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0 Subject: RIFC 2017: getting started

Posted by: Guru
- [330592710] Mon, Jul 24, 2017, 13:10

I am pleased to announce the 14 invited managers for the 2017 RIFC:

Jaydog
Philly Busters
mmikulka
twolves
TD
Slackjawed Yokel
Tree
marbam50
artofmonk
I_AM_CANADIAN
deepsnapper
Kyle
gurudan
Guru

Typically, I invite the top 6 teams from the RIFC, the top 3 from each of the AAA leagues, and the winner of the AA playoffs. For purposes of ranking teams in each league, the winner of the playoffs is assigned a rank of #1, and then the playoff seedings are used after that. For the AA league, the playoff winner was a duplicate team (for a manager already in a AAA league). So I selected the regular season champion from that league.

That list comprises 13 teams for a 14 team league. Since I did not finish in the top 6 of the RIFC last year, I get the last spot.

Invitations were sent out a week ago. Twelve managers have accepted, and I am still awaiting word from two others: twolves, and Slackjawed Yokel.

I have not yet sent out invitations for new managers to the league at myfantasyleague.com, but will do that soon.

Here are the next steps:
1. Discussion of possible rules changes.
2. Discussion of any other issues that should be resolved before the start of the draft.
3. Run the draft position selection process.
4. Draft.

Once again, the RIFC drafts for all leagues will be held on the myfantasyleague site.

RotoGuru will pay the cost of all RIFC leagues. A voluntary donation of $5 per manager is suggested to help defray the cost. (Managers who have already contributed this year are exempted.) If you wish to donate to the cause, please see the instructions near the bottom of the GuruPatron info page.

Last year, the draft began on August 27, and was completed in 10 days. This year, the NFL season starts on September 7, so if we keep a similar schedule, the draft would begin on August 26. All but the final three games of the third preseason week will be completed by the night of August 26. Therefore, you should plan to be available to manage your draft during the last weekend in August and the first week in September.

Updates on forming the qualifying leagues will be posted in a separate thread.

1Guru
      ID: 330592710
      Mon, Jul 24, 2017, 13:12
See post 16 for updated rules for the 2017 season.
2Guru
      ID: 330592710
      Mon, Jul 24, 2017, 13:34
myfantasyleague has revised their add/drop/waiver processing a bit, which should be useful for our purposes.

As you recall, at the beginning of each week, all free agents are subject to a blind bidding process. After that, all unclaimed players are available first-come, first served (FCFS).

In the past, there was no way to treat dropped players similarly, so if a team dropped a player as part of (or anytime after) the blind bidding, that player was also available FCFS. While dropped players usually aren't of immediate interest to other teams, there were a few occasions when a blind bidding process for dropped players would have been more equitable to the league.

Starting in 2017, that is an option. Here is one possible approach: We can set it up so that unclaimed players (after the Wednesday bidding) are FCFS, but dropped players must still clear a blind bidding round. Since our main blind bidding process takes place at 7:30pm ET on Wednesdays, I can add a supplemental blind bidding round for dropped players on each of Thursday (8 pm), Friday (9pm), and Saturday (10pm) evenings. Any players dropped will run through blind bidding at the next processing time after a 24 hour wait.

One side effect of this is that a player dropped after 10pm on Friday will be locked until the following week. If this is considered too limiting, we could also set up a final blind bidding to take place on Sunday morning. I'd be interested in feedback on that idea.
3Guru
      ID: 330592710
      Mon, Jul 24, 2017, 13:59
One other issue was raised last season, and although it has been voted on several times in the past, it never hurts to rethink it from time to time.

The issue relates to the need to start two RBs each week - and the related strategy of some managers to "hoard" backup RBs to protect against injury (or to take advantage of injuries to other teams).

Possible rules changes suggested to address this are:

1. Change one RB slot to a flex slot (probably a RB/WR/TE flex).

2. Limit the number of RBs that can be rostered. That limit might be set at 5, for example. This would presumably improve the depth of the pool of RB free agents at any time.


