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[Fantasy] PL R4 Preview
March 9th, 2009 16:13 GMT
Fantasy Proleague Round 4 Preview
First, congratulations Nikk for winning Fantasy Winner's League with a close finish that was down to the last day's games. Check out the Round 3 thread for any information on that.
With fantasy Winner's League behind us now its time to start looking towards the next round of fantasy proleague. This round brings many new changes and a brand new interface; we're moving to an automated web app this round (no more epic excel spreadsheet's for HotBid to update). This next round should be very exciting and I hope everyone enjoys it. Next round will start April 11th, until then check out Semioldguy's Fantasy WL Playoffs or spend the time planning your team.
Summary:
- You choose 6 players & 1 team that score points when they play well.
- You pick 3 players that lose you points when they play well.
- Players & teams can be traded between weeks for those valued less than them.
Scoring Scoring will be similar to Round 2 with team points getting a slight boost:
Player Scoring: Non-Ace Lineup Appearance: 1 Point Game Win (Ace included): 2 Points Game Loss (Ace included): -1 Points Ace Match Appearance: 2 Points 3-Game Win Streak: 1 Point 6-Game Win Streak: 2 Points 9-Game Win Streak: 3 Points Break Another's Streak: 1 Point Team Win: 1 Point DQ/Forfeit: -4 Points
Team Scoring: 3-0 Victory: 8 Points 3-1 Victory: 6 Points 3-2 Victory: 4 Points 2-3 Defeat: 2 Point 1-3 Defeat: 0 Points 0-3 Defeat: -2 Points
Team Selection Just like last round you will be forming a Main Team consisting of 6 players (1 designated captain, used for tie breakers) and 1 Proleague team costing a maximum of 30 points who will contributed points to your team based on their performance. New to this round however is the addition of a Anti Team, this consists of 3 players costing a Minimum of 13 points; your Anti Team players will be subtracting their point total from your total score (time to start looking for those overpriced players heading in to a slump). Note that the Anti Team and Anti Team selections are not related to each other, you may not however have a player on both your Main Team and Anti Team (you're not stupid right?). Your Main Team must still follow the rule of having one of each race; however the Anti Team is not limited by this restriction so you can pick 3 Protoss players if you so wish.
Trading Again, just like last round, you will have an oppurtunity each week to trade players from both your Main and Anti teams. Unlike last season however, instead of Semioldguy generating a list of possible trades, each player will have a Trade Value that will fluctuate based on their performance over the course of the round and will start at their cost. Between weeks you can trade any player on your Main Team for someone with a lower (or equal) Adjusted Trade Value. Anti Team trading is the same except you must trade for someone of higher value. Trades are made using an Adjusted Trade Value which takes into account how many games each player has left. You will be limited to a maximum of 2 Main Team trades and 1 Anti Team trade per week and you can not trade away your captain from your Main Team; also, your Main Team must still contain one player of each race. + Show Spoiler [Trade Value formula & example] +Trade Value = ( P / (4.56 / 11)) / M * M/11 + C * (11 - M)/11 P = Player's points. M = number of matches played. C = Player's original cost 4.56 is the number of points a 1 point cost player is expected to score over the entire round 11 is the total number of matches each team plays in a round. (4.56 / 11 ~= .41) Basically, this is figuring out what a player's point cost would be given their current performance (ie someone scoring 4.56 points in one game would have a cost of 11) this is then weighted with their original cost; the weights are percentage of games played for the "new" cost and percentage of games left for the original cost. I hope this makes sense, if not feel free to ask questions. As an example let's say Leta (9 cost) plays in two matches the first week going 1-0 with a Team win in the first match and 2-0 in the second with an ace win and team win (4 pts 1st game, 9 pts 2nd game [3 wins * 2, 2 lineups * 1, 1 ace * 2, 2 team wins * 1, 1 Three Win Streak * 1]) = 13 pts for week 1 with two matches played out of 11 for the round: T = (13 / .41) / 2 * 2/11 + 9 * (11-2/11) T = 31.4 / 2 * 2/11 + 9 * 9/11 = ? T = 15.7 * 2/11 + 9 * 9/11 = (At this point we can see he has an estimated cost of 15.7 if he continues on this scoring trend whereas his original cost is 9--these are then weighted based on games played and games left) T = 2.85 + 7.4 Trade Value = 10.21 ( Leta's trade value at the end of week one with him scoring 13 pts over 2 games) Trade Value is directly comparable with a players original cost thus someone with a Trade Value of 9 is rated the same as a player that started at Cost 9. Adjusted Trade Value is what is used in the actual trade calculations and is simply Trade Value * Number of Games Left. Thus, Leta at 10.21 with 9 games left would have an Adjusted Trade Value of 91.89; say free plays one game in week 1 and his new trade value is 9.5 (just picked this randomly fyi), free with 10 games left would have an Adjusted Trade Value of 95. Notice how free's Adjusted Trade Value is higher than Leta's because he has the extra game left to score additional points in.
Groups This round you will also be able to join groups to be able to compare your results with a smaller subset of the players, for example there might be a staff group, a first time fpl player's group; anything you want to group by.
Interface PreviewStandings Page: + Show Spoiler [Legend] +▲T - Main Team score ▼T - Anti Team score Tr - # of Trades made Tr± - Point gain/loss from all trades Day/Week - Point gain this last day/week Day±/Week± - Rank gain this last day/week High - Highest rank W1+ - Rank at the end of week n Player stats: Note that this is showing WL stats, next rounds display will be slightly different+ Show Spoiler [Legend] +Wk - Point gain this week Wk± - Rank gain this last week LA - Lineup appearances W-L - Wins/Losses SB - Streak breaks TW - Team wins Cur - Current streak TrVal - Trade Value TrVal± - Trade value change this week Adj TrVal - Trade value adjusted for number of remaining games (TrVal * Games left) Team view:
All of the table headers are sortable so you can investigate any of the stats that are tracked.
Price List
Be sure to check out next rounds rosters. Player prices: + Show Spoiler + Team Prices + Show Spoiler +
Signups should be available within the week (there will be an automated entry form), until then start planning your team
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To be honest, that Fail team idea sounds really stupid.
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Braavos36362 Posts
On March 10 2009 01:17 sixghost wrote: To be honest, that Fail team idea sounds really stupid. Care to explain why it's "really stupid"? If you're not going to provide any reasoning, your comment is pretty much useless.
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Me 16th on that list makes me sad =[
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I really like the anti/fail team idea. It adds to the depth of the fantasy league, which is more fun imo
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why don't you just make it:
Team Scoring: 3-0 Victory: 10 Points 3-1 Victory: 8 Points 3-2 Victory: 6 Points 2-3 Defeat: 4 Point 1-3 Defeat: 2 Points 0-3 Defeat: 0 Points
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Will somebody explain the table pls.
