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Main - General MFN Discussion

Re: MFN User Interface Update!

By jdavidbakr - Site Admin
1/17/2016 6:00 pm
martinwarnett wrote:
I don't think anybody would disagree with that decision.

Given the large number of changes in the update, could they be applied gradually in piecemeal fashion?



Unfortunately, no - it's too fundamental in its core. I can't even just do it to MFN-1, which would have been my preference.

We'll try it again in a couple of weeks.

Re: MFN User Interface Update!

By DarkRogue
1/17/2016 6:16 pm
I think the 10 point range may be a bit much for player position swaps. I have seen quite a few times where people will draft something such as a TE and move them to HB. Personally I'd like to see that more in the 15-20 point range.

Re: MFN User Interface Update!

By martinwarnett
1/17/2016 6:18 pm
DarkRogue wrote:
I think the 10 point range may be a bit much for player position swaps. I have seen quite a few times where people will draft something such as a TE and move them to HB. Personally I'd like to see that more in the 15-20 point range.


Reflecting on my earlier post, I think it's fine the way the change was made.

I view it as being the game provides you *some* information. You can then put in the effort and time to dig a bit deeper - which is how it should be imo. Game shouldn't spoonfeed you too much information.

Re: MFN User Interface Update!

By murderleg
1/17/2016 6:38 pm
While we're on the subject of changes now that everything is back to normal, how about fixing that renegotiation wizard. Not only does it not refresh when you submit the contract offers (meaning if you leave it after submitting offers through it and go back you can't tell who you've already offered contracts to) it also allows people to offer players lesser congrats and offer extensions in the first year where they previously couldn't.
Last edited at 1/17/2016 6:43 pm

Re: MFN User Interface Update!

By jsid
1/17/2016 7:29 pm
jdavidbakr wrote:


Unfortunately, no - it's too fundamental in its core. I can't even just do it to MFN-1, which would have been my preference.

We'll try it again in a couple of weeks.


We may need to roll back and that's a bit of a bummer, but a lot of the new features look great. It's definitely a step in the right direction.

Re: MFN User Interface Update!

By WarEagle
1/17/2016 8:46 pm
martinwarnett wrote:
DarkRogue wrote:
I think the 10 point range may be a bit much for player position swaps. I have seen quite a few times where people will draft something such as a TE and move them to HB. Personally I'd like to see that more in the 15-20 point range.


Reflecting on my earlier post, I think it's fine the way the change was made.

I view it as being the game provides you *some* information. You can then put in the effort and time to dig a bit deeper - which is how it should be imo. Game shouldn't spoonfeed you too much information.


I think one of us is misunderstanding what this change was.

You seem to think that the player card is only showing potential positions within a 10 point range, but if you did your homework you may discover you want to change a TE to a RB (for example), and there would only be a 15 point drop.

The way I understand the change is that the positions shown on the player card (those within 10 points) are the ONLY positions you will be allowed to switch them to.

If that is the case, then I am in agreement that 10 points may be too thin of a margin. For example, I may want to sign an 80 TE and change him to a 65 RB because at 65 he is the best RB available.
Last edited at 1/17/2016 8:47 pm

Re: MFN User Interface Update!

By ARealKid
1/17/2016 9:11 pm
Is the renegotiation wizard still there because I can't find it anymore.

Re: MFN User Interface Update!

By jdavidbakr - Site Admin
1/17/2016 9:18 pm
ARealKid wrote:
Is the renegotiation wizard still there because I can't find it anymore.


No, I rolled back to the previous version.

I think once I've got the errors that got logged today fixed I'm going to launch the new site under a "preview" domain so that you can enjoy the new features while still being able to go back to the current version if you experience errors. That way also there won't be the hard break that I attempted today.

I apologize for the issues, and hope you enjoyed a sneak peak at some of the upcoming changes.

Re: MFN User Interface Update!

By WarEagle
1/17/2016 9:55 pm
jdavidbakr wrote:


I think once I've got the errors that got logged today fixed I'm going to launch the new site under a "preview" domain so that you can enjoy the new features while still being able to go back to the current version if you experience errors.


I think that's a great idea.

Many of the new features looked very promising.

Thanks

Re: MFN User Interface Update!

By JChicago61
1/18/2016 4:03 am
WarEagle wrote:
martinwarnett wrote:
DarkRogue wrote:
I think the 10 point range may be a bit much for player position swaps. I have seen quite a few times where people will draft something such as a TE and move them to HB. Personally I'd like to see that more in the 15-20 point range.


Reflecting on my earlier post, I think it's fine the way the change was made.

I view it as being the game provides you *some* information. You can then put in the effort and time to dig a bit deeper - which is how it should be imo. Game shouldn't spoonfeed you too much information.


I think one of us is misunderstanding what this change was.

You seem to think that the player card is only showing potential positions within a 10 point range, but if you did your homework you may discover you want to change a TE to a RB (for example), and there would only be a 15 point drop.

The way I understand the change is that the positions shown on the player card (those within 10 points) are the ONLY positions you will be allowed to switch them to.

If that is the case, then I am in agreement that 10 points may be too thin of a margin. For example, I may want to sign an 80 TE and change him to a 65 RB because at 65 he is the best RB available.


I think 10 points is definitely too thin of a range. Especially for younger player, and when you consider that is you move a 80-rated rookie RB to WR, he will still have the chance at booming and exceeding his max potential. So if his rating dropped to 65 and I was allowed to switch him, he may eventually work his way up to the low-mid 70s, which should be good enough to play the postion.

Though I would assume there would still be the option of placing players in the DEPTH CHART at the position you'd like them to play (which would allow you to place them there without a position switch, and would eliminate the risk of switching to a low rated position and cutting,etc. )

15 points seems like the better option to me. . if a player is rated 95, he should be allowed to switch to any position where he rates above 80. If a player rates 80, he should be allowed to switch to any position where he rates above 65. I find myself switching players positions often, because my player weights are usually quite different than the default. I've found plenty of rushing QBs who I've converted to RB, because of high ratings is speed, acceleration, break tackle, ball carrying, and avoid fumble. They usually will rate highly if I dont require my RBs to catch the ball or pass block. . But now if the default ratings are set to highly value pass-blocking and pass catching, I will be unable to make that switch. Which then leaves us with a player who could greatly benefit from a position switch, but is stuck sitting at the bottom of the free agent list.