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 Post subject: Future of NTL
PostPosted: Tue Mar 09, 2010 1:37 pm 
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So it's not gonna merge with ATA now...

I feel that the league is getting a little stale and simply going through the motions of playing games instead of much fun. Nobody writes a preview or season review or other fun stuff (except for a couple of seasons)…that’s been my fault because I don’t have time to do it. The league needs a good co-commish for this. In the future this co-commish could be in charge of rating player for the new player pool as well as having some leeway to change the format of the league up a bit. I’d still do all the site work, which is winding down a bit but if league format changes there’d be some tweaks now and then.

At present I think the following things should be done:
-Cut league size back to 18 owners, maybe even do away with the pool system as far as having pool 3 completely separate. I set it up that way to be noob friendly, but there won't be any reason to be noob friendly when cutting the size of the league.
-Run at a slower pace, one rom a week instead of two. I gave in to some requests to have two a week in the past, but that’s one of the reasons the league is just “going through the motions”.
-Put in a sort of like a grapple rom TPC for those who want to play more games with their teams that count for something. This rating could be used for tiebreakers in some way. There would also be a “belt” independent of the current season’s title. Hell maybe the whole season just gets run this way and guys just do some kind of flex schedule with some minimum number of games against some minimum number of different players.

Maybe a few other things, but that's all I feel like writing for now. Please cuss and discuss.


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 Post subject: Re: Future of NTL
PostPosted: Tue Mar 09, 2010 1:57 pm 
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i personally like the pool/tier system since it gives the opportunity for advancement (and demotion), and shakes things up a bit from season to season. if i had to analyze this league i would say that the big things it offers are 1) free agency/bidding system, 2) grapple hack with in-game pb changes (plus longer qtrs), and 3) pool system. the more i play in leagues, the more i think that it doesn't matter how many owners you have (although you will have more turnover the more you have), the thing that moves leagues along is participation like you said. besides the bidding system (which doesn't involve a lot of owner interaction) the big 3 afore-mentioned selling points don't get people involved. i think what you're getting at with a co-commish is that you want/need a fire starter to get owners involved. someone to brain storm cool ideas outside the rom. i, unfortunately, am not the man for the job.

i don't know if any of that made sense or if it was helpful, but those are my thoughts.

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 Post subject: Re: Future of NTL
PostPosted: Tue Mar 09, 2010 2:07 pm 
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I think the tier divisions is a good idea, but I could just be biased. I also like the free agency instead of a draft.

the proverbial firestarter is indeed a key component, as with ata too, the trick i think lies in finding certain guys in the same league together.

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 Post subject: Re: Future of NTL
PostPosted: Tue Mar 09, 2010 8:15 pm 
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I'd be interested Brian, also the fact we live less than 30 minutes away from each other now (my gf and I are actually planning to move to the Carrollton/Addison area in June) and could spend some time actually talking and less on IM would really help in getting things done too. I really enjoy doing the rom rating and have quite a bit of experience with it, but I'm not a fan of the backend stuff.

I think the league is fine the way it is but would make a small change to the layout/structure - have only 8 games on the schedule (18 teams - pool 1 and pool 2 with 9 teams in each - the number of teams to move up/down can be determined later), but you play each team twice back-to-back (1 home, 1 away). For me and I think most people half the trouble in getting games in is actually locating your opponent online. I know I'm not the best about sitting on AIM 24/7, but when I do find someone and only play 1 game I'm left wanting more and I don't feel like it was worth all the effort just to find the person for a 20 minute game, but that could just be me. I think it would give the league more robust stats with less effort than is involved currently with getting games in.

Either way, shoot me a PM if you're interested in my services.

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 Post subject: Re: Future of NTL
PostPosted: Wed Mar 10, 2010 3:16 am 
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jeid wrote:
I think the league is fine the way it is but would make a small change to the layout/structure - have only 8 games on the schedule (18 teams - pool 1 and pool 2 with 9 teams in each - the number of teams to move up/down can be determined later), but you play each team twice back-to-back (1 home, 1 away). For me and I think most people half the trouble in getting games in is actually locating your opponent online. I know I'm not the best about sitting on AIM 24/7, but when I do find someone and only play 1 game I'm left wanting more and I don't feel like it was worth all the effort just to find the person for a 20 minute game, but that could just be me. I think it would give the league more robust stats with less effort than is involved currently with getting games in.


I think this is a great idea Jeid. I too agree that I am left wanting more after I have played a league game, and think it would be a great idea to play a back-to-back with your opponent. To simplify it even more though, and not that this is a ton more effort, but why do a home and home w/your opponent, if both players don't mind keeping the same sides? What is the advantage of playing in season mode? I know in years past it was to get the stats, but I believe we have played league games in preseason mode, and they extracted all correctly. It just seems like having the other person load the game is just an unnecessary step, even as simple as it is.