I'm not sure the latter approach would have much impact. If the limit was set at 5, then at the end of last season, only four teams would have been over the limit, with six RBs added back to the F/A pool. Three teams had 6 RBs, and one had 8. (Postseason rosters probably aren't the best time to evaluate, but a quick check for week #5 showed the same result.)

I have thought of one other approach. Use a RB/WR/TE flex slot only for NFL bye weeks. In 2017, all byes are scheduled from weeks 5-11, which is more concentrated than before. (Last year, it was weeks 4-11 and 13.) To do this, I'd need to manually adjust the starting roster rules for week 5 (and then revert back for week 12). This might provide a workable middle ground - especially for those weeks when RBs will be particularly scarce.

Thoughts?
4I_AM_CANADIAN
      ID: 15317315
      Tue, Jul 25, 2017, 09:54
For FCFS vs Blind Bidding on drops. I'm good with whichever option... as long as it's clear.

For RB slot to Flex? I think I prefer keeping it the way it is.

Ditto with NOT limiting roster-able RBs. That's a strategy choice, I think it's good to leave it to the managers prerogative.

I'm open to hear arguments against these however.
5Kyle
      Leader
      ID: 052753312
      Tue, Jul 25, 2017, 10:14
1. I like the idea of changing the dropped players to a blind bid. If the blind bid process ends on Thursday at 8pm though and that player is playing in the Thursday game, they aren't available until the following week.

Is there a way to move the original blind bidding to Tuesday, then FCFS at 10pm Tuesday, and the blind bid for dropped players could end on Wednesday? If not can we move the blind bid times to Noon Wednesday and Noon Thursday?

2. I don't have a good reason to change RB the rule for bye weeks, but I like it.

3. I wouldn't be in favor of a limit on how many RBs you roster. As IAC said that's a strategic decision and can lead to some tough roster choices in the middle of the season.
6Guru
      ID: 330592710
      Wed, Jul 26, 2017, 20:06
Dropped players don't just come from blind bidding. More players are probably dropped via regular FCFS add/drop transactions.

As I recall, the instances last season when a "value player" was dropped and (almost) immediately picked up occurred later in the week (Fri-Sun).
7deepsnapper
      ID: 406282323
      Thu, Jul 27, 2017, 02:05
I would prefer 1 RB and 1 WR with Flex positions for additional RB & WR slots. We could add TE positions to be a Flex{s} as long as a TE is a position to be filled.

If we add an additional blind bid to each week's process, I would recommend additional $$ be added to each manager's account or a lot will run out of money half way through the season.
8jaydog
      ID: 57213279
      Thu, Jul 27, 2017, 10:39
I like the proposed changes to the waiver system, having a few rounds of blind bidding.

As far as roster makeup, I'd be inclined to leave it as is, but if it must be changed, I think Guru's idea about allowing a WR/TE/IDP in a RB slot for bye weeks only is a decent compromise. If I had to vote though, I'd say keep it the way it is.

9twolves
      ID: 862838
      Fri, Jul 28, 2017, 10:16
I like the running back/flex idea as expressed. I do not think using it during only bye weeks makes much sense. It still makes it hard as injury can ruin the RB position once it occurs for the full season and playoffs. .
I also like the idea of limiting RB on to 5 or 6. Possibly only 5 if the flex is voted in.

AS far as the waiver change, I am fine with it although I do like the ability to pick up someone that is eligible to play during the week that a team is forced to drop. I was wondering if player dropped because of initial waivers might have a second 1 day waiver/bid period as often do not get to look until after initial bid period done and assigned. A lot more work for league commissioner however.
10 gurudan
      ID: 79572411
      Sun, Jul 30, 2017, 09:43
I prefer the blind bidding process left as is with dropped players available the following week. Also,I would like the other changes proposed left as is.If one chooses to roster seven RB'S their other positions are bound to suffer. If we add RB/WR/TE position, it favors the team hoarding RB'S since a RB is less likely to have a bust week than a WR.
11Guru
      ID: 330592710
      Mon, Jul 31, 2017, 11:59
Based on my intuition and the limited, mixed discussion above, I'm inclined to move ahead with my idea to allow for the second RB slot to be a RB/WR/TE flex, only for weeks 5-11 when NFL teams are on bye week.

