NOTE: The passage below was added on the 6th of Jan 2006 and contains the current thinking on how price changes in the FPL.com game are calculated.
Beneath this is the original text of the opening post.
THE FISO GUIDE TO PRICE CHANGES
slarty's January update to malefice's initial post in the 'A FISO Guide to Determining Price Changes thread.
This guide is a product of the work being done in finding out the exact formulas used to determine price changes.
Phrases in italics indicate that more research is needed for confirmation, but they are usually working values which are valid in
most cases. Once we get confirmation, the italics will be removed.
With that in mind, we proudly present,
The FISO Law of Price Change
Definition:
Net Transfers In (NTI) = Transfers In - Transfers Out
Net Transfers Out (NTO) = Transfers Out - Transfers In
Assumptions:
1. Price changes occur between 00:01 - 01:30 GMT everyday. This marks the start of a new day.
2. The price of a player will not change by more than 0.1 in a day.
3. The player in question is not injured, doubtful, ineligible or suspended, ie his "
i" flag is grey
4. The player has not recently been transferred.
5. If a rise follows a fall in the same gameweek - normal rise thresholds apply.
Price Rise:
Player Gameweek Price Rise Threshold
This can be obtained by monitoring the threshold at which players' prices rise. However as this figure will always be over the threshold, equal attention should be paid to the NTI at which players' prices DO NOT RISE. The threshold will lie between the two.
A rough approximation (c.200?) of the price rise threshold may be obtained for any given number of teams in FPL using the formula
Threshold=15,500-(0.005 x No. of teams)
1. The NTI for a player need to exceed a certain threshold before his price will rise. The threshold figure seems to be inversely proportional to the number of teams entered in FPL. It started at just over 11,000 mark and has decreased over the weeks. The current minimum NTI required lies in the range 9800-9900.
2. If the NTI is smaller than the threshold at the time of the price change, the figure is brought forward to the new day.
3. If the NTI is greater than or equal to the threshold, his price will rise, then the NTI is reset to zero and the count restarted.
4. The NTI required for subsequent price rises
within a gameweek beyond the first is equal to n x threshold, where n = the nth price rise within that gameweek.
For example:
Player X
Threshold for price increase = 11,082
If the NTI = 15,000, his price will rise by 0.1 and his NTI will be reset to 0 for the new day. Therefore, he will need to get more than or equal to 11,082 transfers in for his price to rise in a subsequent gameweek, or 2 x 11,082 to rise again in the same gameweek.
If the NTI = 10,000, his price will remain unchanged and will rise if he gets more than or equal to 1,082 transfers in for the new day.
Price Drop:
1. The NTO for a player needs to exceed a certain threshold before his price will drop. The current figure we are looking at is 9% of the number of teams that have the player at the start of the new day (Due to a statistical error of +/-0.5% for the 'Teams selected by' value, the figure given here can only be used as a rough guide) NB The drop threshold appeared to have risen to 10.5% for a few weeks, but now seems to have reverted to 9%.
2. If the NTO is smaller than the threshold at the time of the price change, the figure is brought forward to the new day.
3. If the NTO is greater than or equal to the threshold, his price will drop, then the NTO is reset to zero and the count restarted.
4. The NTO required for subsequent price rises
within a gameweek beyond the first is equal to n x threshold, where n = the nth price fall within that gameweek.
For example:
Player Y
Assuming 780,000 players at the start of the new day.
Teams selected by = 10% = 78,000 (10% of 780,000)
Threshold for price drop = 7020 (9% of 78,000)
If the NTO = 7,500, his price will drop by 0.1 and his NTO will be reset to 0 for the new day. Therefore, he will need to get more than or equal to 7,020 transfers out before his price will drop in subsequent gameweeks, or 14,040 (2 x 7,020 or 18%) to drop again in the same gameweek.
If the NTO = 5,000, his price will remain unchanged and will drop if he gets more than or equal to 2,020 transfers out for the new day.
5.
Price drops for players whose price has previously risen
A player whose price has previously risen may still follow the rules above when it comes to dropping if his ownership is low enough. However players where the absolute value of the 9% threshold will be greater than the NTI threshold will fall at the negative NTI threshold.
eg Mellberg gw17 Price was �5.8, up from an initial �5.0
9% threshold for price drop = -19047
Rise threshold = c.10000
ABS(9% threshold) = ABS(-19047) = 19047
19047 is greater than the rise threshold of 10000 therefore price will fall at the negative of the rise threshold:
Actual drop figure = -10194
This continues until the ABS(9%) level is lower than the rise threshold or the player is back at his starting price, whichever is reached first.
