View Full Version : Info on how this game is played - Very important for the rookies

Jose Slaughter
09-21-2006, 08:59 PM
The following is the complete information posted on the Sports.ws help page. We used SWS for the past 6 seasons & with a little luck & a lot of help from Able, we'll be using the same format this year too.

Some of the info will not apply to you but I decided to post the page intact anyway. If you have any questions what so ever please ask.


Table of Contents
Signing up
Registering a New User
Signing in as an existing User

Your User Home
Navigating within your Userhome

Creating your Team
Finding a League - The League Directory
Create Team Page
Updating your team
Deleting your team
Creating and Managing your League
Creating the League
Scoring Method
Email Invitations
Creating a Team within your own League
Starting the Draft
Initial Notes
Assigning Divisions
Assigning Draft Time
Starting the Draft
Commissioner Actions during the Draft
Skipping Delinquent Teams
Commissioner Actions after the Draft
Deleting Teams
Drafting your Team
Draft Order
Contingency Picking
Finishing the Draft
Post Draft League Play
Position Voting and Vetoing Trades
Contacting Us
Email support@sports.ws

Registering with Sports.ws
If you are new to Sports.ws (formerly known as Gametime), welcome to our site. To begin using Sports.ws Hoops, you will need to register a team or league. Registering a team makes you the owner of that team, while registering a league makes you the commissioner of that league.

Creating a Team
When you're ready ready to compete as a team owner, you'll need to find a league to play in.
Finding a league - The League Directory
From the front page click the “Create a Team” link. This takes you to the League Directory.

The Directory lists every public and private basketball league at Sports.ws. You are free to browse the leagues or use the search function to find a specific interest. If you received an email invitation to join a league, you can easily locate it by entering the league ID into the ”Find League by ID Number:” portion of the search tool and clicking search. This will take you straight to the signup page for your league.

You should spend some time looking for a league that you would feel comfortable joining. Each league has a theme and difficulty level that should assist in influencing your decision. If you are curious, but still unsure, click on the league name to check out the league and its scoring system. If you still have questions or concerns, email the commissioner.

Leagues are either Public or Private. Public leagues are open to all users, and are marked with Yes underneath the Public column. Private leagues are marked with a No. These leagues are invitation only and require a password to join. The Status column indicates the current state of each league. You cannot join leagues whose status is Full or Drafting, so keep an eye open for leagues which are labeled Joining. Once you have found a league you wish to join, click the "Join" link on the far left next to the league name. If the league is private you will need to fill in the password to continue. You will then be sent to the Create Team page.

Create Team Page
The Create Team page is the area where you personalize your team by choosing your team name, mascot and colors. There are four fields that appear on the page:

Team City - This will be your primary identity within your league.

Team Mascot - Enter your mascot here. For instance, if you wanted to be The Palo Alto Jwongs, your city would be "Palo Alto" and your mascot would be "Jwongs".

Team Colors - This is one of the fun extra features we offer. Choose any two colors to give your team some personality. The colors will be posted throughout the season on box scores and rosters.

Registration Info - Enter your contact information here. Your e-mail address is an important way for league members to contact you.

Additional Owners - Each team can have one or two different owners.

*Note Keep in mind that any team owner can access any team feature at any time. If you add your friend Yves to your team owner list, he could conceivable login, update the team and erase you from the team owner list. In the cases of drafting, trading, and posting messages, any owner can approve any decision.
Once you are finished click the “Create Team” button. This will save your changes and bring you to another screen. Click the “Login” link to visit your new leaguehome. You're all set!

Updating Your Team
If you wish to update your team, you can always click the yellow Update Team and Registration Info link after logging in. This will take you to the same page you used to create your team. You can change your team name, mascot, colors, and registration info at anytime during the year.
Creating and Managing your own League
Creating the League
You are ready to create your own league, here’s how. Click on the “Create a League” link on the front page. This will take you to the Create League Page. From here you will fill out information that is used to create your league.

First, use the Details section to describe your league. Whatever you type here will appear on the League Directory. Give your league a name and description to let others know what your league is about. Choose a Competitive Level between 1 and 5. 5 is the most competitive, 1 the least.

Next, decide whether you wish your league to be Public or Private. The default is public, so if you want a private league, enter a league password. Every person who wishes to join the league will need the password.