Here is my thinking:

1. The idea of setting up the second RB slot as a flex has been considered off and on for many years. In the past, when we have voted, the vote has always been among those in the top RIBC only. That may be a bit unfair, as the voters all have had success with the status quo, and may be less inclined to change.

2. Moving to this approach for bye weeks only provides a middle ground. The impact on drafting (vs. prior years) is likely to be slight. The primary impact will be observed during the bye week period.

3. This year, three of the bye weeks (weeks 8, 9, & 11) have six teams on bye. That's a lot of potential holes to fill. Allowing for the extra flex should allow teams to manage though this period with a bit less disruption.

4. The MFL system can essentially handle this; I'll just have to amend the roster rules prior to week 5 and again after week 11.

5. We can do this provisionally for 2017, and reassess again in 2018.

Since we already have one WR/TE flex, I'd set this up to avoid the potential to have three TE's in the starting lineup. To codify this, for weeks 5-11 the rules would call for the following:
Number of starting QB: 1
Number of starting RB: 1-2
Number of starting WR: 2-4
Number of starting TE: 1-2
Number of starting PK: 1
Total offensive starters: 8

So, the only legal configurations will be:
RB/WR/TE
2/3/1
2/2/2
1/4/1
1/3/2

As I discussed above, I don't think there is a need to limit overall roster limits for RB, as I don't see that this has created a meaningful squeeze on the position.
12TD
      Leader
      ID: 036331011
      Wed, Aug 02, 2017, 12:04
I like RB/WR/TE flex option described in post 11. I prefer it not to be limited to bye weeks. But I would be in favor of only allowing the flex option during bye weeks as a compromise
13I_AM_CANADIAN
      ID: 15317315
      Thu, Aug 03, 2017, 11:16
I (like TD) am more for the "less management" approach. I'd prefer if it applies to the whole season.
14Nerfherders
      ID: 33543714
      Thu, Aug 03, 2017, 19:11
I like the idea in general, and would gladly see it implemented for the whole season or just the bye week period, especially if the NFL are going more towards 6-team bye weeks.
15Guru
      ID: 330592710
      Fri, Aug 04, 2017, 10:47
Here is my proposal for extending blind bidding for all dropped players:

At the start of each week all unrostered players are subject to blind bidding, held on Wednesday at 7pm ET. First-come, first served player adds will begin at 10pm ET Wednesday. FCFS pickups will only be available for unrostered players who have cleared a blind bidding process. Players who have been dropped and have not yet cleared blind bidding will be locked.

Dropped players will be subject to blind bidding at the first scheduled opportunity after a 24-hour waiting period (from the time they were dropped). Two blind bidding processes will be scheduled for dropped players:
1. Thursday at 7:30pm ET
2. Sunday at 8:00am ET

So, players dropped during the Wednesday blind bidding will be subject to blind bidding waivers on Thursday at 7:30. If there are any players eligible for the Thursday night game, they can then be activated before kickoff. Any other players dropped prior to 8am ET on Saturday morning will clear blind bidding waivers on Sunday morning. Any players dropped after 8am on Saturday morning will be locked for the weekend and be subject to the following Wednesday’s bidding.

If a manager cycles through a series of add/drop transactions after 8am Saturday that appears to be designed to lock out players from being added by other teams for the current weekend, this will be considered an abuse of the rules and the Commissioner may manually release those players from lockout status. Hopefully, this will never become a need.
16Guru
      ID: 330592710
      Mon, Aug 07, 2017, 11:42
Since there has been little discussion (and not much pushback) related to my proposed rules changes, I am going to decree them effective by Commissioner fiat.

Rules for 2017. Changes from the prior year are shown in blue:

Draft
“Banzai” format: Same as a traditional snake, except the third round is reversed. Thus, the team with the first overall pick has the last pick in rounds 2, 3, and 4.

