4 Responses to “Reality Sports Online: New Auction/Salary-Cap System”

  1. Ken says:

    I know it’s late but how can I get in a dynasty league? Or where?

  2. Ryan says:

    So how has the experience been so far for any DLF writers/members who have used this site?

  3. Craig says:

    Hi guys,

    I learned about RSO from your podcast and I thought I would leave a few comments for those who haven’t tried it out yet…

    First of all, they indicated that they are filing a patent to ensure that they are the only league with such a system. I checked the PTO filings and couldn’t find it, but that was my amateur search. If they do file, I have prior art of a FFL that has been using multi-year salary cap auction system for 4 years. This concept is not unique, just not implemented wide spread.

    The Draft: Without reservation, this was the most enjoyable draft I have ever been a part of with 20+ years of FFL experience. Draft engine grade: A- (only because we had some intermittent lag issues that may have been local network or their servers. I’m a sys admin professionally, and I think it was a combination of both. However, this only affected a few picks and we recovered)

    In Season: This I give a D- grade. Only because it works somewhat. I would compare their management engine to that of ESPN or Yahoo, 2003, not 2013. Some basic things… If you cut a player you eat the entire salary unless another owner picks them up during the waiver process, however, the only way for other owners to see if a player is on waivers is by going to the league home page (not your team page) and view the current transactions. If you go into the player pool and select Available, these players don’t show up. You have to go to the Waiver section of the player pool to “search out” for players on waivers. Player status updates, wow, it is poor. I use every other site out there to get reliable info. I have examples of many other shortcomings, but don’t want to bash them completely.

    Cost: High, $10 per team. This is 2x the amount that MFL charges, and they have the best league management system around. If MFL and RSO could combine forces, that would be an awesome thing. Not sure if we’ll be back to RSO next year as several of my owners have just overlooked this league since its inseason management is so poor. And these are guys who are competing in 4-5 leagues apiece.

    If you are an experienced owner and think this would be a great place to play, maybe wait until it is a more mature system.

    • Richard M. says:

      Valid points, Craig.

      I’ve been using RSO since launch- was actually following it prior to go-live, thinking it was some form of NFL/fantasy manager game.

      Though Contract/Salary leagues are far from unique/new, I find RSO’s product does have a market. It is definitely not trying to be everything to everyone. They cater their hosting to those who wish to run NFL-sim format leagues w/ as little administrative headache as possible. I find it offers enough format customization while still retaining its NFL-sim foundation.

      My experience w/ this type of fantasy format has evolved from Excel-run leagues to what MFL offers. MFL does support most of the features necessary to successfully run a Salary/Contract league but a lot of the dirty work falls on the Commissioner(s) there- requiring the use of their subpar message board, a third-party forum solution or some other coordinated communications system to enforce and track things such as contract designations, etc.

      I’ve got to agree that both Draft and Free Agency are a blast and well executed. Majority of the information is easy to discern and the layout is solid. The only problems I’ve had my GMs encounter are those related to placing/increasing live bids (i.e., there are moments where the bid-click is too late as someone has already increased it but the button still reflects the previous contract details). Encountering this problem is an exception to the rule, of course, and the Free Agency interface holds up very well given that it’s being assaulted by a handful of GMs trying to out-bid/out-click each other. Overall it’s one of the highlights.

      At its core, RSO’s fantasy format works great and provides exactly what their target market wants/needs- running a Contract/Salary league with as little overhead(aches) as possible. I think that’s their foundation… well, that and providing a format that (though free to customization) stays as close to emulating the NFL’s way of doing things within the fantasy realm. It has made my administrative work much, much easier since it automatically takes care of tracking each contract detail, each GM’s post-transaction related fallout, etc. I once started an ambitious dynasty format w/ varying contract types, simulated free agent contract *desires* (i.e., contract length + contract type + contract salary = free agent’s evaluation of said contract value) and a host of other cool, headache-inducing complexities. Ultimately and despite best intentions, that league died due to its complex nature- both GMs and Commissioners found it more “work” than “play.” Though RSO can’t/won’t ever support all of the systems in said league, they do simplify and automate those systems they do support.

      The community/communication interfaces/systems are definitely still behind the ball, Craig. Waived player notifications get buried within a rather small transactions window and getting to them does seem like excessive work (and this really sucks when you’re dropping an overpaid stud who you *know* will get picked up by someone w/ enough cap room to shrug off the hit… only to have said waiver go unnoticed). Yes, some fault here lies with the GMs who should have enough motivation to constantly track these things down but, alas, fault is shared with the implementation of said tracking. The message board is bare-bones and has forced me to go through other avenues to communicate important information to my GMs. None of these things is game-breaking but it would seem all of these “issues” shared by my GMs and myself are, for the most part, easily fixed.

      I can deal with having to hunt down free agents on waivers. But I can’t deal with bare-bones community tools. To me, the GM community is crucial… it is key. As Commissioner, I need the ability to quickly, easily and clearly communicate with existing GMs and prospects. This is, quite honestly, the only RSO area in need of major work.

      What it comes down to — for me — is that the base systems are fully functional, streamlined and working as intended. The only issues are in presentation, organization and use of real estate… aesthetics. That and a fleshed out communications systems. Provided that it’s their sophomore season, I’m willing to work around the aesthetic issues as I understand/believe they’ll be addressed sooner than later. When launching, it’s important to get the core game in place and working flawlessly. Now that the game is operational and stable, I’ve no doubt they’ll address the UIs, etc. As a senior software developer, I would be shocked and very disappointed if they dropped the ball there.

      True, MFL tries to be everything-to-everyone and does support many of the features critical to running this type of format via its extensive customization… but it does not support everything. RSO has room to grow and, assuming they’re hungry enough, has a bright future. As-is, one could use either host for their NFL-sim needs depending on the complexity of the format and the admin work the Commissioner(s)/GMs can stomach. Unfortunately for RSO, we Commissioners can stomach a LOT of admin work because that’s how we’ve done it for a long, long time. They need to sell the NFL-sim experience, sell the administrative automation, address their community tools and address their presentation.

      Though the cost of running a RSO league starts to make MFL’s costs look favorable the more teams the RSO league adds, I attribute the difference to the automation. So it’s on RSO to sell it, to justify this additional expense. RSO’s NFL-sim product is really a niche/specialty. Neither host’s fees are “cheap” compared to the ever-growing, generic fantasy games but I continue to pay them because I’m a sucker for features and quality. MFL sold me on customization years ago and I continue to use them. RSO is selling me on providing that *sim* experience I’ve been pursuing. Though I’m fine with the costs, I must admit that they do prove daunting to some qualified GM candidates.

      In my eyes, MFL is a sandbox… RSO a themepark. I like both, use both and hope both continue to succeed.

      Damn… very sorry, mate. This turned into a much longer reply than intended.

Leave a Comment