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Re: Player cur/fut values

By martinwarnett
11/20/2024 2:33 pm
Toying around with a few things, found a few issues with the way these are managed.

One thing I like doing is seeing which players are better suited in different positions. The way the game currently provides cur/fut values makes this awkward.

Draft Class / Free Agent list.

For these. you can select a position, select players outside the position to be include, generate the search results then download the file. Load in excel/libre office, whatever.

The problem is, this contains the cur/fut value for the selected position only (for All, it's the values for the generated player position). Using a simplified example, I select TEs but also want to see the FB values. This means going through the generation / download process twice, then extracting the values and merging. This also means data is duplication - skill attributes present in both files. If you want to see all position cur/cur values including ST, you're talking getting 30 or so files.

A solution to this could be one of two :-

1) Include all pos cur/fut in the file of players generated for draft class / free agent downloads.
The downside to this is that for each player, each position the cur/fut need to be calculated.
The upside to this is that only one file needs generating, meaning a lot of the filtering
needed can be removed.

2) A single data file is generated containing player attributes. This would be a consistent data file, needing generation once only (draft) or generated daily after cuts code for a league run (free agents). A second file is also provided, containing the cur/fut values for each position, and is generated on the fly - or could be generated against the draft/FA lists when the owner changes weights?
The upside and downsides are more or less the same, the difference being the player
attributes can be generated once and cached.

Players on roster

This is more difficult; player cards only show a selection of positions. So a QB may show QB, RB cur/fut values but not FB. The only way at present to see them is to move the player on the depth chart to the position; this calls the server to notify the player going into the depth chart and returns data - however this is text only, ie (26/55). So to get all cur/fut values for a player on your team, you'd need to programmatically trigger a depth chart placement and trap the response. For 53 players, say 30 positions for completeness to include ST depth charts. that's 53x30 calls.

Maybe it's only me that's incredibly **** about that level of info, but a solution for that could be allowing team roster download - like draft class and free agent players, with the cur/fut issue also addressed.
Last edited at 11/20/2024 2:46 pm

Re: Player cur/fut values

By Cjfred68
11/21/2024 4:49 am
Maybe I'm missing the actual point here but if you want to see every skill attribute for every player regardless of position then when setting custom player weights put a 1 on every offensive category for every offensive player and a 1 on every defensive category for every defensive player.

This will slightly effect a players overall rating which can be offset by doubling the current value for every primary positional attribute