and go for total points.
I find a much more palatable compromise for many is to just go with double or even triple-headers. The results are much closer to the rankings you'd get from total points without needing to lose the aspects people like about having individual games.
Actually I like the format that some leagues like Rotobowl use - H2H and a Top 6 / Bottom 6 Win/Loss.You play a H2H each week and the Top 6 scores each week get a WIN, and the bottom 6 get a LOSS.You can go 2-0, 1-1 or 0-2 each week.
I find the Rotobowl system or victory pts to be the best determinate. It's funny how the topic changed a bit, but these issues are so closely related to removing luck, its funny they come up everytime we discuss it.
 
Across multiple formats, multiple methods of changing the draft order (3rd round reversal...etc) the top 3 picks are just too valuable.

With the spread of RBBC across the NFL, the ability to draft ADP, LT, or Steven Jackson should be left up to more than just luck. You could argue that ADP is in an RBBC, and Willis McGahee, Addai, Portis, LJ, Westbrook are not in an RBBC, but you cannot deny the value put on those top 3, especially when considering trade offer advise found throughout FBG.

When trading ADP, LT or Sjax, the value in return is equivalant to a 1st & 3rd rd pick for anyone drafting below 1.5.

Considering, i'm shocked that auction drafts have not taken off as much as I expected. What are your thoughts?
A small quibble is that RBBC is not spreading across the NFL; there are more feature backs now than there have ever been.Another small quibble is that #2 and #3 last year got pretty hosed (LJ and Jackson). But I do agree that 1.01 is overvalued relative to the other draft slots.

I think the reason auction hasn't taken off is that it's harder; it's harder to run, harder to prepare for, and harder to do. For serious fantasy types, auctions are a lot more fun, because all of that "harder" means more opportunity for analysis and strategy. But for casual types, just being able to come up with two picks at the turn is stressful enough.

Also, the tools available to run auctions are fairly deficient right now, both online and in person.
I think the lack of tools is the biggest issue. If any of the major sites have high quality auction software, I'm not aware of it. My own dynasty league goes over to fantasyauctioneer.com to do our vet auctions. The software there is fantastic. They even have an affiliation with MFL and will transfer over your rosters for you. I can't believe MFL hasn't bought them out or at least incorporated them more directly, as so far they have the best auction tools I've seen. Though there are still some shortcomings on FA as well.
:goodposting: I haven't checked out fantasyauctioneer.com, but if MFL had quality auction software then I think the auction format would become a lot more popular.

 
Snake drafts are so commonplace that only diehards really will push for change.

We forget that the Shark Pool in April is hardly emblematic of normal FF players. Most don't even care about football (except for the NFL Draft) until at least July, possibly August.

Snake drafts are simple to understand and easy. Sure they aren't the most fair, but they are the easiest to conduct and don't require software / tools / an auctioneer. Couple this with the social aspects of draft night and the fun atmosphere, and many will view an auction as too structured and involved to even bother to learn.

Hardcore players, which many play Dynasty and Keeper leagues, will push for more fairness because we tend to think we know more than Average Joe. We want recognition and reward for that knowledge, and not to be screwed by the luck of the draw for a draft spot.

 
Across multiple formats, multiple methods of changing the draft order (3rd round reversal...etc) the top 3 picks are just too valuable.

With the spread of RBBC across the NFL, the ability to draft ADP, LT, or Steven Jackson should be left up to more than just luck. You could argue that ADP is in an RBBC, and Willis McGahee, Addai, Portis, LJ, Westbrook are not in an RBBC, but you cannot deny the value put on those top 3, especially when considering trade offer advise found throughout FBG.

When trading ADP, LT or Sjax, the value in return is equivalant to a 1st & 3rd rd pick for anyone drafting below 1.5.

Considering, i'm shocked that auction drafts have not taken off as much as I expected. What are your thoughts?
A small quibble is that RBBC is not spreading across the NFL; there are more feature backs now than there have ever been.Another small quibble is that #2 and #3 last year got pretty hosed (LJ and Jackson). But I do agree that 1.01 is overvalued relative to the other draft slots.

I think the reason auction hasn't taken off is that it's harder; it's harder to run, harder to prepare for, and harder to do. For serious fantasy types, auctions are a lot more fun, because all of that "harder" means more opportunity for analysis and strategy. But for casual types, just being able to come up with two picks at the turn is stressful enough.

Also, the tools available to run auctions are fairly deficient right now, both online and in person.
I think the lack of tools is the biggest issue. If any of the major sites have high quality auction software, I'm not aware of it. My own dynasty league goes over to fantasyauctioneer.com to do our vet auctions. The software there is fantastic. They even have an affiliation with MFL and will transfer over your rosters for you. I can't believe MFL hasn't bought them out or at least incorporated them more directly, as so far they have the best auction tools I've seen. Though there are still some shortcomings on FA as well.
:scared: I haven't checked out fantasyauctioneer.com, but if MFL had quality auction software then I think the auction format would become a lot more popular.
I you haven't tried FantasyAuctioneer, give them a try. You can create a login and run a mock with the software to get a feel for how it works. In short, every new bid resets the clock to whatever you wanted, and if it hits zero the player is awarded. We have used 10 and 15 seconds before, depending on how many players we had to get through, and both worked well. You can type in a bid or hit a bid+1 button to up the price by the minimum amount.The downside... the tool you use if you want to enter your player values into the system is really rough to use. You can't just type in the value, you have to move people up and down with arrows. If your values don't closely match their default ones it is almost unusable. But, you really don't need to use that tool. The main purpose it would serve is that if your internet connection died, the AI could auction for you using your values.

 
GregR said:
Mr. Mojo said:
I agree that the auction style requires a little more skill than serpentine.But if really want to reduce luck, stop wasting your time with head-to-head and go for total points.
I find a much more palatable compromise for many is to just go with double or even triple-headers. The results are much closer to the rankings you'd get from total points without needing to lose the aspects people like about having individual games.
Actually I like the format that some leagues like Rotobowl use - H2H and a Top 6 / Bottom 6 Win/Loss.You play a H2H each week and the Top 6 scores each week get a WIN, and the bottom 6 get a LOSS.You can go 2-0, 1-1 or 0-2 each week.
I find the Rotobowl system or victory pts to be the best determinate. It's funny how the topic changed a bit, but these issues are so closely related to removing luck, its funny they come up everytime we discuss it.
I have a league that still uses single H2H games that every time I try to get to go to a double-header, we fail by 1 vote. I may try that one this time.Does MFL have a way to support it?
 

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