Additional Extension Details

Updated: September 23rd 2017

First off, before you read this article you should read my first extension article since this will be building off of that one.

  • October 3rd – That’s the day that extensions will be able to start being offered.  It’s the Tuesday after week 4 concludes.  We were thinking about starting it the week before, but the Bucs/Dolphins postponement made this an easy decision for us.  Also just to clarify, the extensions will run up until the week 13 games.
  • There will be a tiny subset of players who aren’t eligible – The big groups of DSTs, PKs, and tagged players I’ve already touched on.  Players (not including rookies) need to have been on the field for at least a snap sometimes in the last two seasons.  Teddy Bridgewater will probably be the most popular example of someone who falls into this category.  We just don’t have the data to be able to do something like that intelligently.
  • Extension values will be stable during the week – Values could change week-to-week, not day-to-day.  You’ll get a new extension offer every Tuesday morning.
  • You won’t be able to offer extensions to locked players – After their game starts on Thursday, Sunday, or Monday you’ll no longer be able to extend those players until the following Tuesday with a new offer.
  • IR Players are eligible – Pretty straight forward.
  • FAAB Players are eligible…but it’s delayed a week – Because we update the extension values once a week, you’ll have to wait a week before being able to offer an extension to a FAAB player.  This means FAAB players picked up after the week 12 games won’t be able to be extended.
  • Extensions will range in length from 2-4 years – These extensions don’t include the current year.  This means that a 2 years extension in 2017 will take the player through the 2019 season and would be scheduled to become a FA in 2020.
  • You don’t decide the length – The offer will have a length and a value, so you don’t have a say in how long the extension is.  It’s simply a take it or leave it offer.
  • Extensions don’t affect your auction contract allotment for the following season – Had this question posed to us, so thought I’d point it out.

If you’ve got questions, please reach out to Kyle, Matt, or Stephen @realitysportsonline.com.

Contract Extension Details

Updated: July 16th 2017

Without further ado, please find more details about our new contract extension feature that will be rolled out and live for leagues starting this upcoming 2017 NFL season:

  • The extension feature is an option, not a mandate: Commissioners will be able to select the number of extensions per team, per year (from zero to nine) during league set up and in the league settings.  The recommended and default value will be one, because we still believe, first and foremost, that it’s important to have as much talent as possible in the Free Agency pool each year.
  • Players will be eligible to sign extensions during the NFL season: From week 4 through week 13, players in the final year of their contract will be eligible for an extension.
  • Offensive and Defensive skill position players will be eligible: These players accumulate statistics that make for better valuations.
  • An algorithm will act on behalf of the player (i.e. agent): On the contract tab you’ll see an “extend” button beside each eligible player, which when clicked, will display the requested length and a contract amount for the given player. Along with the amount, two more buttons will appear, a “sign” and a “cancel” button.
  • Extension terms are specific to your league: Data from your league (scoring settings, roster settings, contracts, etc.) is used to derive the player’s extension value.
  • Values may fluctuate throughout the season: Weekly player performance will impact extension values, so a week after a 12-catch, 140 yard, 2 TD performance, Antonio Brown might be asking for an extra $1MM+ per year. Once you’ve “signed” the player, the extension is locked so weekly performance won’t be a factor.
  • A player will not accept a pay cut: This is intended to be a safeguard against below-market extensions for underperforming and/or injured players (i.e. DeAndre Hopkins, Allen Robinson, etc.). This acts as a fail safe for us against severely under performing players.
  • Be prepared for difficult decisions: The requested amount is intended to be realistic, but first and foremost it’s intended to protect the player’s interest. In order to keep competitive balance, you might find a few examples where a player’s value seems inflated. If that happens, move on and check back in a week. If players were to sign a below-market contract, it could negatively impact the league, so we have done everything we can to help protect against that. You won’t often agree with the what the player’s agent believes they’re worth. If that’s the case, simply let them play out the last few weeks of their contract and test the open market!
  • We do not recommend using the feature in the inaugural year of a league: If you’re starting a league and you want to turn on the feature, you do so at your own risk. The system won’t have much data to use when calculating values, so you should be prepared for potentially very funky values.
  • Franchise Tag Players are not eligible during the season: In the NFL, players who have received the franchise tender have until July 15th to negotiate an extension with their teams. To emulate this on Reality Sports Online, Franchise tendered players can negotiate an extension until the end of the off-season (3 days prior to the Free Agency Auction). Since the extension feature will not launch until September of 2017, franchised players will first be eligible for extensions in the 2018 off-season (this would only impact players franchised this time next year).

If you’ve got questions, please reach out to Kyle, Matt, or Stephen @realitysportsonline.com.

Tech Update: Finalize Franchise Tag

Updated: July 23rd 2017

Finalize Tag

We are releasing a new feature today which will allow you to finalize your franchise tag choice prior to the normal time of three days before your league’s rookie draft.  You’ll now see a ‘Finalize Tag’ button on the contracts tab of your team page.  This feature will finalize your franchise tag selection and remove all expiring contracts from your roster.  Selecting this will also enable you to trade your tagged player before your league’s rookie draft.

Now, this feature is permanent in the sense that if you finalize your tag selection there is no going back.  You won’t be able to remove the tag from that player.  You won’t be able to assign it to another player.  There’s no reversing it on our end if you change your mind later, so please be sure you really want to do it.  Finalizing your tag won’t cause players to be auto-dropped if you will be over the cap.  This will still take place three days prior to your league’s rookie draft.  This feature also won’t appear on mobile browsers.