Finally, set the maximum number of teams you want in your league, between 6 and 32.

Use the second section to detail your Scoring Method. You can choose from Standard, Simple, Hardcore and Custom. The first three are presets, while custom allows complete control over scoring. Towards the bottom of the section you will see an Average Player Scores: box and an Average Team Scores: box. These will update as you change parameters, so use them to double check that you are getting what you want.

If you want to invite anyone to your newly created league, use the Email Invitation function. Type in all email addresses and separate them with a comma. If you have a private league, they will receive the league password as part of the email.Finally, decide if you want to Create a Team in your own league. The default is checked, as we encourage all commissioners to participate in their own leagues. However, if you just wish to set up a league, simply uncheck the box.

After completing these steps, click the Create League button on the bottom of the page to continue. If you are creating a team in your league, you will be transported to the Create Team page. If you need assistance with this check Section 2b of this manual.

Starting the Draft
Once you have created your league, you will be able to manage the league using the front page's Commissioner Login prompt. Use the username and password you used to register your league. A successful login brings you to your Commissioner Control Panel. From here you can edit your league, and change any and all settings you made during the league setup.

The Actions will lead you to a place where you can post messages, veto various actions, and most importantly, start the draft. There are a few things to keep in mind before you start the draft.

First, make sure you have an even number of teams. For scheduling purposes this is necessary, so if you have an odd number, we suggest you add or delete any bots first and delete other teams only if absolutely necessary.

Second, make sure everyone in your league will be active and is anticipating the draft. We suggest that you email your league before you start the draft and figure out who is ready and who is unwilling to participate. When all this is set and you are ready simply click the Click here to Start the Draft link. The next page allows you to assign divisions and conferences and assign the draft time. You can name your divisions and/or conferences, and then if you wish, change the alignment of teams by using the radial buttons.

Once this is set, the last step before starting the draft is to assign the draft time. This requires a bit of thought and it will be different for each commissioner depending on the league participants and how quickly you want to start fantasy season. Generally, if your league is active, choosing a shorter draft time is recommended. If it is close to the beginning of the NBA season, and you may need to change the time to insure that your league will finish by then.

There are two options for draft time, overall team time and per pick time. If you choose overall team time, each time will have a set time for ALL of their 12 picks. After they run out of time, a team will be automatically skipped. For instance, if you choose 24 hours overall team time, and you take three hours to make your first round selection, you have 21 hours for the remaining 11 rounds. Per pick time allows you to control the draft per pick. Each team will be allowed the time you define, and if they don’t pick within the timeframe they will be skipped. We realize it is difficult to predict what kind of draft experience you will have, so you do have the option of changing the draft time during the draft to accommodate for any issues that arise during the draft.

Commissioner Actions during the Draft
As commissioner, you are responsible for a managing smooth draft, and we have given you tools to help facilitate this. If you are having a problem with a team not drafting, or a team taking too long to pick, you have the ability to skip or replace them. Go to you Commissioner Control Panel, and visit the User Management tab. Next to every team you will see a pull down menu. For each team you have the ability to either skip a single pick, skip all remaining picks, or turn team in bot.

Commissioner Actions after the Draft
As soon as the draft is completed, you may delete teams as you see fit. Once the draft is over your league will switch to in season mode. You still maintain the responsibilities of the commissioner, but your job is a lot easier. Actions such as player position voting and vetoing trades are taken care of by league consent. You can steer dialogue in a direction you find most prudent, but most of the decision making process lies in the hands of the league itself.

At all points in time, commissioners have the ability to log in as any owner in the league. This is enable so that commissioners can take over dead teams and reassign new owners, so they can switch lineups if necessary, and so on. This is a responsibility not to be taken lightly. The commissioner has the power to do anything a regular team owner can do.

Drafting Your Team
Once you have signed up for a league and created a team, the next step is the draft. Be patient, the draft may not start for some time after you signup. The starting time of the draft is determined by the commissioner. You will be notified by email as to when the draft will start. The draft process involves the Draft tab in your league home.

Every draft consists of 12 rounds. Your team (any player is you’ve selected and future picks) are all highlighted in blue. Any team that has been skipped appears in grey with “SKIPPED” under the PLAYER column.