Roster
1 QB
2 RB
2 WR
1 WR/TE
1 TE
1 K
2 DL
2 LB
2 DB
1 additional IDP (flex)
9 bench
24 Total


For the NFL weeks when teams are on bye (weeks 5-11 in the 2017 season), starting rosters may have only one running back. If only one RB is started, then the starting receivers must be either 3 WR and 2 TE, or 4 WR and one TE.


Decimal scoring is applied for all categories.

Offense Category Points
(apply to all players, including IDP)
Passing TD 4
Other TD 6 (all TDs, whether on offense, defense, or special teams)
Passing-2pt conv 1
Other-2pt conv 2
Passing yard 1/25 (i.e., .04 per yard)
Rushing yard 1/10 (i.e., .10 per yard)
Receiving yard 1/10
Punt return yard 1/10 (also applies to IDP)
Kick return yard 1/25 (also applies to IDP)
Kick return 0 (no deduction)
Int, fumbles lost -2

Kicking Points
(apply to all players, including IDP)
Extra point made 1
FG under 40 yards 3
FG 40-49 yards 4
FG 50+ yards 5
Missed FG <30 -1
Missed FG 30+ 0

Indiv Defensive Player Points
(apply to all players, including offensive players and kickers)
Solo Tackle 1
Asst Tackle 0.5
Tackle for loss 2
QB hit 1
Pass defensed 1
Sack 1 (half sack=0.5)
Interception 3
Fumble forced 2
Fumble recovery 2
TD 6 (all TDs, whether on offense, defense, or special teams)
Safety 3 (including safety on extra point attempt)<
Blocked kick (FG, XP, punt) 2
Defensive conversion returns (extra point) 2

Unlisted players
During the draft, any player may be drafted, regardless of whether or not the player is listed at the hosting game site. Once the draft is completed, unlisted players may not be added to any roster. This applies for any post-draft waiver processing as well.

In the event that a drafted player is not listed after the draft has completed, a placeholder player will be assigned to the drafting team, to be replaced by the drafted player as soon as he is available.

Position eligibility
Except as defined below, a players position eligibility will be that assigned by the league hosting site.

If a player is listed at one position when drafted and that position is subsequently changed by the hosting site, the manager drafting that player may elect to retain the original position. In this event, that player will keep the drafted position eligibility until he is dropped or traded, at which time the eligibility will revert to the hosting system's default position.

Injured Reserve
Each team will have one slot available for injured reserve. A player may only be placed on injured reserve when he is so designated by the NFL and the hosting site reflects that IR status.

If a manager adds a player who is already designated as IR at the time of his pickup (either through priority claiming or free agent pickup), that team must keep the player on its active roster until the following week. Players who are already designated as IR when drafted are not subject to this limitation, and may be placed in the IR slot immediately after the draft.

Once an IR player has returned to active status by the NFL, that player must be removed from the IR slot no later than the Wednesday following his activation. If an ineligible player remains in an IR slot after this time, the commissioner may forcibly drop such player after a 24-hour notice (via email) to the manager.

Priority Claiming
All free agents (any players not on a current roster) are subject to a weekly claiming process at 7:00pm ET on Wednesday, using a blind bidding process. Each team will be allocated a budget for the regular season of $100, with a minimum bid of $1. Ties will be broken in favor of the current standings (with applicable tiebreakers), worst-to-first. Blind bidding will use the conditional setup at MFL.

Starting at 10:00pm ET on each Wednesday, all free agents who have cleared waivers may be picked up by any team "first come, first served. " However, dropped players will subject to a one day lockout period, after which they will be subject to the next scheduled blind bidding period. Blind bidding for dropped players will be scheduled for Thursdays at 7:30pm ET and Sundays at 8:00 am ET.

During the postseason (weeks 14-16), the first weekly blind bidding will be pushed back to Thursday so that any stats corrections (which might conceivably impact playoff results from the prior weekend) can be processed. For surviving teams in the championship bracket, blind bidding will take place at 3pm ET on Thursday, with free agents released for FCFS pickup at 6pm ET. Dropped players will be subject to blind bidding only on Sunday morning at 8:00 am ET

Immediately following the draft, undrafted players will be subject to a priority claiming process (blind bidding), with tiebreaking priorities equal to the reverse of the draft selection order (i.e, the order in which team selected their draft sequence.)


