RHINOTEAM
Main Team
4

3

4

6

5

3

5 CJ Entus
Anti Team
5

4

4

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SkylineSC
United States564 Posts
RHINOTEAM Main Team 4 ![]() 3 ![]() 4 ![]() 6 ![]() 5 ![]() 3 ![]() 5 CJ Entus Anti Team 5 ![]() 4 ![]() 4 ![]() | ||
Malingo
United States45 Posts
Main Team 4 ![]() 8 ![]() 2 ![]() 3 ![]() 2 ![]() 5 ![]() 6 SK Telecom T1 Anti Team 3 ![]() 6 ![]() 4 ![]() My first time so here goes nothing... | ||
integral
United States3156 Posts
On December 01 2009 20:47 integral wrote: Show nested quote + On December 01 2009 10:10 Abydos1 wrote: On December 01 2009 09:42 integral wrote: hotbid can you post that formula? A player's trade value is going to be 2/3 * tv + 1/3 * last weeks tv Where its using unweighted tvs in the calculation IE. in HotBid's example a 10 cost player going 2-0 (with 2 team wins) in week 1 will have 10 pts and 9.94 tv So 2/3 * 9.94 + 1/3 * 10 (cost) = 9.96 A 10 Cost player going 0-2 (with 0 team wins) in week 1 will have -4 pts and 7.48 tv So 2/3 * 7.48 + 1/3 * 10 (cost) = 8.32 So the "expected point gain of a 1 pointer" constant is still the same even though the scoring is different? Won't the average point gain of players be significantly lower than last time due to the new negative points for losses and no points for lineup appearances? Previously in any given head-to-head game the overall point gain per player per game would be 2. (2 points for the victory, 2 for the lineup appearances, -1 for the loss, +1 for the team win = 4, divided by 2 players = 2). Now the overall point gain per game is 1.5 -- 4 points for victory, -2 for defeat, 1 for team win. Without a corresponding change in the constant, player scores and thus prices on average will adjust downward. Except for players that play in ace matches, that is -- maximum point gain on a night for an ace player is now 11 instead of 8. Bumping this from page 7. Either another thread needs to be created for the attention whores to post their team or spoiler tags need to be included in the copy/paste html. It's impossible to have any sort of discussion about FPL while the pages are spammed with people's teams. Maybe I'm just a grinch but I don't give a fuck who you put on your team -- but even if I did, imagine what a nightmare this thread would be if literally everyone who entered posted their team. | ||
onewingedmoogle
Canada434 Posts
Main Team 4 ![]() 8 ![]() 1 ![]() 10 ![]() 2 ![]() 1 ![]() 4 WeMade FOX Anti Team 6 ![]() 5 ![]() 2 ![]() | ||
SuperArc
Austria7781 Posts
On December 02 2009 06:38 LorD_PaLmersToN wrote: CtrL aLT ELiTe Main Team 8 ![]() 5 ![]() 3 ![]() 4 ![]() 5 ![]() 0 ![]() 5 MBCGame Hero Anti Team 6 ![]() 4 ![]() 3 ![]() How can you have a zerg icon and put savior in your anti team?! Non believer! | ||
Sc1pio
United States823 Posts
Main Team 10 ![]() 3 ![]() 4 ![]() 3 ![]() 3 ![]() 3 ![]() 4 Hwaseung Oz Anti Team 6 ![]() 3 ![]() 4 ![]() | ||
Sanku
Canada90 Posts
Main Team 8 ![]() 1 ![]() 8 ![]() 6 ![]() 1 ![]() 3 ![]() 3 Hite Sparkyz Anti Team 4 ![]() 3 ![]() 6 ![]() I went with 3 power houses UpMagic and then crappy people :D There isn't anyone ridiculously overpriced this round so anti teams will screw you over more. | ||
prototype.
Canada4189 Posts
Main Team 0 ![]() 8 ![]() 7 ![]() 3 ![]() 8 ![]() 0 ![]() 4 Hwaseung Oz Anti Team 7 ![]() 3 ![]() 3 ![]() all zerg antiteam, please don't fail me.. or fail me hard please (however you want to interpret it) | ||
overlordprime
United States8 Posts
On December 02 2009 09:05 Sanku wrote:There isn't anyone ridiculously overpriced this round so anti teams will screw you over more. Well, besides ![]() ![]() | ||
iNcontroL
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USA29055 Posts
Main Team 3 ![]() 2 ![]() 3 ![]() 3 ![]() 9 ![]() 5 ![]() 5 MBCGame Hero Anti Team 5 ![]() 4 ![]() 4 ![]() I like my odds ![]() | ||
miseiler
United States1389 Posts
Main Team 6 ![]() 8 ![]() 1 ![]() 2 ![]() 0 ![]() 9 ![]() 4 Woongjin Stars Anti Team 4 ![]() 4 ![]() 5 ![]() | ||
synapse
China13814 Posts