Points - Good Team - Fail Team - Trades - Were your trades worth it - Day? - Week? - High (your highest rank?) - W1-2-3 - your rank in that week
edit 10x
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On March 10 2009 01:26 azndsh wrote: why don't you just make it:
Team Scoring: 3-0 Victory: 10 Points 3-1 Victory: 8 Points 3-2 Victory: 6 Points 2-3 Defeat: 4 Point 1-3 Defeat: 2 Points 0-3 Defeat: 0 Points
The current system projects out the best team to be equivalent to the best player in point production. While the new scoring is improving the team points some compared to players its bad to increase it by that much.
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On March 10 2009 01:20 Hot_Bid wrote:Show nested quote +On March 10 2009 01:17 sixghost wrote: To be honest, that Fail team idea sounds really stupid. Care to explain why it's "really stupid"? It's just my opinion. I've never seen that sort of thing done in any other type of fantasy league. I think it just complicates things.
I just think the idea is a little lame. If players start to win in PL, they will start to be sent out more, resulting in future points and if start to lose a ton, they'll obviously be sent out less, which will prevent them from losing anymore.
It seems like just guessing which player is about to go into a slump, which doesn't seem like it goes along with the spirit of the competition. To me it seems alot like if you drafted 2 players in fantasy football/baseball, specifically for the purpose of trying to predict who is going to get injured
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On March 10 2009 01:32 sashkata wrote: Will somebody explain the table pls.
Points - Good Team - Fail Team - Trades - Were your trades worth it - Day? - Week? - High (your highest rank?) - W1-2-3 - your rank in that week
Yeah, I meant to do that; I'll edit it in shortly. You got most of them correct, the Day and Week columns are point gain and rank gain that day/week, high is your highest rank, W1+ are your rankings at the end of that week.
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Braavos36362 Posts
On March 10 2009 01:32 sashkata wrote: Will somebody explain the table pls.
Points - Good Team - Fail Team - Trades - Were your trades worth it - Day? - Week? - High (your highest rank?) - W1-2-3 - your rank in that week that is correct
Day is how many points your team scored in the past day Week is how many points your team scored in the past week High is your highest rank achieved, W1-2-3 is your rank at the end of that week
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Should be great fun
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Braavos36362 Posts
On March 10 2009 01:34 sixghost wrote:Show nested quote +On March 10 2009 01:20 Hot_Bid wrote:On March 10 2009 01:17 sixghost wrote: To be honest, that Fail team idea sounds really stupid. Care to explain why it's "really stupid"? It's just my opinion. I've never seen that sort of thing done in any other type of fantasy league. I think it just complicates things. It's done in every fantasy league, just not as directly as it's done here. People don't start or play players who they think will do bad soon, and trade away players they think are going slump. As for the "complicating things" it seems pretty simple, you pick players that are going to do bad. With the way the last round worked out and the Top 10 having 80% the same team, more room for different teams is not a bad thing.
I just think the idea is a little lame. If players start to win in PL, they will start to be sent out more, resulting in future points and if start to lose a ton, they'll obviously be sent out less, which will prevent them from losing anymore. Your reasoning here is correct, but I don't see how this contributes anything to your argument. Please explain.
It seems like just guessing which player is about to go into a slump, which doesn't seem like it goes along with the spirit of the competition. This doesn't make sense either, is there some unwritten code of fantasy spirit we should be following? We trade away slumping players all the time.
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On March 10 2009 01:34 sixghost wrote:Show nested quote +On March 10 2009 01:20 Hot_Bid wrote:On March 10 2009 01:17 sixghost wrote: To be honest, that Fail team idea sounds really stupid. Care to explain why it's "really stupid"? It's just my opinion. I've never seen that sort of thing done in any other type of fantasy league. I think it just complicates things. I just think the idea is a little lame. If players start to win in PL, they will start to be sent out more, resulting in future points and if start to lose a ton, they'll obviously be sent out less, which will prevent them from losing anymore. It seems like just guessing which player is about to go into a slump, which doesn't seem like it goes along with the spirit of the competition.
Except thats exactly what you're doing already, except your picking the players you don't expect to slump. This is just another way to add some more depth to a system that is really lacking in choices unlike fantasy baseball for example which can use any number of statistics for scoring. We're pretty much limited to wins and losses for a scoring system. The anti team also helps provide more variety (which is sorely needed with 1000+ people signing up) and can provide for more entertainment when watching matches too--just look at Tifa who in our beta had Hiya on anti team who lost 22 points and resulted in a couple instances of the following:
On March 08 2009 13:49 tiffany wrote: PLEASE STOP WINNING HIYA
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Just a small question: when do signups close?
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On March 10 2009 01:39 malongo wrote: Just a small question: when do signups close?
They'll close right before the first game (which is April 11th) so you've got a whole month to contemplate your team.
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Braavos36362 Posts
On March 10 2009 01:42 Abydos1 wrote:Show nested quote +On March 10 2009 01:39 malongo wrote: Just a small question: when do signups close? They'll close right before the first game (which is April 11th) so you've got a whole month to contemplate your team. Trust me its a blessing and a curse lol
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Whoever picked the number 13 for minimum points in Anti-teams is a very evil man. That number looks so small until you actually try and plan it out
I have a feeling next round I'm going to be doing a lot of angry fist shaking at certain players.
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Germany / USA16648 Posts
edit: someone beat me to it..., yeah it's april 11th (there should be a green bar countdown towards the end as well)
and yeah, like Hot_Bid said: it's a blessing and a curse lol
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Braavos36362 Posts
On March 10 2009 01:45 Origami wrote:Whoever picked the number 13 for minimum points in Anti-teams is a very evil man. That number looks so small until you actually try and plan it out I have a feeling next round I'm going to be doing a lot of angry fist shaking at certain players. in the beta fusionsdf had hyvaa on his anti team and was in the negative overall for weeks
and who could've predicted Hiya would actually improve on his 6 point cost by that much? wtf?
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Physician
United States4146 Posts
the amount of hours put in this is truly for die hards, gj guys
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Is there still a race restriction (needing 1 player of each race) after trades? Or can you end up leaving out a race (ie. no terran)?
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Braavos36362 Posts
On March 10 2009 02:13 Chimon wrote: Is there still a race restriction (needing 1 player of each race) after trades? Or can you end up leaving out a race (ie. no terran)? The race restriction still exists.
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IntoTheRainBOw still not on roster? This makes me sad.
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Katowice25012 Posts
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Wow, new Round already, nice to see this "fail team" , since it adds more depth and more choices and better competition
bdw, this new round wont be all kill format like R3, but like R2 ?
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United States37500 Posts
Abydos1 put a shit ton of time and effort to take our PL fantasy league to the next level. This was a lot of work. Nice job man.
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On March 10 2009 02:34 Samurai- wrote:Wow, new Round already, nice to see this "fail team" , since it adds more depth and more choices and better competition bdw, this new round wont be all kill format like R3, but like R2 ?
Correct, Winner's League was a one time event; back to the normal format for next round.
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Oh my god this is the most awesome thing EVAR. The interface is soooo cooooool .
