Status
Posted: Wed Mar 11, 2015 2:11 am
Sorry for the delays this season, particularly in the playoffs. Grades and injuries updated, and plan on simming the last games of the season tomorrow. Then we'll launch into a quick rules discussion toward changes for next year before starting to get our data ready for a new league season with our free agency slated probably late March or early April. We'll do a GM check-in soon and start looking at potential replacements.
When I started this league 8 years ago, I knew it couldn't run like most of the baseball sim leagues I was in. No way was I going to be able to update spreadsheets manually for every transaction for years. I knew as my family grew and life got busier that I needed to have things setup to run as smoothly as possible without a ton of manual labor. I also set it up for players who perhaps joined initially while in college or single with a lot of free time, but eventually would have other priorities. Wanted something that could work for both the people with a lot of time with a lot to do here, as well as something that could let those with increasingly busy lives still enjoy playing on a somewhat equal playing field where missing something every now and then wasn't too penalized (if you miss a draft pick because at a family outing all day, you still get the highest available undrafted player).
Some parts of the site did that essentially from the start with our automated roster management systems, automated draft, free agency bidding systems, etc. Other parts, such as data collection for simming games and especially the playoffs when things get more complex remain very labor intensive.
Because our playoffs involve multi-game averages with option of using real games, and require me to keep meticulous records on every player on every sim playoff team across all leagues to keep track of what game to use for each player each time, it's something I really don't look forward to. It's not terribly time consuming once I'm in it, but requires complete focus and totally paying attention to every little detail as every player is entered for both teams one-by-one. So easy to make a mistake with a manually entered number or wrong multi-game number used or injury level not factored in, etc. Some might be using real playoff game stats, some might be using their 2nd multi-game average, others perhaps on the same team their first multi-game average if they had a real game used the past round. Some have their numbers reduced by 25% if injured. And each player is loaded into a multi-game average speadsheet one-by-one for every team in the playoffs so that every unique player has his multi-game schedule average calculated. That's 21 total different QBs, 75 different RBs, 103 unique WRs, 47 TEs, 24 punters, 26 kickers, and 60 some returners. That's over 350 unique football players with their stat fields loaded one at a time by hand just to create the spreadsheet I'll use, then once I sim the games each player in the depth charts has their multi-game average for that particular week put in manually again to the program (about 20 minutes to input everything for each single playoff game). It's easier in the regular season because Player X has his game stats for week 1 that are used by all teams across all leagues and can be loaded into the system and applied to all teams/leagues universally, where in the playoffs Player X has a different average update that changes depending upon how many playoff games his sim team from a particular league has played (and how many times his real playoff game update used) so I have to manually put it in for each unique playoff situation checking a multi-game average spreadsheet for him to see what his update is for this league, this team, this round for this game (and then for all of his teammates individually).
I think the playoffs probably have dragged a bit the last few seasons, in part because it's a lot and something I sometimes dread and can't really tackle it until I can find a time to completely devote myself to it for several hours to knock it out.
I hope to not ever have to stop the league because it's too much work. I love playing and I know others do also.
But realize I probably need to change a few things to minimize delays and keep the leagues strong. I'll have some of my thoughts in rule change polls ahead this week, but some of them might involve simplifying the playoff stat process to take better advantage of all the stat loading done during the regular season. I'll look again into game stat feed services, but may also take on some game stat and injury/suspension update helpers if a better way not found.
I realize the delays when they happen aren't good for the leagues overall (although sometimes they are for my sanity!) and I'll be making another attempt to improve that in the system/process updates ahead. Thanks for your patience and for another great season of simulated football.
When I started this league 8 years ago, I knew it couldn't run like most of the baseball sim leagues I was in. No way was I going to be able to update spreadsheets manually for every transaction for years. I knew as my family grew and life got busier that I needed to have things setup to run as smoothly as possible without a ton of manual labor. I also set it up for players who perhaps joined initially while in college or single with a lot of free time, but eventually would have other priorities. Wanted something that could work for both the people with a lot of time with a lot to do here, as well as something that could let those with increasingly busy lives still enjoy playing on a somewhat equal playing field where missing something every now and then wasn't too penalized (if you miss a draft pick because at a family outing all day, you still get the highest available undrafted player).
Some parts of the site did that essentially from the start with our automated roster management systems, automated draft, free agency bidding systems, etc. Other parts, such as data collection for simming games and especially the playoffs when things get more complex remain very labor intensive.
Because our playoffs involve multi-game averages with option of using real games, and require me to keep meticulous records on every player on every sim playoff team across all leagues to keep track of what game to use for each player each time, it's something I really don't look forward to. It's not terribly time consuming once I'm in it, but requires complete focus and totally paying attention to every little detail as every player is entered for both teams one-by-one. So easy to make a mistake with a manually entered number or wrong multi-game number used or injury level not factored in, etc. Some might be using real playoff game stats, some might be using their 2nd multi-game average, others perhaps on the same team their first multi-game average if they had a real game used the past round. Some have their numbers reduced by 25% if injured. And each player is loaded into a multi-game average speadsheet one-by-one for every team in the playoffs so that every unique player has his multi-game schedule average calculated. That's 21 total different QBs, 75 different RBs, 103 unique WRs, 47 TEs, 24 punters, 26 kickers, and 60 some returners. That's over 350 unique football players with their stat fields loaded one at a time by hand just to create the spreadsheet I'll use, then once I sim the games each player in the depth charts has their multi-game average for that particular week put in manually again to the program (about 20 minutes to input everything for each single playoff game). It's easier in the regular season because Player X has his game stats for week 1 that are used by all teams across all leagues and can be loaded into the system and applied to all teams/leagues universally, where in the playoffs Player X has a different average update that changes depending upon how many playoff games his sim team from a particular league has played (and how many times his real playoff game update used) so I have to manually put it in for each unique playoff situation checking a multi-game average spreadsheet for him to see what his update is for this league, this team, this round for this game (and then for all of his teammates individually).
I think the playoffs probably have dragged a bit the last few seasons, in part because it's a lot and something I sometimes dread and can't really tackle it until I can find a time to completely devote myself to it for several hours to knock it out.
I hope to not ever have to stop the league because it's too much work. I love playing and I know others do also.
But realize I probably need to change a few things to minimize delays and keep the leagues strong. I'll have some of my thoughts in rule change polls ahead this week, but some of them might involve simplifying the playoff stat process to take better advantage of all the stat loading done during the regular season. I'll look again into game stat feed services, but may also take on some game stat and injury/suspension update helpers if a better way not found.
I realize the delays when they happen aren't good for the leagues overall (although sometimes they are for my sanity!) and I'll be making another attempt to improve that in the system/process updates ahead. Thanks for your patience and for another great season of simulated football.