Draft Timing
The Commissioner of your league generally sets a time limit for the draft, so be on your toes! This helps speed the draft along and insure that it is finished before the season starts. If your draft has a time limit, your time alottment will be displayed in the upper right hand corner of the DRAFT page. Keep in mind that there are two possible draft timing methods.

Option 1: Each team has a set time for the entire draft. Typically this is measuered in days, so for instance, you might have 4 days to finish all 12 rounds. This means that you are allowed to take 4 days for all of you picks. Timing is determined from the end of the previous pick to the start of your pick. For instance, say your commissioner set a 4 day time limit per team. You own the second overall pick in the draft and the first pick was made 11 hours ago. If you make your selection right away, you will have 3 days and 13 hours remaining for the rest of your picks.

Option 2: Each team has a set time between picks. Typically this is measure in hours or sometimes minutes, so you might have 24 hours between selections or a mere 15 minutes. Timing is still determined from the end of the previous pick to the start of your pick. For instance, your commissioner has set the draft limit to 1 hour per pick. You own the 14th and final selection in the first round, and pick 13 was made 47 min ago. You have 13 min to draft your player or you will be skipped.

If you have been skipped you can still draft a player for that pick position. The first selection you make will fill the highest available draft slot. For instance, if its your turn to draft at pick 45, but you haven’t selected a player at pick 24, the first player you select will fill pick 24 and the next player you choose will fill pick 45.

Using Contingencies
The Draft page is also used to select players. You are able to use a contingency model of drafting to store selections and automate your draft if happen to be away from your computer.

The remaining available players show up in three boxes on the right side of the screen, split into their respective position categories. To pick a player simply select them from one of the boxes on the left and click the "Add" button underneath the box. The player will then appear on your contingency list in the upper right. You may move any player up and down in your contingency list by using the UP and DOWN buttons below the list. Likewise, if you wish to remove a player from your contingency list, simply select the player and click the "Drop" button to send the player back into the available players list. Once you are satisfied with your contingencies, click the submit button to process your picks.

If you are up next in the draft, you will immediately select the first player on your list. If there are other teams between you and your next selection, your picks will be saved for you. Once your turn is up again, the contingency list is automatically queried and if you have an available player on the list, they are automatically drafted onto your team. You may save up to 20 contingincies at a time, but once a player on your contingency list has been drafted, they will automatically be removed from your list.

League Play
Once the draft is complete, your league enters In Season mode. The league is ready to start, but are you? Explained below are strategies for lineups, insights into our unique head-to-head scoring methods, and an expalanation of how to trade and acquire free agents.

Trading is accomplished from your trade page, which is accessed from the tab on your league home. You may trade any amount of picks and/or players to any team in your league. To make a trade go to your Trade page and choose the team you wish to trade with from the pull down selection and click th "Go" button. The next page will show your team on top and the team you wish to trade with on the bottom. The trading process is very similar to the pick process. Move the pick(s)/player(s) you wish to trade from your team over to the right by using the arrows. Then select the pick(s)/player(s) you wish to receive and move them to the right in the same manner. Once you are satisfied with the trade click the Send Proposal button on the the bottom of the page. You will return to the main Trade page. You will see your trade in a box. If you ever wish to cancel the trade, click the cancel radio button and click the "Process Trades" trade button.

A trading deadline is implemented to prevent lopsided trades between teams in playoff contention and those not. If your league started its season before game 20, your deadline is February 6th. For those that started before game 40, it's Feburary 15th, and for those that started on or after game 40, it's February 22nd. After the trading deadline, you will not be able to propose, accept, or reject any trade. You will, however, still be able to drop players and pick up free agents (same waiver rules apply).

The scoring at Sports.ws is what sets it apart from other fantasy leagues. Some offer "head-to-head" gaming, but it usually means adding up a week's worth of scores and lining them up to that week's designated opponents. Sports.ws offers true head -to-head action, identical to the NBA, yielding a final box score and true league standings. Just like in the NBA, one game lasts 48 minutes, unless there is a tie, in which case the game is extended at 5-minute intervals until a victor is determined.