Starting five minutes prior to the scheduled start of each NFL game, no player in that game may be dropped, regardless of whether the player is an active or bench player.

Schedule
13 week round robin
Doubleheaders all weeks 1-13 (play each team twice)
Single elimination playoffs, weeks 14-16

Trades and trade deadline
During the draft, trades may include draft picks. Trades will normally be approved immediately by the Commissioner, assuming they are reasonably balanced. If league managers believe an announced trade is unbalanced, they should protest the trade ASAP.

After the draft, trades will be subject to a review period. For the first 24 hours following a trade, managers may protest a trade by posting a message at the RotoGuru forum, or by sending an email to the Commissioner. If at least 3 managers protest a trade within 24 hours of its announcement, then all managers will be polled within the next 24 hours. If seven or more managers vote to veto a trade, then it will not be approved. If a proposed trade is announced less than 24 hours before the earliest freeze for any player involved, then the entire trade will not be processed until the following week.

If a trade does not receive at least 3 protests, then it will be effective 24 hours after it is announced. If a trade receives at least 3 protests but the protests are not upheld in a full league vote, then the trade will be processed 48 hours after it is announced.

The trade deadline is the weekend following the final week with byes.

Stat corrections
Official stat corrections will be automatically applied. This typically happens on Thursday morning. In the playoffs, this can lead to an issue if a team is suddenly “back in the game”, but that team was unable to make roster moves the prior day. If a stat correction changes a playoff matchup at the last minute, then any impacted team will be given the opportunity to make a last minute roster move, if needed. The Commissioner will attempt to ensure that this provision is enabled as fairly as possible under the circumstances.

During the playoffs, once the first game of the week has started, no stat corrections will be allowed thereafter.

Playoffs
8 teams, single elimination
The 8 teams will be those with the top 6 W/L records plus the two other teams with the most points
The top four seeds will be based on W/L record (including applicable tiebreakers)
Seeds 5-8 will be based on total points for the other four playoff teams
Teams with equivalent W/L records are ranked based on total points first, then head-to-head record.
Bracket is fixed (no reseeding after each round)

Blind bidding will continue throughout the playoffs. At the beginning of the playoffs, the top seeded team will receive an additional blind bidding allocation of $16, the second seed will receive $14, … with the 8th seed receiving $2. These allocations will be added to any balances remaining from the regular season. Any blind bidding ties during the playoffs will be awarded in favor of the better seeded team.

If a playoff game ends in a tie score, the team with the better seed shall advance.

There will be no restriction on player add/drop transactions for teams still active in the championship playoffs. Teams which are not still active in the Championship playoffs may not make any transactions - adds or drops - even if they are still competing in the Consolation bracket.

17Guru
      ID: 330592710
      Mon, Aug 07, 2017, 12:13
According to myfantasyleague, six managers have not yet logged into the league for 2017. Please do so at your earlierst convenience - even if you are a returning RIFC manager from 2017.

I just had invites resent to those six managers.
18holt
      ID: 32645623
      Tue, Aug 08, 2017, 14:19
Just curious, I know we have a clock for each pick, which is handy as we are all busy and on occasion need that time to get a pick done, but is there a way we can prevent someone from using their full clock on every pick?
19Guru
      ID: 330592710
      Wed, Aug 09, 2017, 12:00
I am planning to implement some sort of cumulative clock limit this year, to provide some incentive to those who chronically use a lot of clock.

Last year, the RIFC draft took 9 days. If we ignore the first round - which is always a bit slow as people get accustomed to drafting, and for which there is typically no clock - then rounds 2-24 took 8 days. That's 192 hours. However, since we have an 8 hour moratorium each night, 8 days is the equivalent of 128 on-the-clock hours.

I added up the total clock time used by each of the 14 RIFC drafters in 2017, from round 2-24.