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On March 10 2009 01:13 Abydos1 wrote: Player Scoring: Non-Ace Lineup Appearance: 1 Point Game Win (Ace included): 2 Points Game Loss (Ace included): -1 Points Ace Match Appearance: 2 Points
Can't this be reduced to: Game Win (Ace included): 3 Points Ace Match Appearance: 1 Points
Edit: on a more positive note: Awesome, awesome improvements both on interface and antiteam. Time to go think whether I want another almost all CJ team or not.
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On March 10 2009 01:38 Abydos1 wrote:Show nested quote +On March 10 2009 01:34 sixghost wrote:On March 10 2009 01:20 Hot_Bid wrote:On March 10 2009 01:17 sixghost wrote: To be honest, that Fail team idea sounds really stupid. Care to explain why it's "really stupid"? It's just my opinion. I've never seen that sort of thing done in any other type of fantasy league. I think it just complicates things. I just think the idea is a little lame. If players start to win in PL, they will start to be sent out more, resulting in future points and if start to lose a ton, they'll obviously be sent out less, which will prevent them from losing anymore. It seems like just guessing which player is about to go into a slump, which doesn't seem like it goes along with the spirit of the competition. Except thats exactly what you're doing already, except your picking the players you don't expect to slump. This is just another way to add some more depth to a system that is really lacking in choices unlike fantasy baseball for example which can use any number of statistics for scoring. We're pretty much limited to wins and losses for a scoring system. The anti team also helps provide more variety (which is sorely needed with 1000+ people signing up) and can provide for more entertainment when watching matches too--just look at Tifa who in our beta had Hiya on anti team who lost 22 points and resulted in a couple instances of the following: All right point taken
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Who would have predicted that Piano costs as much as Stork?
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note to all: DO NOT PUT HYVAA ON YOUR ANTI-TEAM. IT IS NOT A GOOD IDEA
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On March 10 2009 03:28 fusionsdf wrote: note to all: DO NOT PUT HYVAA ON YOUR ANTI-TEAM. IT IS NOT A GOOD IDEA
Well seeing how he did R1 and R2 he is good for 8 point worth of it to be in anti-team, perhaps WL just fits him better.
Choosing hyvaa as main team will be big risk.
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On March 10 2009 03:04 ccou wrote:Show nested quote +On March 10 2009 01:13 Abydos1 wrote: Player Scoring: Non-Ace Lineup Appearance: 1 Point Game Win (Ace included): 2 Points Game Loss (Ace included): -1 Points Ace Match Appearance: 2 Points
Can't this be reduced to: Game Win (Ace included): 3 Points Ace Match Appearance: 1 Points Edit: on a more positive note: Awesome, awesome improvements both on interface and antiteam. Time to go think whether I want another almost all CJ team or not.
No, it can't. In your system, losing the only game you play (non-ace match) would net -1 points. In the posted system it would net 0 points.
Edit: Unless you are doing away with the -1 for losing. The numbers match then but the Appearance points are used for statistics. That's the reason they keep them in.
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Also, if you are posted to play in the fourth game, and then your team goes 3-0, you still get the one point for lineup appearance.
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Holy crap.
For a statistics whore like me, this is the best thing since broadband internet.
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how comes that OZ barely finished second, and CJ dominated the WL, and OZ costs still the most, 2 points more than CJ
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On March 10 2009 04:54 Geo.Rion wrote: how comes that OZ barely finished second, and CJ dominated the WL, and OZ costs still the most, 2 points more than CJ
Oz and CJ both performed about the same in Winner's League, also the cost calculations are taking into account the previous round's (R2) performance too since it's moving back to the old format as opposed to the winner's league format for this last round.
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i like the failteam idea. It's really hard to make up a 13 point failteam with 3 players. It means that at LEAST one of them has to worth 5 points, but more likely one of them has to worth 7/8/9 in order to have some safe fail picks
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Haha hiya totally ruined me, at first he was doing bad like I expected but I dont care enough / too lazy to start trading and stuff.
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well 117 . PhOeniX[MinD] - 200 not a bad place i guess
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question about the proleague format
Does it go back to the standard format now, and is this a whole new season of proleague, or yet another round of it, or maybe the playoffs? Im so confused
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United States13143 Posts
On March 10 2009 06:35 gk_ender wrote: question about the proleague format
Does it go back to the standard format now, and is this a whole new season of proleague, or yet another round of it, or maybe the playoffs? Im so confused First, there's WL playoffs. Then it goes back to the old proleague style for PL rounds 4 and 5.
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First, I would like to say that this Fantasy PL format is awesome and I thank everyone who was involved in making it.
One Quick Question: On the Anti-Team, can you add a "Nega-team" whose points count against you, like the 3 anti-players?
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One more question about anti-team to make it clear: If a guy from my anti-team scores 4 points = 4 points are deducted from my total. If a player from my anti-team forfeits and gets -4 points = 4 points are ADDED to my total?
Did I get it right?
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On March 10 2009 06:46 OchoCinco wrote: First, I would like to say that this Fantasy PL format is awesome and I thank everyone who was involved in making it.
One Quick Question: On the Anti-Team, can you add a "Nega-team" whose points count against you, like the 3 anti-players?
No, it just 3 players on the anti team.
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On March 10 2009 06:49 Manit0u wrote: One more question about anti-team to make it clear: If a guy from my anti-team scores 4 points = 4 points are deducted from my total. If a player from my anti-team forfeits and gets -4 points = 4 points are ADDED to my total?
Did I get it right?
Yes lol, if they are that bad that they forfeit or are disqualified from a match you actually gain points.
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Wow looks really nice, I made a team this round (didn't put much effort though ). Can't wait for the new interface and all the new features. After I first read the post I didn't think the anti-team would be a good idea, but I'll have to admit I'm sold. Can't wait for the new season to start, thank TL.net.
By the way, could you somehow include TL.net events such as liquibition? I think it would be a neat idea, not sure how it would be implemented though.
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United States7488 Posts
On March 10 2009 01:45 Origami wrote:Whoever picked the number 13 for minimum points in Anti-teams is a very evil man. That number looks so small until you actually try and plan it out I have a feeling next round I'm going to be doing a lot of angry fist shaking at certain players. Heh... I thought 13 was also a good "bad-luck" associated number too as well as forcing you to have at least one good player on your team.
On March 10 2009 04:54 Geo.Rion wrote: how comes that OZ barely finished second, and CJ dominated the WL, and OZ costs still the most, 2 points more than CJ Another reason for this is that we took into account how the teams did in a combined performance the past two season instead of just the most recent season. This will probably avoid something like last season's KTF effect in the future (as well as the higher spread of point totals to make the better teams matter more)
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On March 10 2009 03:53 GGQ wrote: Also, if you are posted to play in the fourth game, and then your team goes 3-0, you still get the one point for lineup appearance.
O yeah, forgot about that.
