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Main - General MFN Discussion

Re: Trade Rules

By Ares
2/18/2015 7:51 pm
jdavidbakr wrote:


The draft picks themselves are already based on the chart here (for the balance bar):

http://www.draftcountdown.com/features/Value-Chart.php



Not to belabor this point further, but there is either an error in the code, or there is a major bonus in trade value if you are offering more pieces than the other side, in which case that hidden bonus should most definitely be removed.

I'm looking right now at my trade screen and the slider simply isn't adding up anywhere near to the value on that chart.

Re: Trade Rules

By Chaz00Blue
2/18/2015 9:19 pm
I agree. I had a proposed trade that was slightly against me, I added a 7th round pick to even it out. The bar went all the way the other way.

Re: Trade Rules

By WarEagle
2/19/2015 7:22 am
Agreed. I think a great first step would be to fix the balance bar so it does actually reflect those values.

Re: Trade Rules

By jdavidbakr - Site Admin
2/20/2015 1:54 pm
I've made some changes to the balance bar in MFN-1 - those of you who are in MFN-1, I'd love to hear any feedback (even if you don't actually make the trade, just to see how the balance bar seems to respond).

I actually took real data from my test league which has a few decades of drafts and used that to determine the value of each position in each round, and mapped that to the draft pick value chart. The picks are using the chart data. Players beyond their 4th year begin to decline in their value, up to 35% reduction at year 15.

Re: Trade Rules

By Davesgang
2/20/2015 4:03 pm
At first glance it seems much better. Trying to trade for elite players is very expensive. In Mfn1 a 7th year 98 rated FS requires more than 2 1st and 2 2nds, and 7th round picks don't move the scale!
This looks like it's working much better.
Last edited at 2/20/2015 4:10 pm

Re: Trade Rules

By Davesgang
2/20/2015 4:21 pm
The hard cap of 4 picks and the limit of "no more than two items than the other side " makes it almost impossible to trade for big ticket players. Perhaps use a soft limit that triggers a potential veto if those are exceeded?

Re: Trade Rules

By jdavidbakr - Site Admin
2/20/2015 4:26 pm
Davesgang wrote:
The hard cap of 4 picks and the limit of "no more than two items than the other side " makes it almost impossible to trade for big ticket players. Perhaps use a soft limit that triggers a potential veto if those are exceeded?


The veto is going to be a bigger project that won't be turned quickly, which is why I added the limits. Even with the new values you could trade a 4-5-6-7 for a 2nd which is the type of trade that sparked this whole discussion, so I restricted it so you really have to give like value for like value.

One thing to consider too is that you are drafting in the bottom of the rounds, a team that is not as good will have their 1st round pick valued more and can make a trade for a big ticket player more easily. However, any player rating in the 90's is going to be the equivalent of a top-5 pick at any position except kicker.

Re: Trade Rules

By Davesgang
2/20/2015 4:44 pm
That makes sense. I'm excited about this update and overall it's a big improvement.

I'm spamming the trade airwaves so apologies to Anyteam that's got players on the trade block.

FB and some positional valuations might need to be adjusted my young 73 rated FB is drawing 1st round value (From a good team).

Re: Trade Rules

By jdavidbakr - Site Admin
2/23/2015 9:37 am
I have pushed this latest update to all leagues. If you have a pending trade you might notice that your scale is more or less balanced, depending on how your trade matches up to this new algorithm; any pending trades that have not yet been accepted should be able to go through regardless, but new offers will be restricted according to the updated rules.

Re: Trade Rules

By Gustoon
2/23/2015 9:42 am
Sorry to harp on about this, I just need some clarification , so what is the ruling on future draft picks being used in trades?