Of the 14 drafters, 10 of them used less than 10 hours of clock time. Two of those managers used less than one hour of total clock, due to extensive use of queues - and both of them made the playoffs. One of them was the playoff champion. So it is possible to use queues extensively and do well. Having said that, I know there is a difference between setting up a queue with only a couple of picks to go vs setting one up almost a round in advance - so not all queues are created equally.

Four drafters used more than 10 hours of cumulative clock, and those totals were (rounded) 13, 17, 18 and 27 hours.

For those 23 rounds in total, the average was about 9 hours of total clock per person.

The person who used 27 total hours was picking on the turn, so it's actually worse than implied, since many times, two picks were made at once, and the second of the two was often made pretty quickly (though not always).

I know that there are times when life intervenes, and that's why we have a 4 hour clock. But usage of most of that clock should be an exceptional occurrence. Perhaps more importantly than the impact on the overall elapsed time of the draft, habitual clock users create a frustrating situation for the rest of the league. That frustration probably leads to more usage of queues by other managers who get tired of waiting - which may not be fair to them.

A total of 30 picks were made after a wait of one hour or more. That's about 1 out of every 11 picks.

A total of 20 of those picks were made after a wait of at least 90 minutes. And 8 of those picks used 2 hours or more of clock time. Half of those (4 of 8) were by one manager. One other manager had a 2+ hour delay twice, and two other managers each exceeded 2 hours only once.

Thus, I want to impose some form of cumulative clock limitation this year. Hopefully, it won't need to be deployed.

I haven't yet decided on how to best frame some form of cumulative clock limitation, but I think it's needed to keep pressure on chronically slow drafters. I know that similar circumstances have occurred in qualifying league drafts as well. There always seem to be one or two drafters who use way more time than the others.

Any thoughts on how to approach this?


20Guru
      ID: 330592710
      Wed, Aug 09, 2017, 13:15
I just ran similar numbers for Judy's AAA league last year. She typically doesn't impose a clock (although she does harass slow pickers!) So I ran the numbers assuming that the clock was turned off from midnight-8am (same as RIFC).

That draft (rounds 2-24) took about 1/2 day less time than the RIFC (117 clock hours, or about 7.3 days).

Seven drafters used less than 10 hours of cumulative clock, and one other - who used 10.4 hours - used up half of that for one very late pick (5.5 hours).

The four slowest drafters used 11, 14, 17,and 18 hours total.

35 picks took more than an hour
17 of those were more than 90 minutes
13 of those picks took longer than 2 hours

One manager took more than 2 hours on 4 different occasions - his total clock time was 17 hours, but 14 of his picks were made in 30 minutes or less.

Two others exceeded 2 hours twice. Another five only exceeded 2 hours once.
21Guru
      ID: 330592710
      Wed, Aug 09, 2017, 15:03
Just ran the analysis for the other AAA league draft last year. Some real problems there. I had forgotten about that - must have flushed it from my mind.

Rounds 2-24 took 10.5 days. 22 picks took more than 2 hours, 14 took more than 3 hours, and 5 timed out. That's atrocious. One was early in the draft, and four were near the end.

6 managers had cumulative clocks of 10 hours or less.

The top 5 times were 17, 18, 19, 27, and 37.

Obviously, any cumulative clock limits we come up with this year has to impact this type of performance. At least the guy who used 37 hours has not returned this year.
22Philly Busters
      ID: 1852113
      Wed, Aug 09, 2017, 16:21
I'm in favor of the cumulative clock concept but have questions about how it would work. If someone hits the limit, will the next manager get to pick? I'm assuming this can't be automated on MFL. If it can, great. If not, it would require manual entry of picks skipping the offending manager. for the most part I was happy with the results using queues. There were no "oh no, I didn't want that guy" moments because if you don't want someone, don't put them in the queue. Duh. It helped that as each pick approached I knew what position(s) I wanted to fill. That shouldn't be too hard to figure out. If there's a run or a desirable pick drops, monitor the draft and adjust before your pick. Or put the potential out-of-position players that are still available at or near the top of your queue. Should be able to do that with the mobile app but I've always accessed MFL with my laptop. All that being said, I'm fine with whatever is decided. Maybe test it with RIFC or one of the other leagues and then adjust / roll it out in full for next year.

