DemonMaster wrote:
Well its a nifty idea for sure but honestly I dont much like it. My favorite part of MFN is the draft for sure but what scares me is possibly getting a extremely low rated player in the early rounds who hasnt been scouted. This is especially true for a team that is re-building like Buffalo is this year. This could be a real deal breaker for me to be honest. Some of the leagues I am in are very active as far as owners are concerned whilst others are just a few. What happens in a 32 team league if only 5 owners scout players and all the players scouted are different from everyone elses? With the volatility rating already being taken into account and knowing the draft pick might just bust anyway taking a player that hasnt been scouted but has a high volatility is mind boggling to say the least. At least in the NFL there is the scouting combine and pro days for teams to rely on whereas the limit of scouting just 5 players just doesnt feel right. Just my opinion
I was going to wait to post this because I haven't full thought it through, but I have a few minutes before I jump back onto my work computer so here goes.
There is a pretty easy strategy (I think) to being able to draft in the new player obfuscation paradigm, but you have to be will to do some things you normally wouldn't. Here's a short list with an explanation to follow:
1) Determine the two or three core
non-improvable skills for the position.
2) Weight those skills at 100 and then weight none of the secondary or improvable skills higher than 10.
3) Set your draft board using Vol (as in my draft guide before this change) or however you want and focus on scouted players first (that's the reason why I want a scouted only sort)
4) After scouted only players, sort by players with low vol and high floors
OK, here's an explanation of why this should work in my opinion. The key here is that certain attributes will never improve, so the range that you see on a scouted player represents the player's floor and ceiling on a particular skill. When you weight those key non-improvables at 100, you get a very quick sense of what a player's floor is (so for a QB I may weight Arm, Release, and INT at 100 or I may weight Arm, Release, INT, and Scramble at 100).
By keeping the secondary and improvable skills low in your weights, you reduce the noise of the obfuscation ranges. BUT, and this is also key, since you are weighting them in a 1-10 range, you have supreme control over how important those secondary skills are in determining how far a player's floor or ceiling will move (Accuracy at 10 and Scramble at 2 means that Accuracy is weighted 5 times more than Scramble).
Doing this and then selecting the player with the lowest vol and highest floor should get you decent picks in the early rounds EVEN if the player hasn't been scouted. And should allow you to gamble with more confidence in rounds 4-7.
Just a thought. It's a long way from a strategy guide, and it's a lot more complicated than draft guide 1.