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so for the anti team, you want to pick people who you think will lose a lot?
also, if they lose, will you get points? (other than the -1 loss)
cant you just pick people who will never show up?
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United States17042 Posts
On March 10 2009 09:02 29 fps wrote: so for the anti team, you want to pick people who you think will lose a lot?
also, if they lose, will you get points? (other than the -1 loss)
cant you just pick people who will never show up?
You can try to pick people who won't show up, but good luck with that with the 13 point minimum.
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Braavos36362 Posts
On March 10 2009 09:02 29 fps wrote: so for the anti team, you want to pick people who you think will lose a lot?
also, if they lose, will you get points? (other than the -1 loss)
cant you just pick people who will never show up? You just lose exactly the number of points they score, so the perfect anti-team would be exactly 0, hurting your main team points in no way. obviously, this is pretty much impossible as it would mean them getting no team wins either.
you can pick people who never show up but there's a 13 point minimum.
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this does complicate things, but makes it a lot more interesting
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I just wanna say you guys rock. Not much has been said ab it, but the interface u guys have made to make things a lot simpler to view and see is very nice. U guys really did a knock out job putting this whole thing on and i can see team liquid fantasy league paving the way for e-sports fantasy leagues everywhere. GG
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hmm shouldnt modesty be 1 point (stx) and gorush 0?
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Anti-Team Idea seems confusing, but interesting at the same time.
A question: Will there be some form of auto-trade system, so that when you trade, the trades would be automatically inputted into your team? It's not needed but it would prevent some people from getting confused when they see that "x" is still on their team.
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United States7488 Posts
On March 10 2009 10:00 Apex wrote: Anti-Team Idea seems confusing, but interesting at the same time.
A question: Will there be some form of auto-trade system, so that when you trade, the trades would be automatically inputted into your team? It's not needed but it would prevent some people from getting confused when they see that "x" is still on their team. All trading will be automated
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3 Lions
United States3705 Posts
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stork does seem like a steal for that price.
haha anti-team. I dunno what I'm going to do for it :/
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Wait so does the Anti-team subtract the amount of points they earn or how bad they do?
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One suggestion: how about if your anti-team losses converted into points? Then you could actually have a positive score coming from that, instead of being a penalty thing.
Nonetheless, nice work, I'm liking those new tables already. It's only going to be my second fantasy team but it feels completely different now.
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On March 10 2009 01:13 Abydos1 wrote: Note that the Anti Team and Anti Team selections are not related to each other, you may not however have a player on both your Main Team and Anti Team (you're not stupid right?).
ROFL I like how you felt the need to write that.
I like the idea of the anti-team because I was already doing it before PLR4 with my "epic fail team." Except now I might actually get points for it! although ... obviously I don't care how well I do
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So...... the anti team..... I hope we get points for people losing, rather than lose points for them winning, as I believe most of the anti's won't even end up playing Ever....
anyways I'm assuming we just post teams here?
SKT Team (6) Bisu captain (11) ZerO (5) Stork (4) Hwasin (3) by.hero (1) Modesty (0)
Auntie Light (7) Anytime (5) Action (1)
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3 Lions
United States3705 Posts
byo and compx you guys need 6 players on the main team
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haha I was too concentrated calculating the player cost
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I counted skt as a player lol, thank god there was someone outside of ace with a score of 0 XD
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On March 10 2009 02:03 Physician wrote: the amount of hours put in this is truly for die hards, gj guys
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Woo I'm pumped, I can't wait. Hiya and PianO ftw lol.
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Braavos36362 Posts
On March 10 2009 11:12 Byo wrote:So...... the anti team..... I hope we get points for people losing, rather than lose points for them winning, as I believe most of the anti's won't even end up playing Ever.... You will lose points for them winning. And I challenge you to find an anti team that barely plays while still satisfying the 13 point minimum
anyways I'm assuming we just post teams here? No, team creation will be automated, it will open when the coding is 100% done (relatively soon, maybe within the week).
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i never got this whole fantasy football stuff, and I don't feel like getting into fantasy starcraft, haha
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On March 10 2009 09:48 [AhunGrY]MelOn wrote: hmm shouldnt modesty be 1 point (stx) and gorush 0? ?
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Jesus christ this looks awesome. Tl stepping yet another thing up.
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Sounds awesome and makes the immensely exciting WinnersLeague even more exciting n_n nice work guys.
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On March 10 2009 09:48 [AhunGrY]MelOn wrote: hmm shouldnt modesty be 1 point (stx) and gorush 0?
Oops, nice catch. Modesty is 1 point and GoRush 0 now.
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On March 10 2009 11:12 Byo wrote:So...... the anti team..... I hope we get points for people losing, rather than lose points for them winning, as I believe most of the anti's won't even end up playing Ever....
Its simpler with the anti team just being a negative version of the main team scoring. As for them never playing well you have the 13 point minimum so you're going to have to pick players that are going to see play time
anyways I'm assuming we just post teams here?
Feel free to post them here if you want but there will be an automated entry form within the week, probably, which will be the official entry form.
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i think i will go with STX, it's jsut sad that i cant pick my favorite team cuz it's ridicoulosly expensive.
For sure i will get JD to my team, i dont know about the rest yet
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I'm very excited about this. Hopefully I will use the lessons learned from the WL season to great effect.
But probably not.
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Looks awesome. I can't wait. Thanks for getting involved, Abydos.
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can someone explain a little more about this + Show Spoiler + Groups
This round you will also be able to join groups to be able to compare your results with a smaller subset of the players, for example there might be a staff group, a first time fpl player's group; anything you want to group by.
Grudges
When signing up for this round you can list one grudge with stakes (for example Hot_Bid & Zulu_nation8's signature bet); there will be a view listing all of these and the involved player's scores that you can check throuhgout the round.
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I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair.
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On March 10 2009 23:50 malongo wrote: I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair.
30 pts / 7 (6 players + 1 team) = 4.3 pts per player/team 4.3 * 3 (3 players anti team) = 12.9 or when rounded 13
You're having to pay the same amount on average per player on your anti team as a player/team on your main team.
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On March 10 2009 22:13 Samurai- wrote:can someone explain a little more about this + Show Spoiler + Groups This round you will also be able to join groups to be able to compare your results with a smaller subset of the players, for example there might be a staff group, a first time fpl player's group; anything you want to group by.
Grudges When signing up for this round you can list one grudge with stakes (for example Hot_Bid & Zulu_nation8's signature bet); there will be a view listing all of these and the involved player's scores that you can check throuhgout the round.
These are just additional features to increase the enjoyment people can get out of this, these are not in any way mandatory, nor do they affect the scoring in any way. Groups just allow you to view rankings for a small subset of players, for example there is probably going to be a staff group containing all TL staff and thus there will be a ranking page showing just the TL staff members. As for the grudges, its just a way of publicizing bets or personal competitions between two people.