Are we going to draft our draft positions soon?
23Guru
      ID: 330592710
      Wed, Aug 09, 2017, 16:29
Adding the stats for the 2016 AA league.

This is more interesting, and points out something that I hadn't seen in the other leagues.

The total time elapsed for round 2-24 was a little under 9 days.

24 picks exceeded 2 hours.
6 exceeded 3 hours.
There were three timeouts (>4 hours)

Eight people totaled 10 hours or less.
The top four cumulative times were 19, 20, 25, and 25.

One of the teams with 25 total hours had one timeout (>4 hours), one 3-hour wait, and one 2-hour wait. But 19 picks were made in an hour or less.

The other person with 25 total hours never exceeded 2.3 hours. 13 of the picks were in less than an hour, 3 were between 1-1.5 hours, and seven were between 1.5 and 2.3 hours. The average per pick was 61 minutes. Not sure that performance is really a problem.

24Guru
      ID: 330592710
      Wed, Aug 09, 2017, 16:33
[22] Any cumulative-based limit would have to be manually enforced, which means that enforcement would require the commish to be alert and available.

I'm thinking the the limit shouldn't necessarily be cumulatively based. Still mulling this.

Meanwhile, yes, we will get started on picking our draft positions very shortly. Just have to get it set up.
25I_AM_CANADIAN
      ID: 15317315
      Wed, Aug 09, 2017, 16:44
I'm totally for using cumulative... as long as it doesn't count against you during the AM/blackout hours.
26Guru
      ID: 330592710
      Wed, Aug 09, 2017, 17:00
It is time to select our draft order.

Remember that we use a banzai draft format, which is a traditional snake except for the third round, which is reversed. So rounds 2, 3, and 4 all have the same order. The team with the #1 overall pick then picks last in rounds 2-4. From then on, the draft is a regular back-and-forth snake.

I have generated a random draft order at myfantasyleague.com. This is the order for the draft selection round only, We will use this order to make our selections of draft position. When it your turn to pick, copy/paste the order so far and insert your name in the slot you choose.

Here is the selection round order:

1 twolves
2 Kyle's Enhanced Performers
3 artofmonk
4 gurudan
5 Grumpys Gang
6 Trumpster Fire and the Moron Cabal
7 Philly Busters
8 IAC
9 Jaydog
10 Guru
11 TD
12 deepsnapper
13 Slackjawed Yokel
14 mmikulka

Twolves is up!

27twolves
      ID: 862838
      Wed, Aug 09, 2017, 18:41
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12. twolves
13.
14.
28Kyle
      Leader
      ID: 052753312
      Wed, Aug 09, 2017, 18:48
It's my favorite time of the year. Except I have no idea how I want to draft right now... Here goes nothing!

1.
2.
3.
4. Kyle
5.
6.
7.
8.
9.
10.
11.
12. twolves
13.
14.
29Guru
      ID: 330592710
      Thu, Aug 10, 2017, 09:03
Per email, Artofmonk selects slot #14

1.
2.
3.
4. Kyle
5.
6.
7.
8.
9.
10.
11.
12. twolves
13.
14. Artofmonk

gurudan is up.
30Guru
      ID: 330592710
      Thu, Aug 10, 2017, 16:09
How about this for a rule to help curb those drafters who take too much time:

We establish a point system. If you timeout (i.e., you don’t make your pick before your allotted time expires), you accumulate 2 points.

If you exceed three hours of clock time but don’t timeout (the clock will initially be set at 4 hours), you accumulate 1 point.

Points will only be assigned after the first round, which is generally an untimed round anyway.

If you accumulate 2 points in total (either one timeout or two close calls), your clock time is reduced to 3 hours per pick for the remainder of the draft. That means your next timeout would be at 3 hours.

If you accumulate 4 points in total, your clock is shortened to two hours.

At 6 points, your clock is shortened to one hour. That’s the ultimate limit.