Flagged Players:
1.
Injured, doubtful, ineligible and suspended players will continue to rise or fall. The rise threshold remains as normal, but the fall threshold is increased to around 25%. Players with a prior price increase will fall at the 25% threshold OR 2.5 x negative rise threshold, whichever is lower (see rule 5 above).
2.
When a player returns to fitness/eligibility (grey "i") the following conditions apply:
Only having been flagged for one day: Reset to 0 and count begins immediately
Flagged for more than one day: Transfers will not count for seven days, the price will not change during this limbo period. After 7 days the count is reset to 0 and transfers have their normal effect.
Transferred Players:
1.
Transfers in and out will not count for seven days, the price will not change during this limbo period. After 7 days transfers have their normal effect with the count starting at 0.
Tips:
Software required
Any spreadsheet, though one compatible with recent versions of Excel will prove useful in other areas of this site
Here's a
free excel-compatible spreadsheet for several platforms, though there are several other free ones available if you want to scout around.
Fields used
You may want to use the following, though it's very much up to yourself, there are probably better ways, and you don't need all of these fields if you're only tracking your own players.
T=Text N=Number F=Formula
T Position
T Name
T Team
N Initial price
N No. of teams in FPL (from your "My Team" page)
N Current Price
N Transfers in
N Transfers Out
F Difference: Transfers in - transfers out
N Percentage Ownership
N NTO/NTI at Last Price Change
F Current NTO/NTI: Difference - NTO/NTI at last change
F Percentage Ownership minus 0.5%
F Percentage Ownership as stated by FPL
F Percentage Ownership plus 0.49%
F 9% Fall level for low ownership
F 9% Fall level for medium ownership
F 9% Fall level for high ownership
F Current NTO divided by low ownership level to give high current percentage drop
F Current NTO divided by FPL ownership level to give medium current percentage drop
F Current NTO divided by high ownership level to give low current percentage drop
F NTI/NTO of current drop (only used when price changes)
In addition space under the text fields can be used to note the gameweek of a price change and any flags. Noting the players who have changed price in the current week makes it easier to spot that day's changes.
FPL Figures
1. Use the "Transfers" screen. "Leaders" and "Price Rise (Gameweek)" only does what it says on the tin, but selecting a team and "Price Rise (Gameweek)" will show you both the risers and fallers on one screen. Just hit the "
i" button and note the figures for the players you're interested in. The only players whose figures it's important to get around the daily update time are those whose price has changed (so you have accurate count figures), though early morning c.7am GMT is a reasonable second best. Other players can be updated whenever you feel like it, once a week in the case of slow movers.
2. Use "Leaders" and "Transfers In (Gameweek)", AND "Leaders" and "Transfers Out (Gameweek)" daily to save yourself getting caught out by a fast mover.
3. Check for any change of flag status on a daily basis as any missed flag changes, especially when going TO grey, will mean your count is wrong. It is important for getting an accurate starting point when resetting a count to 0.
4. In a normal week, Friday night - Sunday/Monday are the times of greatest transfer activity.
Here's a graph reg produced:
THANKS TO ALL CONCERNED FOR GETTING US THIS FAR
NB
At the start of the 2006-07 season the transfers seem to have begun counting from 11.30am on 19th August (close of gw1 changes), but players prices were not permitted to change until the third night's update (am 22nd August).
Original Text from 'Can We Crack the Code?' - this thread's initial title.
To explain to those new to the game, an eternal enigma of FPL.com Fantasy Football is the way in which prices fluctuate as we managers buy and sell players.
Last season Padrock set off in search of the mystical formulae by which player prices are determined. When he returned, few recognised him, such had his search for The Philospher's Stone affected him.
Whilst his quest had brought him close to grasping the Holy Grail it remained tantalisingly just beyond his reach.
Brothers and Sisters, the time is once again ripe to journey into the unknown!
I'd like to suggest that we organise a panel of members to monitor player transfers once the new season is underway with the aim of establishing the mathamatical equations which FPL.com use.
I say 'equations' as, as far as I understand it, there is one formula which triggers a price rise of 0.1; one which causes a fall of 0.1; and one which applies soley to an injured player's price falling by 0.1 (eventually!).
I was wondering whether we could organise half a dozen members each of whom would monitor, say, ten players' Transfers In/Transfers Out daily for a week or so. The pooled information might then provide sufficient data for the likes of Padrock and Wyld to break the code?
Anyone interested?
P.S. If some kind soul can post a link to Padrock's original thread I'd be grateful.