Individual game results and scoring Individual game results are based on the official results of corresponding NBA games in numerical order. For example, results of the Boston Celtics' second game will count towards your second fantasy game. Similarly, results of the New York Knicks' second game will also count towards that game, even though the NBA games played on different days.

Individual player Fantasy results are weighted based on the ratio of Fantasy minutes to NBA minutes they play. Put in algebraic terms, Game points = Fantasy Points * Fantasy minutes / NBA minutes.

Home-court advantage
To simulate home-court advantage, the home team will gain one Game Point, awarded at the end of the game. Similarly, the visiting team will lose one Game Point, deducted at the end of the game.

Final results
The team with the highest sum of Game Points wins the game. In the event of a tie, the game will be extended at 5 minute intervals until a victor is determined.

Once the draft has ended a new tab called LINEUP will appear on your user home. On this page you can change the order of your lineup and add and drop free agents. The LINEUP page is very similar to the PICK page. You use the up and down arrows to change the order of your team. To drop a player select the player and click the Drop Player button. To add a player, first make sure your roster has enough room. Remember, a roster may contain only 12 players. If you have enough room on your roster, select the player you want to add, and then click the Add to Team button.

Lineup Strategy
Just like in the NBA, you can only have 5 players on the court at one time. For simplicity, each team is allowed 1 center (sorry, Rick Pitino), 2 forwards and 2 guards. We do not differentiate between power and small forward, nor between shooting and point guard. The combined total minutes for each player at a given position cannot exceed the length of the game. That is, in a regulation game, the combined minutes of players in the center position will not exceed 48. The combined minutes of players in the guard and forward position will not exceed 96.

Example 1: In their respective NBA games, the two centers on your team combine for more than 48 minutes. Vlade Divac (the starter) plays 37 minutes, while Andrew DeClerq (the substitue) plays 26. Since your total Centers' minutes cannot total more than 48, the starter's minutes are counted first. By default, Vlade Divac plays 37 minutes and Andrew Declerq plays 11. If the game goes into overtime (53 min. game), Vlade will play 37 minutes and Declerq 16. Because DeClerq played 26 minutes in real life, and only 16 in the fantasy game, his score will be weighted down (see below).
The lineup determines the order in which your players stats are counted. Generally, you want your best players in the top of the order. As explained above, each position is limited to a specific maximum number of minutes (centers - 48, forwards - 96, guards -96).

Example 2: Player Pos Team Min
Kidd G PHO 30
Mourning C MIA 36
Chapman G PHO 23
Baker F SEA 41
Schrempf F POR 38
Stackhouse F/G DET 28
Phills G MIN 26
Fuller C GSW 37
Cassell G MIL 35

The first center in the lineup (Mourning) will be the first to have his stats counted. The second center in the lineup (Fuller) will be next, because there is no center between them. Baker, Schrempf and Stackhouse will fill out the forward position. If you notice, Stackhouse will play only 17 minutes at forward (Baker's 41 + Schrempf's 38 + 17 from Stackhouse = 96 minutes). Since he can also play guard, he can use his last three minutes at that position. The guards will be Kidd (30 min.), Chapman (23 min.), Stackhouse (3 min.), Phills (26 min.) and since he's last on the list, Sam Cassell is left with only 14 minutes, even though he could have played 35. It is recommended you have on your team: 2 or 3 centers. 4 or 5 forwards. 4 or 5 guards. at least one player who can play multiple positions. Multiple positions players are very helpful - if used correctly. Remember a F/C plays differently than a C/F, and a G/F different from a F/G. It is possible you could get away with a team that only has 2 centers, 3 forwards and 3 guards. Because players get sick, injured and suspended, this strategy isn't recommended.

Example 3: say Bill Wennington is designated a F/C, Toni Kukoc is listed as a G/F/C, and Luc Longley and Jack Haley are dubbed pure centers. If these were the only centers or partial centers on your team, what kind of strategy would you use in setting your lineup? Let's take a look... In this case, regardless of Luc "don't call me Luck" Longley's fantasy potential, he and Haley are the only pure C's, meaning if there are minutes leftover, they can't use them in another position. Using Luc first in your lineup is an option:

C Longley
CFG Kukoc
CF Wennington
C Haley

What's the problem with this lineup? Maybe nothing, but if Longley plays 40 mintues of a 48 minute game, there are 8 minutes left for the rest of the team. The problem is with Kukoc - or Wennington. Toni's first 8 minutes would be counted at center, and any remaining at F (and say there are many forwards; he might even spill over and play a little guard). So Bill steps up, playing 48 minutes and scoring 63 fantasy points. Luc took 40 and Toni took the remaining 8 minutes so there are no center minutes left. Bill can fall back on his PF frame and use his monster game at forward. But what if there weren't any forward minutes left (Pippen, Rodman, and Cliff Levingston took them because they were listed higher than Longley). ZERO for Big Bill... and Haley? Yes, he always gets zero playing time. So what's a solution? You need to know your players to accurately assess positioning and ordering. Some players are NBA all-star starters, others scrape up utility minutes ranging from 0 to 20. You could do this:

C Haley
FGC Kukoc
FC Wennington
C Longley

If you knew (or predicted) Haley would play 10 minutes and have 10 fantasy points, this would be a good strategy. Kukoc merrily strolling up the court as a F, and maybe a G, while Wennington's game would almost surely be counted. If 20 minutes were left at F, he would use all of them, then the last 28 at center. He gets his whole game to count, but what about Longley? If he's scoring the least points per minute, this is perfect. He uses the last 10 minutes and because he scores say 1/2 FP a minute, he ends up with 5 points. If Longley had played a long 40 minute game and center minutes are scarce, he may not be the best candidate for high positioning. The catch to this whole lineup arranging is predicting - it's easy to see the perfect lineup in hindsight, but you have to declare your lineup before the games start.

WaiversDropped players remain on waivers for 36 hours before they can be picked up by another team. During that time you can Express Interest in a dropped player. On the bottom of the LINEUP page a list of all currently dtopped players will appear. If you want to pick one up, select them and click the Express Interest button. If you are the only team to do so during that time, then the player is yours. If more than one team is interested in a dropped player, the team with the worst record has precedence over all other teams. Players will not be placed on waivers until the season starts.

All Sports.ws leagues are based statistics generated from regular season NBA games. 82 games comprise the 02-03 NBA schedule, all of which will determine your regular season and playoff schedules. The amount of teams you have in your league also determines how many regular season and playoff games your league will play.

A typical league of 16 teams would have 3 rounds of playoffs (8 teams qualifying) in series of 5, 5 and 7 games. This leaves 82 - 7 - 5 - 5 = 65 games for the fantasy regular season and 17 for post-season.

Size of League
Divisions / Conferences
Regular Season Games
Playoff Series
Link to Bracket Image

6 teams 2/1 75 7-game finals Brackets
8 teams 2/1 70 5-game semis, 7-game finals Brackets
10 teams 2/1 70 5-game semis, 7-game finals Brackets
12 teams 2/1 70 5-game semis, 7-game finals Brackets
14 teams 2/1 63 5-game quarterfinals, 7-game semis, 7-game finals Brackets
16 teams 4/2 63 5-game quarterfinals, 7-game semis, 7-game finals Brackets
18 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
20 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
22 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
24 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
26 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
28 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
30 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
32 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets
64 teams 4/2 56 5-game prelims, 7-game quarterfinals, 7-game semis, 7-game finals Brackets

Divisions and Conferences will be arranged by the league commissioner just prior to the draft. Playoff qualification can be dependent of division standings, overall standings, or a combination of both (see below). Schedules will be generated by Sports.ws with an emphasis on (but not exclusively) intradivisional and intraconference head-to-head play.

Example: A typical league of 16 teams would have 4 divisions of 4 teams, divided into 2 conferences. Each division winner (4) and the next 2 from each conference (2 + 2) would go to the playoffs, where the brackets would be divided into conferences, whose champions would meet in the finals.

Divisional and Playoff berth tiebreakers: In the event that two teams tie at the end of the regular season, average score per game will determine the winner. The second tiebreaker will be head-to-head competition. The third tiebreaker will be point differential in head-to-head competition. The fourth tiebreaker will be competition against similar opponents. The fifth tiebreaker will be point differntial in competition against similar opponents. The sixth tiebreaker will be a coin toss. A Canadian 2-dollar coin will be used.

Home-court advantage will be determined on the basis of winning percentage. In the event of a tie, the criteria for Divisional tiebreakers will be used to determine the home team.

