milliondollarsleeper wrote:limiting moves doesnt discourage streaming, it just limits league activity. whether you have unlimited moves or simply 2, your goal is to still start the most SP and max out your innings pitched.
adding stats like Losses only punishes pitchers and skews the scoring.
the best (and only) solution is to have a weekly max IP. currently its not an option because i am the first to actually use it. it was a lot of adding, counting and trusting other managers, but it was a success. i have bombarded yahoo with requests for the option and encouraged others to follow suit, so hopefully this year we will be able to take a step in the right direction.
between my 5x7 scoring and weekly max ip, i plan on changing the way ppl play h2h baseball
Prior to last season we decided to implement a tool to curtail streaming in h2h leagues that chose to do so. The option we chose was a limit on max weekly adds in h2h leagues. The option you suggest is another viable alternative, and is one we considered, it just didn't happen to be the one we chose. It has shortcomings as are mentioned elsewhere in this thread. Any time you try to implement a limit like IP or starts, you run into the dilemma of what to do when a team blows through that limit on the last day. Our solution for max gp or max ip in a season-long roto or points style league is to say, "Since we have no reliable/predictable way to decide which pitcher/outfielder(s) to count, we count all of them, and document that we do so." That works out reasonably well, and is at least predictable and consistent for all managers. Apparently the gentlemen in Bristol agree with our approach
However, applying similar limits to the small sample size of a week makes the problem more acute. If someone plays their cards right and squeezes in an extra starter or two over the course of a season, that is one thing. If someone manages to stream such that they need 0.1 IP on the last day, and play 4 starters that day, that is a substantial percentage of your overall IP for the week that you can blow through the cap. By applying a limit to the number of players you can add, there is no such fenceposting problem. You have to add players one at a time, and eventually you hit the limit and we say no. The value of this parameter is configurable (I think between 0 and 20, if memory serves?), so any given league can choose what number strikes the balance between being active and streaming.
Is it perfect? Nope. But we judged it to be the best solution we could implement in the time we had available, and it seems to be working well for a lot of leagues. Just educating people on what we have available. Hope this helps...