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15 million for a worthless player, while I got 100k for a center with 80/40/40 and 35 exp :/
Yep his gross player sales is a little less than I have made TOTAL with sponsors and all in PPM.
Looking back he didn't start the 1 atty at first, but it looks like he adapted to keep up.
Looking back he didn't start the 1 atty at first, but it looks like he adapted to keep up.
I believe alot of players are gonna quit because of daytraders.They are ruining the game :/
Luckily no one in the swedish league does that. Not that I have noticed
Luckily no one in the swedish league does that. Not that I have noticed
I know of at least 3 different people who quit playing because of the game engine and the fact that day traders are allowed to just pimp the market.
Day trading, as its most commonly referred to now, doesnt actually bother me as much as some o you guys, but thats mainly down to it not directly affecting me from what I can see.
However, its only a matter of time I think, before it does.
The player cap is the only way forward and how PPM are not looking into this already is slightly baffling.
After all, the game is supposed to be a management sim, not the stock exchange.
And to the poster who said it should be a 50 day trader thingy... well I disagree...
At the start, you can buy 1 player and wait 50 days to sell him, but if you buy at least 1 player every day for the next 49 days, then you are able to sell a trained player every day after the first 50 days, and so on, and ad nauseum...
Hence it being called "Day Trading".
However, its only a matter of time I think, before it does.
The player cap is the only way forward and how PPM are not looking into this already is slightly baffling.
After all, the game is supposed to be a management sim, not the stock exchange.
And to the poster who said it should be a 50 day trader thingy... well I disagree...
At the start, you can buy 1 player and wait 50 days to sell him, but if you buy at least 1 player every day for the next 49 days, then you are able to sell a trained player every day after the first 50 days, and so on, and ad nauseum...
Hence it being called "Day Trading".

I'm not very bothered about this. I think it is just a strategy. Not very ethical but still allowed. But for those who care, I had an idea that could stop it.
How about creating a limit of how many player we can buy in a season? If "Day Traders" can´t buy players they can't resell them.
I would say somewhere between 5/10.
How about creating a limit of how many player we can buy in a season? If "Day Traders" can´t buy players they can't resell them.
I would say somewhere between 5/10.
How about creating a limit of how many player we can have in a team? There is mininum 17 players, why not maximum? 50?
That way you don't have to worry about trimming off all the players that people have over 50 - stop their free players from coming in and they'll cut down. This way people could still try and daytrade (which i still am not against, jut think it needs to be reigned in a bit, especially if you're daytrading good players and not 1 atty garbage) but also keep the numbers down a bit.
I still think that if all the "garbage" is off the market it will actually drive UP the cost of players as you will have way more people bidding on each player, it will help sales but only the elite will get the top end guys just the same.
Supply and demand, so we need to be careful what we wish for here.
I still think that if all the "garbage" is off the market it will actually drive UP the cost of players as you will have way more people bidding on each player, it will help sales but only the elite will get the top end guys just the same.
Supply and demand, so we need to be careful what we wish for here.
It wont work, simply because you can sell to having only 17 players , then buy to having 50 players, sell to 17, buy to 50, etc, etc.
The player cap should be based on turnover per season of players.
For example, you have 40 players going into Season X.
Average sales of players, roughly, about 10-15
A rough guess at SA intake of players would be a big number if all options were brought in... If you were given 5 youth players per fortnight, your looking at around 40 players +
Average intake of players through the market would not be high to a normal manager here, so it could be between 3-8 players.
So for any one season PPM could introduce a cap on how many players go through a clubs doors plus those who are there from the start of the season.
A rough estimate would be around the 100 players mark.
The player cap should be based on turnover per season of players.
For example, you have 40 players going into Season X.
Average sales of players, roughly, about 10-15
A rough guess at SA intake of players would be a big number if all options were brought in... If you were given 5 youth players per fortnight, your looking at around 40 players +
Average intake of players through the market would not be high to a normal manager here, so it could be between 3-8 players.
So for any one season PPM could introduce a cap on how many players go through a clubs doors plus those who are there from the start of the season.
A rough estimate would be around the 100 players mark.
Just put a limit on the # of players you can sell per season, and make it fairly low.
Nobody is going to take EVERY SA player and sell them... that's not the point of the SA. But if they took just half of them, then use that as the benchmark for sales.
Or, limit the # of sales per week.
Nobody is going to take EVERY SA player and sell them... that's not the point of the SA. But if they took just half of them, then use that as the benchmark for sales.
Or, limit the # of sales per week.
There are people that take every single player. One of the top teams in PPM does this.
A limit is silly. If they think this is an issue then they should just raise the fee. Just use the system already in place. Why create a whole new system/rule?
A limit is silly. If they think this is an issue then they should just raise the fee. Just use the system already in place. Why create a whole new system/rule?
To find a correct solution for so-called day trading, you may have to look behind the question. Why people do it? Why it has become so popular in the last seasons?
To me the answer is quite simple: because there is no other way. You can´t (as I see it) compete with tactics, because of the lack of tactical depth in game engine. Only way to be competitive is to get better players. How you get them? From the sports academy or from the market. SA is the way of lucky people and market is the only way for those not so lucky. To get players from the market, you need money. How to get some? From sponsors, ticket sales etc and from player/staff sales. And if you want to take advantage of your opponents, the fastest way is the player/staff sales.
Everything in the game is built around the money and without it, the team has no future. More money, better facilities. More money, better players. More money, better arena. This automatically forces you to get more money. And the best (and safest) way to get it is the day-trading.
For me one solution to this problem is simple: give the game more tactical depth. If there is no that, people are forced to compete with money. Make the people compete with tactical abilities. I´m sure it will reduce the day-trading.
To me the answer is quite simple: because there is no other way. You can´t (as I see it) compete with tactics, because of the lack of tactical depth in game engine. Only way to be competitive is to get better players. How you get them? From the sports academy or from the market. SA is the way of lucky people and market is the only way for those not so lucky. To get players from the market, you need money. How to get some? From sponsors, ticket sales etc and from player/staff sales. And if you want to take advantage of your opponents, the fastest way is the player/staff sales.
Everything in the game is built around the money and without it, the team has no future. More money, better facilities. More money, better players. More money, better arena. This automatically forces you to get more money. And the best (and safest) way to get it is the day-trading.
For me one solution to this problem is simple: give the game more tactical depth. If there is no that, people are forced to compete with money. Make the people compete with tactical abilities. I´m sure it will reduce the day-trading.
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