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On March 11 2009 00:22 Abydos1 wrote:Show nested quote +On March 10 2009 23:50 malongo wrote: I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair. 30 pts / 7 (6 players + 1 team) = 4.3 pts per player/team 4.3 * 3 (3 players anti team) = 12.9 or when rounded 13 You're having to pay the same amount on average per player on your anti team as a player/team on your main team. -_-' thats the same i was saying, since you have 3 players in your anti team its like 50% cost of your team (6 players without the team).
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On March 11 2009 00:43 malongo wrote:Show nested quote +On March 11 2009 00:22 Abydos1 wrote:On March 10 2009 23:50 malongo wrote: I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair. 30 pts / 7 (6 players + 1 team) = 4.3 pts per player/team 4.3 * 3 (3 players anti team) = 12.9 or when rounded 13 You're having to pay the same amount on average per player on your anti team as a player/team on your main team. -_-' thats the same i was saying, since you have 3 players in your anti team its like 50% cost of your team (6 players without the team).
Why is that too high, its the same ratio you're allocated for your main team? (and 3 is 50% of 6)
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On March 11 2009 00:24 Abydos1 wrote:Show nested quote +On March 10 2009 22:13 Samurai- wrote:can someone explain a little more about this + Show Spoiler + Groups This round you will also be able to join groups to be able to compare your results with a smaller subset of the players, for example there might be a staff group, a first time fpl player's group; anything you want to group by.
Grudges When signing up for this round you can list one grudge with stakes (for example Hot_Bid & Zulu_nation8's signature bet); there will be a view listing all of these and the involved player's scores that you can check throuhgout the round.
These are just additional features to increase the enjoyment people can get out of this, these are not in any way mandatory, nor do they affect the scoring in any way. Groups just allow you to view rankings for a small subset of players, for example there is probably going to be a staff group containing all TL staff and thus there will be a ranking page showing just the TL staff members. As for the grudges, its just a way of publicizing bets or personal competitions between two people. Ok, roger roger, thanks
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On March 11 2009 00:56 Abydos1 wrote:Show nested quote +On March 11 2009 00:43 malongo wrote:On March 11 2009 00:22 Abydos1 wrote:On March 10 2009 23:50 malongo wrote: I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair. 30 pts / 7 (6 players + 1 team) = 4.3 pts per player/team 4.3 * 3 (3 players anti team) = 12.9 or when rounded 13 You're having to pay the same amount on average per player on your anti team as a player/team on your main team. -_-' thats the same i was saying, since you have 3 players in your anti team its like 50% cost of your team (6 players without the team). Why is that too high, its the same ratio you're allocated for your main team? (and 3 is 50% of 6) I think its too high because the point system values then the ability to predict players that will perform well and players that will underperform in a ratio 2:1. However, this adds too much randomness about players in the middle segment (because i doubt someone will choose a ss class in his Anti team and succeed). Well just my thought, as i said as long as the rules are the same for everyone its ok. Please more important id like to know how is calculated the trade value of each player. Thanks.
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On March 11 2009 04:01 malongo wrote:Show nested quote +On March 11 2009 00:56 Abydos1 wrote:On March 11 2009 00:43 malongo wrote:On March 11 2009 00:22 Abydos1 wrote:On March 10 2009 23:50 malongo wrote: I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair. 30 pts / 7 (6 players + 1 team) = 4.3 pts per player/team 4.3 * 3 (3 players anti team) = 12.9 or when rounded 13 You're having to pay the same amount on average per player on your anti team as a player/team on your main team. -_-' thats the same i was saying, since you have 3 players in your anti team its like 50% cost of your team (6 players without the team). Why is that too high, its the same ratio you're allocated for your main team? (and 3 is 50% of 6) I think its too high because the point system values then the ability to predict players that will perform well and players that will underperform in a ratio 2:1. However, this adds too much randomness about players in the middle segment (because i doubt someone will choose a ss class in his Anti team and succeed). Well just my thought, as i said as long as the rules are the same for everyone its ok. Please more important id like to know how is calculated the trade value of each player. Thanks. the thing is that you will lose points due to your anti team anyways, you have to find the most overrated players, who wont preform nearly as good as they should stat-wise. It might be harder than find the ones who will perform good but worth less points, but it's the inversion of that so have that in mind.
Like this: a decent player is in a bad team. So he probably wont bring Teamwin points even though he wins his game, and he wont be able to go for streaks, cuz most likely he will get sniped by a superior teams best player, if not elsewhere than in hte acematch.
or a player who s not bad, in a team with a very similar skill level lineup, he most likely wont play in every match, and wont go to ace matches at all. he eventually will win one or 2 games and bring some free points but it's up to oyu to deicde if it worths it or not
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I like this grudge thing. I will already call out Ideas, I hear he is a noob in the matter of Fantasy Proleague. I already know that I am his superior and that I have the best team ever (out of us two). So let's go Ideas. I'm calling you out!
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United States7488 Posts
On March 11 2009 04:01 malongo wrote:Show nested quote +On March 11 2009 00:56 Abydos1 wrote:On March 11 2009 00:43 malongo wrote:On March 11 2009 00:22 Abydos1 wrote:On March 10 2009 23:50 malongo wrote: I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair. 30 pts / 7 (6 players + 1 team) = 4.3 pts per player/team 4.3 * 3 (3 players anti team) = 12.9 or when rounded 13 You're having to pay the same amount on average per player on your anti team as a player/team on your main team. -_-' thats the same i was saying, since you have 3 players in your anti team its like 50% cost of your team (6 players without the team). Why is that too high, its the same ratio you're allocated for your main team? (and 3 is 50% of 6) I think its too high because the point system values then the ability to predict players that will perform well and players that will underperform in a ratio 2:1. However, this adds too much randomness about players in the middle segment (because i doubt someone will choose a ss class in his Anti team and succeed). Well just my thought, as i said as long as the rules are the same for everyone its ok. Please more important id like to know how is calculated the trade value of each player. Thanks.
The cost is the same for putting on either team. An S-class player may underperform and earn less points than his cost would suggest he earn. If you don't think so then it is your choice not to put him on your negative team. Figuring out whether or not it could be a good/bad idea is part of the fun and no one will really know whether it is truly a good/bad decision until they can look on it in hindsight. Because none of us can predict the future exactly.
As far as how trading value works....
Based upon costs players have a certain expected return value for the upcoming season which we split evenly in a points per match sort of formula. The remaining games are always these fixed amounts and gmaes already played get replaced by how many points they have been earning. All these totals are added up (and divided again to keep from having ridiculously large numbers) and that becomes a player's "Trade Value." So if a player is performing above expectations, their value starts going up, if they are slumping their value starts to go down.
Players with a small enough trade value, probably less than one (which are all the players who aren't expected to get wins or even get appearances can all be traded among each other since their value is so low that it doesn't break the balance.
This has all been tested out and works pretty well.