Commissioners will need to monitor this, and will have the discretion to defer penalties if they believe the draft is moving OK and the time delays haven’t been too aggravating (or if the offending drafter has a good story.) Commissioners will also need to enforce the shorter clocks, since the system won’t be able to handle different time limits for each manager.

Hopefully, by adding some incentives to avoid multiple lengthy delays, the penalties won’t have to be enforced.
31I_AM_CANADIAN
      ID: 15317315
      Thu, Aug 10, 2017, 16:19
RE #30: Sounds very reasonable to me.
32 deepsnapper
      ID: 406282323
      Thu, Aug 10, 2017, 19:09
I agree with I_AM_CANADIAN. - RE #30: Sounds very reasonable to me.

ds
33 gurudan
      ID: 56216310
      Thu, Aug 10, 2017, 23:12
# 7 please
34 Mike Marbaugh
      ID: 38721115
      Fri, Aug 11, 2017, 06:21

Grumpys Gang will take number 13.
35Philly Busters
      ID: 1852113
      Fri, Aug 11, 2017, 07:17
Current status

1.
2.
3.
4. Kyle
5.
6.
7. gurudan
8.
9.
10.
11.
12. twolves
13. Grumpys Gang
14. Artofmonk

Trumpster Fire is up (Love the team name!)
I'm on deck
36Tree
      ID: 77532019
      Fri, Aug 11, 2017, 12:05
Current status

1.
2.
3.
4. Kyle
5.
6.
7. gurudan
8. Trumpster Fire
9.
10.
11.
12. twolves
13. Grumpys Gang
14. Artofmonk

Philly Busters (thanks for the props on the team name!) is up, IAC on deck.
37Philly Busters
      ID: 1852113
      Fri, Aug 11, 2017, 12:10
Current status

1.
2.
3.
4. Kyle
5.
6.
7. gurudan
8. Trumpster Fire
9.
10.
11. Philly Busters
12. twolves
13. Grumpys Gang
14. Artofmonk

IAC is up.
Jaydog on deck
38I_AM_CANADIAN
      ID: 15317315
      Fri, Aug 11, 2017, 15:07
Current status

1.
2.
3.
4. Kyle
5.
6.
7. gurudan
8. Trumpster Fire
9.
10. IAC
11. Philly Busters
12. twolves
13. Grumpys Gang
14. Artofmonk


Remaining:
9 Jaydog
10 Guru
11 TD
12 deepsnapper
13 Slackjawed Yokel
39Guru
      ID: 330592710
      Fri, Aug 11, 2017, 15:26
Jaydog's pick per email instructions.
Also added my own selection.

1.
2.
3.
4. Kyle
5. Jaydog
6.
7. gurudan
8. Trumpster Fire
9. Guru
10. IAC
11. Philly Busters
12. twolves
13. Grumpys Gang
14. Artofmonk


Remaining:
11 TD
12 deepsnapper
13 Slackjawed Yokel
14 mmikulka
40TD
      Leader
      ID: 036331011
      Fri, Aug 11, 2017, 19:16
1.
2.
3. TD
4. Kyle
5. Jaydog
6.
7. gurudan
8. Trumpster Fire
9. Guru
10. IAC
11. Philly Busters
12. twolves
13. Grumpys Gang
14. Artofmonk


Remaining:
12 deepsnapper
13 Slackjawed Yokel
14 mmikulka
41 deepsnapper
      ID: 406282323
      Fri, Aug 11, 2017, 21:39
1. deepsnapper
2.
3. TD
4. Kyle
5. Jaydog
6.
7. gurudan
8. Trumpster Fire
9. Guru
10. IAC
11. Philly Busters
12. twolves
13. Grumpys Gang
14. Artofmonk


Remaining:
13 Slackjawed Yokel
14 mmikulka
42Slackjawed Yokel
      ID: 107391212
      Sat, Aug 12, 2017, 13:39
1. deepsnapper
2. Slackjawed Yokel
3. TD
4. Kyle
5. Jaydog
6. mmikulka
7. gurudan
8. Trumpster Fire
9. Guru
10. IAC
11. Philly Busters
12. twolves
13. Grumpys Gang
14. Artofmonk
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