2 ms·
"You could create new categories of play with varying restrictions to make things fun again." I think the obvious one (to me, anyhow) would work: Penalize a pe
by jerf 4y ago
"You could create new categories of play with varying restrictions to make things fun again."
I think the obvious one (to me, anyhow) would work: Penalize a person relative to the number of people who take him. I'd have to sit down with some pencil & paper to work out the best way to do so, my gut says it'll be something a bit non-obvious to make the math work out the best (possibly involving something like the logarithm of the number of people who selected a given player), but off hand it's not immediately obvious to me what that is. (I suspect just dividing the value of a player by the number of people selecting them is a bit too direct and has some pathologies in it. It certainly does around low numbers of selections, e.g., if you selected a person first you take a heck of a hit when the second person selects them.)
I'd motivate the change with a large player base by saying this is an attempt to simulate at a large scale the fact that in the real world, teams can't pick the same person more than once.
Even if this didn't solve the problem, I am fairly certain it would destabilize the meta and at least turn it from something static to something dynamic, which is still an improvement over there being one single true solution.