Main Team 3 ![]() 2 ![]() 10 ![]() 3 ![]() 2 ![]() 3 ![]() 7 KT Rolster Anti Team 4 ![]() 6 ![]() 3 ![]() hoping jangbi and hwasin can gtfo of their slumps ![]() | ||
Grobyc
Canada18410 Posts
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Grobyc
Canada18410 Posts
On December 02 2009 09:42 {88}iNcontroL wrote: Evil Geniuses Main Team 3 ![]() 2 ![]() 3 ![]() 3 ![]() 9 ![]() 5 ![]() 5 MBCGame Hero Anti Team 5 ![]() 4 ![]() 4 ![]() I like my odds ![]() yes! Sea for captain as well :D I don't think he was that many points last round, and I picked him and he got me the most points of out everything, so I wanted to keep him this round, but I'm a little disappointed he's so expensive now. | ||
Ruken
United States858 Posts
Main Team 4 ![]() 10 ![]() 3 ![]() 4 ![]() 3 ![]() 2 ![]() 4 WeMade FOX Anti Team 6 ![]() 3 ![]() 4 ![]() I originally had Hero and Hwasin instead of type-b and savior. I think that was a smart move on my part...hopefully. | ||
Jackal03
Brazil7469 Posts
Main Team 8 ![]() 3 ![]() 4 ![]() 5 ![]() 3 ![]() 0 ![]() 7 KT Rolster Anti Team 6 ![]() 4 ![]() 3 ![]() I know i will change and change again (final change after line-ups are up) | ||
Abydos1
United States832 Posts
On December 02 2009 06:39 UGC4 wrote: how do u join groups ![]() Go to the misc. tab and view all groups; then click the plus icon next to a group to join it: http://www.teamliquid.net/fantasy/proleague/Groups.php?r=5 On December 02 2009 07:02 Xiphos wrote: Hey what does Captains do in Fantasy? You just can't trade them or something? Captains can't be traded and are used for a tiebreaker. | ||
revolover
Canada134 Posts
Main Team 3 ![]() 3 ![]() 3 ![]() 6 ![]() 2 ![]() 9 ![]() 4 WeMade FOX Anti Team 7 ![]() 3 ![]() 3 ![]() | ||
Kouda
United States2205 Posts
Main Team 7 KT Rolster 7 ![]() 2 ![]() 5 ![]() 3 ![]() 2 ![]() 4 ![]() Anti Team 7 ![]() 5 ![]() 1 ![]() | ||
Abydos1
United States832 Posts
On December 02 2009 08:30 integral wrote: Show nested quote + On December 01 2009 20:47 integral wrote: On December 01 2009 10:10 Abydos1 wrote: On December 01 2009 09:42 integral wrote: hotbid can you post that formula? A player's trade value is going to be 2/3 * tv + 1/3 * last weeks tv Where its using unweighted tvs in the calculation IE. in HotBid's example a 10 cost player going 2-0 (with 2 team wins) in week 1 will have 10 pts and 9.94 tv So 2/3 * 9.94 + 1/3 * 10 (cost) = 9.96 A 10 Cost player going 0-2 (with 0 team wins) in week 1 will have -4 pts and 7.48 tv So 2/3 * 7.48 + 1/3 * 10 (cost) = 8.32 So the "expected point gain of a 1 pointer" constant is still the same even though the scoring is different? Won't the average point gain of players be significantly lower than last time due to the new negative points for losses and no points for lineup appearances? Previously in any given head-to-head game the overall point gain per player per game would be 2. (2 points for the victory, 2 for the lineup appearances, -1 for the loss, +1 for the team win = 4, divided by 2 players = 2). Now the overall point gain per game is 1.5 -- 4 points for victory, -2 for defeat, 1 for team win. Without a corresponding change in the constant, player scores and thus prices on average will adjust downward. Except for players that play in ace matches, that is -- maximum point gain on a night for an ace player is now 11 instead of 8. Bumping this from page 7. Either another thread needs to be created for the attention whores to post their team or spoiler tags need to be included in the copy/paste html. It's impossible to have any sort of discussion about FPL while the pages are spammed with people's teams. Maybe I'm just a grinch but I don't give a fuck who you put on your team -- but even if I did, imagine what a nightmare this thread would be if literally everyone who entered posted their team. The expected point gain for a 1 point player has been increased from ~4.6 to 5.7 to account for the increased scoring. The trade value formula is detailed in this post: http://www.teamliquid.net/forum/viewmessage.php?topic_id=89231 On December 01 2009 22:28 Musoeun wrote: Show nested quote + On December 01 2009 12:57 Hot_Bid wrote: On December 01 2009 12:41 IntoTheWow wrote: I like the anti team changes. I don't like the ace point changes. With the new system, someone who aces but loses gains zero points from it, while winner takes all. This makes aces from strong teams (bisu, flash, jaedong, effort) even better. They were considered safe picks in the previous seasons and they will be even safer with the changes. This is a good point, I talked it over with Abydos and we have adjusted the scoring so that Ace Loss = 0 (instead of -2). Aces from strong teams are the aces on the strong teams because they're really good players. Removing penalties for ace losses doesn't make them less safe picks. There's nothing you can do to make the really good players not be "safe" picks and still make the system reasonable. Really good players aren't always safe picks; look at ![]() This change just artificially inflates the value of "bad" ace players. Sure, the guy's playing ace, that's got to count for something - but it's an automatic +2 with no penalty for losing. Obviously he doesn't get the points for winning, but that's it. In this regard the old scoring's +2 -1 was much more reasonable. We've got a 6 point difference between the winner and loser of a game. The ace game difference is now only 4 points. (Old system: 3 point difference for a regular game, 3 points for an ace game.) Why not just go with -1 for an ace game loss still? It seems a little more "fair" to me. Maybe it is, maybe it isn't but this is the way its going to be for this round; everyone knows this and we'll obviously be examining the results from this round closely to refine the system. Fantasy proleague has advanced way beyond the original that Semioldguy presented and every round has been a unique experience. I'm amazed at the participation we've gotten and we obviously can't satisfy all 1500+ people. One of the problems with the system is we have so few performance metrics to go on: wins, losses, ace matches is about it. Look at any other fantasy sport with its 20+ player statistics and the granularity that provides. Side note: I feel that overall this new scoring system is going to create an even bigger spread between lucky good and unlucky bad teams and make sticking with the competition much much harder after a bad week. While I understand the rationale behind the changes, I don't like it completely. Trading is too limited to fully adjust for things like good players stuck in set fours (you're hoping they get to play) and other lineup quirks that before were compensated by the lineup points. Further edit: What I'm getting at is twofold. First, the ideal "dead weight" player has changed from the bad player who is playing (he might win) to the bad player who's not playing (because if he is he might lose). Obviously you don't want any dead weight on your team, but sometimes you have to pick up those 1-pointers. Second, the middle-of-the-road players now become hugely hit or miss, not to say luck-based. Basically the only option for these guys is to pick the pretty good ones on good teams, and hope. (Partly I'm irritated by the changes because I made by living on these players and now they're huge risks.) The best teams overall - I'm calling it now - are going to have one or two big name players, the team that wins the round, and a bunch of guys who barely play on a good team. Which is lame. Sure, somebody's going to get it right with the 3-5 pointers and run away with the win, but overall meh. Sure there's luck involved, we can only hope to try and limit that as much as possible; look at the constant performance of the former top 10 group though and you can see there is a lot of skill involved too. We appreciate your concerns and feedback and I hope you enjoy this round as much as the previous ones. We're trying our best here to provide a fun activity for all 1500+ players and also something that casual players can enjoy as much as people that strategize and repick their team 20+ times trying to tweak their "perfect" team. | ||
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