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On March 11 2009 04:54 hasuprotoss wrote: I like this grudge thing. I will already call out Ideas, I hear he is a noob in the matter of Fantasy Proleague. I already know that I am his superior and that I have the best team ever (out of us two). So let's go Ideas. I'm calling you out!
bring it chump
you're the worst troll i ever saw
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On March 11 2009 04:59 semioldguy wrote:Show nested quote +On March 11 2009 04:01 malongo wrote:On March 11 2009 00:56 Abydos1 wrote:On March 11 2009 00:43 malongo wrote:On March 11 2009 00:22 Abydos1 wrote:On March 10 2009 23:50 malongo wrote: I came to think that the anti team cost is too high. Considering that the actual "real" team is about 25 points value (once you take about 5 points to choose your team) 13 points to spare in the anti team is like 50% of your team. Anyways if the rules are the same for everyone its still fair. 30 pts / 7 (6 players + 1 team) = 4.3 pts per player/team 4.3 * 3 (3 players anti team) = 12.9 or when rounded 13 You're having to pay the same amount on average per player on your anti team as a player/team on your main team. -_-' thats the same i was saying, since you have 3 players in your anti team its like 50% cost of your team (6 players without the team). Why is that too high, its the same ratio you're allocated for your main team? (and 3 is 50% of 6) I think its too high because the point system values then the ability to predict players that will perform well and players that will underperform in a ratio 2:1. However, this adds too much randomness about players in the middle segment (because i doubt someone will choose a ss class in his Anti team and succeed). Well just my thought, as i said as long as the rules are the same for everyone its ok. Please more important id like to know how is calculated the trade value of each player. Thanks. The cost is the same for putting on either team. An S-class player may underperform and earn less points than his cost would suggest he earn. If you don't think so then it is your choice not to put him on your negative team. Figuring out whether or not it could be a good/bad idea is part of the fun and no one will really know whether it is truly a good/bad decision until they can look on it in hindsight. Because none of us can predict the future exactly. As far as how trading value works.... Based upon costs players have a certain expected return value for the upcoming season which we split evenly in a points per match sort of formula. The remaining games are always these fixed amounts and gmaes already played get replaced by how many points they have been earning. All these totals are added up (and divided again to keep from having ridiculously large numbers) and that becomes a player's "Trade Value." So if a player is performing above expectations, their value starts going up, if they are slumping their value starts to go down. Players with a small enough trade value, probably less than one (which are all the players who aren't expected to get wins or even get appearances can all be traded among each other since their value is so low that it doesn't break the balance. This has all been tested out and works pretty well. Ok as i said its just an opinion about the Anti-Team value. Im interested in the trading value, i sort of understand, but id like to see a numerical example if possible, taking any player and making a simulation for week 1 and 2. This requires to know the expected return value and i guess its a lot of work, but since the ability to trade is going to be increased it may be much more important.
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United States7488 Posts
Abydos1 uses a much more clear (and exact) formula and explanation at the bottom of this page.
+ Show Spoiler +Lets use Leta as an example.
His cost is 9 points. His expected point total for the upcoming season would be approxiamtely 45 points (for any player just multiply their cost by five for expected return value based upon previous performance, no personal biases included in costing)
At 45 points he would be expected to earn either and average of 6.43 points per week or 4.09 points per match.
Let's use points per match for example... his trade value at the beginning of week one would be 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 = 45.00
If Leta earned zero points in week one and played two matches his trade value at the beginning of week two would be 0.00 + 0.00 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 = 36.82
We then divide this figure by a variable based on the number of matches they have remaining to ensure that players with more played games don't simply just get dumped off for alternatives with less games played if both players are at equal strength such a trade would not necessarily be fair.
This isn't how it works verbatim, but this is the general concept behind calculating trade values.
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Is there a reason why a player who hasn't played since 2000 is pickable? (SoulKey, costs 1 point) Is that player supposed to be Neo.G_Soulkey?
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Team: Zero 5 free 8 PianO 4 Guemchi 3 Woongjin Stars 4
Anti-Team: Bisu
GOGOGOOGOGOGO
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uh miseiler, the anti-team is suppose to be min.13 points and your team suppose to have 6 players max 30 points
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are they gonna change the rosters before part 4 begins? wemade lacks protosses, skt only has 2 zergs, etc.
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United States7488 Posts
I believe the current rosters will not be changing again until May.
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Ok, so there will be a web app for this? We don't have to PM our teams to semioldguy?
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On March 11 2009 08:01 Qatol wrote:Is there a reason why a player who hasn't played since 2000 is pickable? ( SoulKey, costs 1 point) Is that player supposed to be Neo.G_Soulkey?
Oops, I was going off the roster post which had SoulKey listed, updated the op, thanks.
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On March 11 2009 16:57 rushz0rz wrote: Ok, so there will be a web app for this? We don't have to PM our teams to semioldguy?
Correct, please don't PM semioldguy
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United States7488 Posts
On March 11 2009 17:11 Abydos1 wrote:Show nested quote +On March 11 2009 16:57 rushz0rz wrote: Ok, so there will be a web app for this? We don't have to PM our teams to semioldguy? Correct, please don't PM semioldguy seconded
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On March 11 2009 07:07 semioldguy wrote: Lets use Leta as an example.
His cost is 9 points. His expected point total for the upcoming season would be approxiamtely 45 points (for any player just multiply their cost by five for expected return value based upon previous performance, no personal biases included in costing)
At 45 points he would be expected to earn either and average of 6.43 points per week or 4.09 points per match.
Let's use points per match for example... his trade value at the beginning of week one would be 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 = 45.00
If Leta earned zero points in week one and played two matches his trade value at the beginning of week two would be 0.00 + 0.00 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 + 4.09 = 36.82
We then divide this figure by a variable based on the number of matches they have remaining to ensure that players with more played games don't simply just get dumped off for alternatives with less games played if both players are at equal strength such a trade would not necessarily be fair.
This isn't how it works verbatim, but this is the general concept behind calculating trade values.
Could you explain how this variable is calculated exactly.
I mean for the example you gave Leta - new cost value not taking into account the games that are to be played will be 7.36 meaning total value earned 36.82 divided by the 5 factor.
Is this 5 changing based on the games remaining?
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United States7488 Posts
Abydos1 uses a much more clear (and exact) formula and explanation at the bottom of this page.
+ Show Spoiler +The five is only used for player costing at the beginning of the season for team creation purposes, not in the calculation of trade values.
I chose five in the very first Fantasy season because it seemed like a nice number while still leaving enough variation in player costs. That and I don't think people trying to calculate out making a 150 point team would be a very nice thing to do :p
(it was also not just an arbitrary decision, everything down to how players are costed and points allowed per team went through various stages of testing and tweaking to get it to be as functional as possible. Maybe one day I'll write a detailed account of my almost year-long process of creating and testing Fantasy Proleague with myself and figuring it out how best to work it... and then how it all got screwed up because of a change in Proleague format. Today is not the day I am going to write about that)
As far as changing trade values based on number of games left, it will change based on the week, since the variable when progamers are split between having 7 or 8 games remaining is different than them being split between having 2 or 3 games remaining. The latter will have larger variance between the two groups, while the variable in the former will not alter the values nearly as much percentage-wise as seven-eighths is a lot closer to 1.00 than two-thirds.