As I stated above this feature will have an impact on trading.  You won’t be able to trade your tagged player until your tag is finalized or after your league’s rookie draft if you choose not to finalize your tag early.  You can, however, trade for a tagged player if your trading partner has finalized his even if you haven’t.  If you do trade for a tagged player, you will still be able to tag an additional player yourself.  Basically every GM gets to tag one player from his existing group of players on expiring contracts if he so chooses, and trading for a tagged player doesn’t count towards that.

Technical Roadmap

Stephen pointed this out in his latest e-mail blast, but I thought it would be good to mention it here as well.  There are a couple other bigger items that we plan to implement this off-season and we figured we would let you know to give you a heads up of what’s coming.  We plan to implement some UI/UX improvements to our site this off-season.  We will also be coming out with a contracts extension feature this off-season.  Since this feature could impact draft/auction strategy, we’ll give you more concrete information on this before the NFL rookie draft so you and your league can plan for the changes.  I can tell you that this feature will be a commish setting so if your league doesn’t want to have the extension feature, you won’t have to use it.

Those are of course just the big items.  We currently have a list of about 120 bugs and enhancements that we are aware of and we’ll get to as many of them as we can before the season starts.  If there’s an enhancement you’d like that you haven’t mentioned to us before, contact us and we’ll give you our thoughts on it.  You guys, the users, are where we get the majority of the ideas that we implement (Matt’s brain can only think of so much).

Questions about anything?  If it’s a short one, you can send it to me on twitter @RSOKyleEnglish or if there are more details to it, please use the Contact Us page.

RSO Mobile App

Updated: October 6th 2016

For those of you that read our weekly emails this will come as no surprise, but we have a mobile app.  We updated it this off-season to take it from what was just a live scoring app towards the end of last season, to an app that now also has your basic roster management as well.  This includes setting your starting lineup as well as performing add/drops (both FAAB and first-come first-serve).  This certainly doesn’t replace our website for mobile users at this point, but it should provide some of the core functionality.  Use the icons/links below to navigate to the corresponding App Store to download the app.

iOS RSO AppGoogle RSO App

FAAB Processing Changes

Updated: July 4th 2016

For those of you that don’t know, I’m Kyle and I handle the tech side of things here at RSO.  We have just made a change in how our Free Agency Auction Bidding (FAAB) Process is going to run.  For those new users, this is the bidding process for acquiring Free Agents after your auction.  We don’t call it waivers, because we have a separate waivers process which is for picking up players that have recently been dropped by your teammates.  Since this change affects you, the GMs/owners/users, I thought I’d write up a little something to illustrate the change and how it will affect you.

I’ll try to portray how this process was handled before as well as how it is handled now after this change with a very simple FAAB example with just two teams and some sample players.  Let’s say Team A has the #1 waiver priority and Team B has waiver priority #2 this week.  Team A puts in a FAAB request to add Doug Baldwin for $1M and drop Donte Moncrief as their one and only FAAB request that week.  Team B meanwhile submits two requests.  Their top priority FAAB request is add Allen Hurns for $2M and drop Martavius Bryant and their backup (#2) request is to add Doug Baldwin for $1.5M and drop Martavius Bryant.

How it used to work is that the nightly process would select the top priority request from the team highest on the waiver order and then process the bids for that player.  In the example above, it would have grabbed Doug Baldwin, then found the highest bid for him, and processed that request, continuing in that fashion through all the requests for the league.  This means that Team B would have gotten their lower priority request Doug Baldwin (#2 request) and not received Allen Hurns (#1 request) despite being the top bid for both players.  Now did this happen very often? Not at all.  We still didn’t think that was acceptable so…

We are changing it so it’s more common sense.  We’ll grab the player with the highest bid across all teams, then validate the bid (make sure the drop player wasn’t already dropped, cap space check, etc.).  We’ll of course still break tie bids, which will still be determined by the league waiver order, and then process the request and move on to the next one.  In the above example, Allen Hurns would be processed first, and then Doug Baldwin.  Team B would get Allen Hurns and Team A would win Doug Baldwin since Bryant was already dropped by Team A.  This means that if you’re the top bid, you’ll never lose out on a player because of a request that is lower on your priority list.

The biggest change for you, the owners, is that priority will now be primarily based on the bid amount for the player.  As such, we modified the user interface (UI) a bit.  Now the only time you’ll be allowed to modify the priority of requests is if they have the same bid amount.  This way you can still prioritize which players you’d like to add (or drop) for the same request if needed.  You can see this illustrated in the screenshot of the new UI below.  The bottom line is the higher the bid, the higher their priority in your FAAB requests.  Does this mean that you can’t try to sneak one by your teammates with a low bid on some risk/reward player?  Of course not, but you’ll want to be very mindful of who your drop player is for that request so it stays a valid request until that player gets processed.  Waiver order will now only be used for two things, breaking a tie here in the FAAB and the other Waiver claims process.

FAABChange

Please feel free to reach out with questions through the Contact Us page, email us directly at inquiries@realitysportsonline.com, or twitter @RealitySportsOn.  I’ll even toss out my own twitter @RSOKyleEnglish if you have any FAAB or even broader tech/platform related questions.  It might not look too active, but I’ll respond.