The ideal bank structure IMHO is identical investments, identical time commitments, identical actual playing hours in games of identical value, identical (positive) results, and when it's done you split the money up equally. Simple!Meistro said:What is the general rule for when multiple players are playing off the same bank? Do you split profits, pay based on expectation? Obviously variance must be accounted for somehow.
I agree totally on this point. There should be no bonus paying nor punishment for losses. Every player should be fully aware of the method of team payouts before play begins and there should be no deviation from that. Breaking bank, or team payouts, are, or should be short term deals. Meaning there is no statistical reason a team member should be rewarded extra for winning over EV. Its not good business. If the team breaks a bank well before expectation, the team benefits, not individuals.Pro21 said:The problem with rewarding win is that it encourages people to over-bet and take bigger swings.
One thing I never liked about the dividing winnings based on hours is in the event that one player is playing a stronger game than the others (due to game conditions, counting system, etc). That is why I originally started with WR. But since it didn't incorporate risk, I eventually decided to split the winnings based on CE. The team only consists of 2 people, and my partner is a much more casual player, so things like consistency isn't an issue like it may be in the bigger teams, but for us, I think its a good way to go.blackjack avenger said:An easy formula would be that you are payed based on the % of hours one puts in. If a 2 player team and one puts in 60% of the time then they should get 60% of pay. This provides a built in incentive to play. A player who is losing would still have incentive to make it up.
Bonuses based on SD swings are probably not a good idea because it would lead to overbetting as has been mentioned.:joker::whip:
The bank should not be broken until many hours played or a lot of $ won.
Yes, taking skill or playing conditions into consideration can be used if all parties agree.:joker::whip:SleightOfHand said:One thing I never liked about the dividing winnings based on hours is in the event that one player is playing a stronger game than the others (due to game conditions, counting system, etc). That is why I originally started with WR. But since it didn't incorporate risk, I eventually decided to split the winnings based on CE. The team only consists of 2 people, and my partner is a much more casual player, so things like consistency isn't an issue like it may be in the bigger teams, but for us, I think its a good way to go.
If you want to differentiate pay between team members based on skill and strength of games each plays you can do so with shares of bankroll. You can still use hours played but each hour will have a share worth based on the criteria agreed upon beforehand. So if one player is agreed upon by the team to be playing a better game and with more skill, his share per hour may be 2 while a lesser player playing a weaker game may get 1 share per hour. This is a slippery slope and should really be thought out and proven before its implemented as it could easily lead to dissention if it is just put forth on assumption. All plans should be simulated, and players tested as to what is their skill level. It is very rare in an EMFH team that you will have vastly different skill levels where pay rates should differ. It is mostly with BP teams where you will see different pay scales based on the job performed. As of strength of games, it can be easily simulated as to the difference in strength whereas an agreeable pay differential can be reached.SleightOfHand said:One thing I never liked about the dividing winnings based on hours is in the event that one player is playing a stronger game than the others (due to game conditions, counting system, etc). That is why I originally started with WR. But since it didn't incorporate risk, I eventually decided to split the winnings based on CE. The team only consists of 2 people, and my partner is a much more casual player, so things like consistency isn't an issue like it may be in the bigger teams, but for us, I think its a good way to go.
We also dont reward based on winnings, as it doesn't accurately reflect the strength of the game one plays; a poor player can win, while an excellent player can lose. No reason to reward someone for being lucky.
The problems really arise when people start playing games that can't be simulated. One player decides he has x win rate because he is shuffle tracking. Player B finds a HC game but decides he is only getting it 75%. It starts to really get messy.Bojack1 said:If you want to differentiate pay between team members based on skill and strength of games each plays you can do so with shares of bankroll. You can still use hours played but each hour will have a share worth based on the criteria agreed upon beforehand. So if one player is agreed upon by the team to be playing a better game and with more skill, his share per hour may be 2 while a lesser player playing a weaker game may get 1 share per hour. This is a slippery slope and should really be thought out and proven before its implemented as it could easily lead to dissention if it is just put forth on assumption. All plans should be simulated, and players tested as to what is their skill level. It is very rare in an EMFH team that you will have vastly different skill levels where pay rates should differ. It is mostly with BP teams where you will see different pay scales based on the job performed. As of strength of games, it can be easily simulated as to the difference in strength whereas an agreeable pay differential can be reached.