So basically progamers that have 8 games remaining will use a modifier of 1.00 while players with 7 games remaining would use a modifier of 0.875, making their value slightly less since they will have less future opportunities to play.
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well pls can we have a practical example? like the one with Leta above. Sorry to insist but I want to know this detail because from the new system I think trading, keeping a close eye on the league and next week line-ups each time will make a big impact on the final rankings. Thus I'am thinking that my line-up should be a "powerfull" one taking into account first week and see from there...
I am not saying its good or bad - just want to adapt better to the new system.
To continue with Leta and assuming in week 1 he is sent out on both games and ends up with 0 point - is it ok to say that his new "cost value" will be 6.44 dropping from 9?
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United States7488 Posts
Abydos1 uses a much more clear (and exact) formula and explanation at the bottom of this page.
+ Show Spoiler +In the example above his new "cost value" would be 7.36, dropped down from nine. This is a more extreme example of early value drop though, as Leta earning absolutely zero would be unexpected and most value fluctuation will happen much more slowly as the round progresses. In the example of Leta, if that were to happen, here is an idea of how other players could rise (or retain) a trade value to be traded for Leta after week one. Lets try to see what scores in week one other players would need to get to obtain that cost value. In all the below instances the example of performances would make it so that Leta could not be traded for the players in the example, but those players could now be traded for Leta. If you want to see what Leta would able to be traded FOR, then just assume that the below example did poorer than their expected outcomes provided. 8 points: ?.?? + 9 * 3.64 = 36.82 ?.?? = 4.09 This player would need to earn at least five points in two games to have a greater value than Leta at the end of week one (this player would be expected to earn about 7) (9) Leta - 0 >>>> (8) free - 4- (9) Leta - 0 <<<< (8) free - 5+ 7 points: ?.?? + 9 * 3.18 = 36.82 ?.?? = 8.18 This player would need at least nine points in his first two matches to match Leta's value for a trade (this player would be expected to earn about 6, so he would have to perform above expectations). (9) Leta - 0 >>>> (7) Mind - 8- (9) Leta - 0 <<<< (7) Mind - 9+ 8 points (but only 1 game played) (?.?? + 10 * 3.64) * 1.1 = 36.82 ?.?? + 10 * 3.64 = 33.47 ?.?? = 0.92 This player would need to only earn one point in his first game to exceed Leta's value (which is slightly easier to do than other 8-pointers, since this 8-pointer has one more game left to play in the season when compared to all the other players) (9) Leta - 0 >>>> (8) HiyA - 0 (9) Leta - 0 <<<< (8) HiyA - 1+ Of course every single player will have these calculated values every week (thank goodness for automation!) and you will be able to unload a player for ANY player with less value on your team. Or in the case of your negative team you can only trade for a player with more value (the opposite of your regular team)
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i think this antigroup thing is a bad idea too... gamers are suposed to be good on gaming, not on some gypsy future vision voodoo random thing or whatever, because it is coaches job already!
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On March 12 2009 01:00 PIJAMA wrote: i think this antigroup thing is a bad idea too... gamers are suposed to be good on gaming, not on some gypsy future vision voodoo random thing or whatever, because it is coaches job already!
i didnt know that there are gypsies in Brazil too :O
nevertheless quite funny post
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Hey, every team has opponents... at least we get to pick our own with the anti-team.
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The gist of Semioldguy's calculations are essentialy how the calculation is done, however for clarity this is the official formula that is used:
Trade Value = (P / (4.56 / 11)) / M * M/11 + C * (11 - M)/11
P = Player's points. M = number of matches played. C = Player's original cost
4.56 is the number of points a 1 point cost player is expected to score over the entire round 11 is the total number of matches each team plays in a round. (4.56 / 11 ~= .41)
Basically, this is figuring out what a player's point cost would be given their current performance (ie someone scoring 4.56 points in one game would have a cost of 11) this is then weighted with their original cost; the weights are percentage of games played for the "new" cost and percentage of games left for the original cost. I hope this makes sense, if not feel free to ask questions.
As an example let's say Leta (9 cost) plays in two matches the first week going 1-0 with a Team win in the first match and 2-0 in the second with an ace win and team win (4 pts 1st game, 9 pts 2nd game [3 wins * 2, 2 lineups * 1, 1 ace * 2, 2 team wins * 1, 1 Three Win Streak * 1]) = 13 pts for week 1 with two matches played out of 11 for the round:
T = (13 / .41) / 2 * 2/11 + 9 * (11-2/11) T = 31.4 / 2 * 2/11 + 9 * 9/11 T = 15.7 * 2/11 + 9 * 9/11 (At this point we can see he has an estimated cost of 15.7 if he continues on this scoring trend whereas his original cost is 9--these are then weighted based on games played and games left)
T = 2.85 + 7.4 Trade Value = 10.21 (Leta's trade value at the end of week one with him scoring 13 pts over 2 games)
Trade Value is directly comparable with a players original cost thus someone with a Trade Value of 9 is rated the same as a player that started at Cost 9. Adjusted Trade Value is what is used in the actual trade calculations and is simply Trade Value * Number of Games Left.
Thus, Leta at 10.21 with 9 games left would have an Adjusted Trade Value of 91.89; say free plays one game in week 1 and his new trade value is 9.5 (just picked this randomly fyi), free with 10 games left would have an Adjusted Trade Value of 95. Notice how free's Adjusted Trade Value is higher than Leta's because he has the extra game left to score additional points in.
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For reference, a player scoring 0 points over two games in the first week will have the following trade value (note this is the absolute minimum trade value someone could attain after week 1): + Show Spoiler [0 pts over 2 games] +11 Cost: 9 10 Cost: 8.18 9 Cost: 7.36 8 Cost: 6.55 7 Cost: 5.73 6 Cost: 4.90 5 Cost: 4.09 4 Cost: 3.27 3 Cost: 2.45 2 Cost: 1.64 1 Cost: 0.82 0 Cost: 0
What if a player scores half their expected pts (so an 11 point cost player would score 4.56 pts over 2 games) + Show Spoiler [1/2 expected pts over 2 games] +11 Cost: 10 10 Cost: 9.09 9 Cost: 8.18 8 Cost: 7.28 7 Cost: 6.37 6 Cost: 5.45 5 Cost: 4.55 4 Cost: 3.64 3 Cost: 2.73 2 Cost: 1.82 1 Cost: 0.91 0 Cost: 0
Now what if a player scores 13 points over 2 games in the first week? (similar to the previous post example 3-0 (one ace) with 2 team wins): + Show Spoiler [13 pts over 2 games] +11 Cost: 11.85 10 Cost: 11.04 9 Cost: 10.22 8 Cost: 9.4 7 Cost: 8.58 6 Cost: 7.76 5 Cost: 6.95 4 Cost: 6.13 3 Cost: 5.31 2 Cost: 4.49 1 Cost: 3.67 0 Cost: 2.85
Now, assuming you pick a player that gets 13 points in week 1 over 2 games, what slumping players (0 score over 2 games in week 1) could you then turn around and trade him for? + Show Spoiler [Optimal Trades?] +0 Cost >>> 3 Cost 1 Cost >>> 4 2 Cost >>> 4 3 Cost >>> 5 4 Cost >>> 6 5 Cost >>> 7 6 Cost >>> 8 7 Cost >>> 9 8 Cost >>> 10 9+ Cost >>> 11
As you can see from these examples, the highest trade under more than optimal circumstances would be a player for someone that originally cost 3 points more than them. Remember though that the chances a 0 cost player is going to score 13 points week 1 are very slim. Thus, at most you're probably looking at a 2 point difference.