I do enjoy this league, and I really like to pool system. I think it really spices it up a bit each season. I also like the aspect of having a complete new team the next season, and think the FA/bidding system works marvelously. Lastly, I like the league using the HP hack, the 6:00 quarters, and having the ability to change playbooks during the game as well. Most leagues are not using this, and it's nice to have something different than the other leagues.

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 Post subject: Re: Future of NTL
PostPosted: Wed Mar 10, 2010 8:58 am 
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Season mode is not because of stats; it's for injuries (insert whiny commment about my injuries here).

We'll go with with jeids idea next season.


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 Post subject: Re: Future of NTL
PostPosted: Wed Mar 10, 2010 6:49 pm 
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Pre-season mode no injuries..screw'em. Injuries are random. Like fumbles, and all the other frustrating aspects of tecmo. I would NOT vote against using preseason mode. It would allow owners to play they're opponent whenever they are on. Nothing more frustrating than seeing a league owner online, but you can't play him because the rom isn't out. If we all don't have injuries than where's the problem? Injuries don't happen that often..or enough for it to be missed, besides a player gets hurt and you win BECAUSE of that injury doesn't it kinda cheapens the victory lap?

Just some thoughts, Jim

If you need a assistant Commish, Rom inputter (is that a word), Create the updated player data base rom...I would love to do this

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 Post subject: Re: Future of NTL
PostPosted: Wed Mar 10, 2010 7:40 pm 
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playing in season mode creates a pace to the league by rom releases. this is what you don't want to happen because it kills the league:

20 owners

5 of them get all their games in a 2 week period of time (preseason)

then they start bitching that no one else is participating. people start flaming each other, etc etc

then it gets ugly and it becomes a headache and who wants that? i don't.

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 Post subject: Re: Future of NTL
PostPosted: Wed Mar 10, 2010 8:05 pm 
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THere is a hack that turns pre-season injuries on...

Never understood the need for making weekly roms once this hack was discovered long ago.

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TECMO REGULAR SEASON LEAGUE RECORD 345-108 (.761)
TECMO PLAYOFF RECORD 48-12 (.800)
TECMO CHAMPIONSHIP RECORD 13-3 (.812)


ATA S1 and S10 champ ( 42-4 9-1 playoffs)
HSTL champ (S3,S7,S11,S12) ( 141-38 )
NWO S2 HD champ (38-23 )
SEXAY S2 champ (10-4)
SOTL (SNES) Season 1 champ (14-3)
Old WTL ( 27-18)
TCL Champ ( 8-3)
OTFL S6-9 (42-14 )
TWL champ (15-4 )
WTL champ S1&S2 (48-8 )
Tourney league champ ( 15-3 )

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 Post subject: Re: Future of NTL
PostPosted: Wed Mar 10, 2010 8:08 pm 
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I didn't know about the hack, but another reason for weekly roms is my tsbtooltext generator makes the player 2 team have alternate uniform (white jersey).


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 Post subject: Re: Future of NTL
PostPosted: Wed Mar 10, 2010 8:42 pm 
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bruddog wrote:
THere is a hack that turns pre-season injuries on...

Never understood the need for making weekly roms once this hack was discovered long ago.


guide me, bru. where do i find, how you say, hack?

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 Post subject: Re: Future of NTL
PostPosted: Thu Mar 11, 2010 12:15 am 
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Circa 2007....

http://knobbe.org/forum/viewtopic.php?f=22&t=9807


"x253F2 appears to be the number that toggles off injuries for preseason and pro bowl mode. If you change the number to x02 then injuries are turned back on. However, in the Pro Bowl the game doesn't understand how to substitute so it creates glitching."

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TECMO REGULAR SEASON LEAGUE RECORD 345-108 (.761)
TECMO PLAYOFF RECORD 48-12 (.800)
TECMO CHAMPIONSHIP RECORD 13-3 (.812)


ATA S1 and S10 champ ( 42-4 9-1 playoffs)
HSTL champ (S3,S7,S11,S12) ( 141-38 )
NWO S2 HD champ (38-23 )
SEXAY S2 champ (10-4)
SOTL (SNES) Season 1 champ (14-3)
Old WTL ( 27-18)
TCL Champ ( 8-3)
OTFL S6-9 (42-14 )
TWL champ (15-4 )
WTL champ S1&S2 (48-8 )
Tourney league champ ( 15-3 )

GG!

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 Post subject: Re: Future of NTL
PostPosted: Thu Mar 11, 2010 9:15 am 
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never found this before, thanks bruddog.

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 Post subject: Re: Future of NTL
PostPosted: Thu Mar 11, 2010 9:52 am 
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bruddog wrote:
Circa 2007....

http://knobbe.org/forum/viewtopic.php?f=22&t=9807


"x253F2 appears to be the number that toggles off injuries for preseason and pro bowl mode. If you change the number to x02 then injuries are turned back on. However, in the Pro Bowl the game doesn't understand how to substitute so it creates glitching."


fanfreakingtastic. thanks, bru

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