09-22-2006, 02:17 PM
This rookie has read the above text. I think I get the overall picture. Some things remain a bit cloudy, but I'm sure they'll become clearer as I'm dealing with them.

It'll definitely take me some time to learn and use my players properly, that is, make good judgement on how to give minutes to the players. I'm under the impression that the examples are indicating that, in general, it's a good strategy to try and match your player's fantasy minutes with his NBA minutes. Is this correct?

09-25-2006, 11:02 AM
This rookie has read the above text. I think I get the overall picture. Some things remain a bit cloudy, but I'm sure they'll become clearer as I'm dealing with them.

It'll definitely take me some time to learn and use my players properly, that is, make good judgement on how to give minutes to the players.

ditto here.

It also seems that guys who have multiple position eligibility are a good deal more valuable than those that don't, assuming similar overall production and all. Is that correct?

09-25-2006, 02:01 PM
This rookie has read the above text. I think I get the overall picture. Some things remain a bit cloudy, but I'm sure they'll become clearer as I'm dealing with them.

It'll definitely take me some time to learn and use my players properly, that is, make good judgement on how to give minutes to the players. I'm under the impression that the examples are indicating that, in general, it's a good strategy to try and match your player's fantasy minutes with his NBA minutes. Is this correct?

You'll have to look not only at guys that make lots of minutes or limited numbers of minutes. NBA and Fantasy minutes are the same. You have to look at players with high minutes and efficiency values per minute. And also check if they can play multiple positions, their injury history, competitors at the position they play in their real NBA team, etc. That sort of stuff.

Not very complicated, but if your new it's not a bad idea to forinstance make a provisional draft list aswell as a drafing strategy that adapts to what is available.

For example: with your 4th pick do you take the best talent available, say an F(orward) when you already drafted 3 other Forwards with your first three picks? Or do you go for a Guard or Center who are a little less talented, but whom you are sure will always make the maximum number of minutes (and thus fantasy points) that they played onto your scoring list?

I think we will have the chat open to, right Jose and Hicks?


Mourning :cool:

09-25-2006, 05:27 PM
What this amounts to is a math game involving NBA players. It sounds less fun that way but in essence that's what it comes down to.

The best way to draft is to maximize your score per 240 minutes.

There are several ways to do this. The big question when drafting is always for me, "Is it better to draft the backup who averages 18 mpg but scores 1.1 fantasy points/minute or the guy who starts and plays 35 but only scores .85. This is a decision that for me typically starts popping up by about the 4th rd.

There isn't a good answer for this. As the actual season draws nearer I'll offer some things I've found helpful for maximizing your lineup but I'll emphasize this for draft purposes: Make sure you can fill your 240 minutes I don't care how good your points/minute are, if you can only fill 200 or 220 minutes/game, your odds of success are very slim.

09-25-2006, 10:48 PM
How many players per teams/draft rounds?

edit: Got it 12.....Was being pretty lazy before.

10-03-2006, 12:17 AM
ditto here.

It also seems that guys who have multiple position eligibility are a good deal more valuable than those that don't, assuming similar overall production and all. Is that correct?

Players that can cover more than one position are valuable, but they still need to be productive. Determining who gets to be a 2 position player and who doesn't is probably the most debated topic in these leagues. Having 2 or 3 multi position guys can make setting your lineup tricky as well.

10-12-2006, 02:31 PM
Where are we at?? I'm starting to get nervous, because I feel like I should be doing something.

Are we waiting on a host site still?

Jose Slaughter
10-12-2006, 03:08 PM
Where are we at?? I'm starting to get nervous, because I feel like I should be doing something.

Are we waiting on a host site still?

We're waiting to hear back from Able.

I'm getting a little nervous as well.

Its my understanding that Able should have some information for us either tonight or tomorrow.

If not....... :confused:

10-15-2006, 06:05 AM
1: the nervousness is not needed, face it; we have alternatives at hand so there is no need for it.
2: I am still waiting for a report, don't forfet that most of the prrogrammers I work with are abroad from me (like Switzerland, Scotland and some more exotic places, so sometimes it's not that easy to find a time you're both online, email just doesn't tell the story.
3: I am sure I have news later today