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Doesn't 11/M and M/11 cancel in the first term of the equation? So it would be T = P/4.56+C(11-M)/11 using the Leta example: T(P=13, C=9, M=2) = 13/4.56+9(11-2)/11 = 2.85+7.36 = 10.21
This probably doesn't really help if you've already implemented the automatic system. Since computers do calculations so lightning fast anyways, there'd be no efficiency problem, but hopefully it'll be an easier equation for fellow interested TLers.
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On March 12 2009 10:20 ccou wrote: Doesn't 11/M and M/11 cancel in the first term of the equation? So it would be T = P/4.56+C(11-M)/11 using the Leta example: T(P=13, C=9, M=2) = 13/4.56+9(11-2)/11 = 2.85+7.36 = 10.21
This probably doesn't really help if you've already implemented the automatic system. Since computers do calculations so lightning fast anyways, there'd be no efficiency problem, but hopefully it'll be an easier equation for fellow interested TLers.
Yes it does; however, it is key to understanding what is going on in the equation. Yes, the + Show Spoiler + equation is a little easier to calculate.
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are the oz going to be using Spear?
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I don't see him listed on the roster so I'm assuming no. Note that if anyone that wasn't listed plays a game they will be added at the appropriate cost and will then be tradeable for.
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Braavos36362 Posts
i don't know if thats necessarily true, if someone who isn't listed but plays a game for a team that scored plenty of team win points last round (for example, if idra moved to CJ A) then his starting point cost would include the team wins (and thus be higher than 0)
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is it allowed to pick a team in your anti-team team?
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On March 13 2009 20:12 bugus wrote:is it allowed to pick a team in your anti-team team?
No, its only 3 players on your anti team.
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Thanks for making this. Following my team on WL was great, it makes proleague much more fun to watch.
I was going to post my planned team, but on consideration better keep my devious selections secret from all you tweakers.
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Baa?21242 Posts
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So when does sign ups start?
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Really cool. I like the idea of an anti team.
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Braavos36362 Posts
On March 17 2009 21:23 ichimarugin680 wrote: So when does sign ups start? Probably when WL Playoffs end. The next Proleague round starts on April 11th according to Korean sources.
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Bisu 11 Captain Leta 9 Stork 4 Tazza 1 by.hero 1 GoRush 0
KTF
I think Stork and by.Hero @ 4 and 1 respectivly was a steal I hope Stork kicks things into higher gear next round and even though by.hero is new, i think he will kick some ass
Tazza and GoRush i decided to take calculated risks i like Tazza's play, and on a protoss starved team, he will get some play time Bisu and Leta were no prob picks Both are looking fabulous
ANTITEAM Iris 7 keke 4 fOrGG 3
I dont know why iris is so high priced...>.< keke will suck and fOrGG will take some getting used to on KTF
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Hmm, sKyHigh worth an add (for 5!) or no...
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I'm starting to assemble my team, thankfully I was able to forget this until now
I just realized that an ace win is worth 4 points while a 9-friggin-game winning streak is 3, well, lol.
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United States7488 Posts
On March 31 2009 06:10 538 wrote: I just realized that an ace win is worth 4 points while a 9-friggin-game winning streak is 3, well, lol. You also have to figure in all the points they will be earning in getting that far as well.
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Luxury JangBi Anytime Piano BackHo SK Telecom GoRush
Firebathero Effort Stork
BAM!
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United States1865 Posts
Do we know the R4 maps yet?
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Have they announced the mappool yet?
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Here's a hint: by.hero is far and away the best player of those four, but he's stuck behind July and Calm. Rock's most likely to get playing time (because WeMade doesn't have a decent Protoss).
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That's what I was thinking too... but I'm also thinking about whether Haran's gonna get playing time behind hyvaa and whether or not it's a better pick than Rock/HoOny.
Hell, I ended up making a depth chart for every team. I think I'm ready for this.
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On March 31 2009 06:12 semioldguy wrote:Show nested quote +On March 31 2009 06:10 538 wrote: I just realized that an ace win is worth 4 points while a 9-friggin-game winning streak is 3, well, lol. You also have to figure in all the points they will be earning in getting that far as well.
Indeed, but then we should just take the "extra merit points" into consideration, which are 2 for an ace win, and 3 for a 9-game streak, which still seems strange to me, bunt indeed not as much as I put it first.
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On March 31 2009 18:45 538 wrote:Show nested quote +On March 31 2009 06:12 semioldguy wrote:On March 31 2009 06:10 538 wrote: I just realized that an ace win is worth 4 points while a 9-friggin-game winning streak is 3, well, lol. You also have to figure in all the points they will be earning in getting that far as well. Indeed, but then we should just take the "extra merit points" into consideration, which are 2 for an ace win, and 3 for a 9-game streak, which still seems strange to me, bunt indeed not as much as I put it first.
Well a 9 game win streak is: 9 wins x 2 = 18 9 appearances x 1 = 9 (+1 for each ace appearance) 3 game streak = 1 6 game streak = 2 9 game streak = 3 Total: 33pts
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I was looking forward to it but its to complicated...... I don't want to study tables for hours
I just wanna pick a team and trade if needed...
I won't be playing this round, Enjoy!
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On March 31 2009 19:41 Cpt.beefy wrote: I was looking forward to it but its to complicated...... I don't want to study tables for hours
I just wanna pick a team and trade if needed...
I won't be playing this round, Enjoy! What is so complicated? What tables? They are just there for an example..
You just pick a team of 6, captain, team of anti 3, and a team.. Less then 5 min work. Do you think that i was second in round 3 cause i took 5 days to study all possibilites ? The more the better, so reconsider
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OHHHHH k. When / where are the signups?
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it's not entirely clear, so when can i trade? Just between weeks? So right now i'm not allowed to? Also is this automatized or i have to PM someone, i cant find out
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On April 19 2009 06:11 Geo.Rion wrote:it's not entirely clear, so when can i trade? Just between weeks? So right now i'm not allowed to? Also is this automatized or i have to PM someone, i cant find out
Yes, it's between weeks, so you can't now. And it is automatized, just click on the 'trading' tab and choose which players/teams you want to trade.
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