In hopes of being helpful, I want to talk a little more about this:
Player demands:
The Brewster is a capped league and the game file settings for demands are much lower than what the engine is making the players ask for. I'm not sure if this is an issue with the very specific settings the Brewster has for financials, or if OOTP simply doesn't do this well. But I simply don't have an interest in a system where players routinely ask for 35% plus of the cap space in AAV. That's bonkers in my mind. This is the reason I left, and until it's fixed, I won't be back in the Brewster. I'm just going to assume OOTP can't work with the Brewster cap settings and try to come up with a different idea.
I'm pretty sure player demands are fairly simple to understand—at least today, anyway. IMHO, they are hinged almost totally on how good the player thinks he is, vs. how much a typical player of that quality is expected to be paid—a value that is set in the game settings ($14M in BBA for a superstar player). The question is: how are they developed and managed?
First, though, let me address why I say the system is driven totally off the settings in the financial screen.
To see this yourself, go to a test league that is in free agency, and fiddle with some settings.
- To test if players react to free cash, go to several teams and give them each a billion dollars (or something very high). Then go back to the FA page and check demands. They will not change. Set all those figures back to the original settings, then …
- To test if players react to excess budget, go to several teams and give them each considerably higher budgets. Again, go back to the FA page, and check demands. They again, will not change. Set all those budgets back to where they were, and then …
- To test the impact of greed, toggle off personality influence (or make a bunch of players really greedy or really not greedy), and go back to the FA screen. You may or may not see any change at all, but if you see any it will not be massive on the whole (think Carlos Garcia, he’s like one of the only BBA players I’ve seen with high greed that goes off-the charts on early FA demands). Regardless, it’s clear in doing this that greed is not a major institutional source of high or low demands. Set all these back to standard (or don’t, since this is a test file and it may not matter to you).
- Finally, go to the game settings and adjust the “typical” salary of the players as you will. Bump them way up or way down. Then go to the FA sheet again, and you’ll see dramatic changes.
Hence I say, player demands are almost totally dependent upon what you enter into your financial game setting page.
Perhaps there was a time when OOTP worked differently (when, to use one idea that I consider to be OOTP urban legend as an example, excess cash around the league influenced demands), but it seems clear to me that this is not the case right now.
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Now, the obvious counter argument is: that can’t be right because the BBA is set such that a superstar’s typical salary is $14M, and our guys ask for $25-$30M! That’s ridiculous!
And I get that, at least from one angle.
There are people who take personal offense at this idea, and I think it’s clear you (Ted) are one of them. But (and this is me thinking rather than Matt or Markus saying what the logic here is…) I think the idea is that players see the “typical” salary as something toward a floor. And I think they start higher as a way to explore if there is extra cash around.
As we've discussed before, on the whole, it is my experience that better players will generally start their demands at roughly twice the “typical” salary of players at their perceived level (the exact number is probably random and maybe influenced by other factors). As the bidding process proceeds, they will drop their requests. I believe, but do not know, that they will drop them more rapidly if there’s been no action on their offers, and less rapidly if teams are showing interest.
On the whole, this means that while a star player in the BBA will possibly sign a $14M a season contract, market forces can, and do raise that up. In this case, and I’d assume as a normal case, we end up with our top 25 players averaging about $20M a year—or about half way between the “typical” and initial demand. This is an indicator of the market. I go back through this because ...
That said, this means us OOTP folks can adjust this behavior if we want to.
We could, for example, say we want players to ask only $20M on the top end, and drop the “typical” superstar salary to $10M. This will be less offensive to the Teds among us, and--if our current results wind up being representative--we’d see superstars signing for an average of about $15M per year. (halfway between $10M and $20M. That's Nirvana, right?
Of course, that also means we’d probably see considerably less sexy Free Agent classes, as most of use would be considerably more able to lock up our good talent, and technically it would mean top players were artificially settling for below market value (I say that because they are currently averaging about $20M without this constraint). There's no such thing as a free lunch, after all, so "fixing" demands results in at least those trade offs.
In addition, there’s arbitration, which I think is also hinged to these settings. (but of which I’m less sure). I make an assumption that arbitration numbers are shaved off the settings—so a typical superstar kid will get a semi-random percentage of $14M (in our case), and scaled down for different classifications of players.
You suggest you want to see top-end guys entering their second year of arbitration getting $8M or so. I note that Dong-po Thum’s current estimated values are $6.3M. $9.8M, and $10.6M. If we dropped the “typical superstar” salary from $14M to $10M in order to reduce top free agent demands, then my expectation is Thum’s arbitration estimates will also drop. Again, I’m not 100% certain of this, but I think it would be the case.
Other examples:
Don Smith (who has been up so early his performance has been weakish): $3.4M (super two), $3.8M, $5.5M, $7.5M … watch his numbers rise if he comes back strong next year.
Semei Kwakou: $7.5M, $10.6M, $10.8M
Dennis French: $10M, $10.6M, $10.8M
On the whole, I have a hard time seeing an issue with arbitration numbers being egregiously low for top end kids in the BBA.
I would guess that if we _raised_ the typical salaries of superstar players, then you’d see these numbers go up with some commensurate attachment. But then we might see some other problems ...
So, when are things screwed up?
This question is, admittedly, dependent on your point of view. If you just despise big asks, it’s screwed up the minute when players ask for twice the “typical” (I think this is a language thing, OOTP should call it something like “floor,” but what do I know?). Regardless of that, I think it’s also clear that something is hosed up when a lot of players don’t sign until after the season starts. A few is probably okay (like Gillstrom last season), but in reality, I’d like to see it be zero (like we had this year, really…though it was close). In other words, the BBA is borderline here. I could see us dropping the values a million or $500K off the top, but I’d not advocate too heavily for it.
Ultimately, if we _increased_ the settings, I'd expect more players to not sign before the season starts--and that's going the wrong way. Right this minute, BBA, for our salary cap, is almost exactly in the Goldilocks zone for my sensibility, though, as I noted, we might have some fun shaving the top end "typical" just a shade.
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At the end of the day, at issue is, perhaps, that players do not appear to be particularly cognizant of the salary cap. They don’t care if they are asking 5% of cap or 25% of cap or 30% of cap. Nor are they apparently deeply aware of the fact that they could make more money by taking big bonuses that are easy to reach.
I’m personally fine with the first, and think it would be better for a cap league if they were more cognizant of the last—though that would be a huge change from MLB, and would greatly aid big revenue teams in the short term (though it would add big risk in the medium turn).
At the end of the day, it seems to me they are asking what the game tells them star players get, adjusted up to capture market forces that play to their advantage.
Regardless, if you’re setting up a league to drive salaries, I think it’s important to see the typical salary settings as the main tool at your disposal. I think it's also important to see the salary cap as your most powerful tool in ensuring a fairly consistent competitive environment. In my experience a fairly low cap is the most powerful of the tool set. Locking both national and local contracts is probably the second most powerful tool, and, in fact, I'd suggest if you don't have a cap, you almost have to lock media contracts or else the league will be almost certain to separate out into haves and have nots merely due to the structure of the league. Even then, I think you'll have strong likelihoods of having it happen.
Note the term "institutional" there. It's always possible that poorer and better GMs will separate themselves out, regardless of the structure you chose. Or it's possible that a major mistake can cost a franchise several years of set-back in any case.
So ... yeah ... probably more than you wanted, but since these elements are inherently deeply attached to your goals, I figured it was worth a spin.
