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Inflation

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277569.21 in reply to 277569.19
Date: 2/24/2016 6:08:36 PM
Overall Posts Rated:
117117
Also, about I'm not sure about mangers making too much money. Teams in the past could make more money since the salary floor either din't exist or was lower and there was no over extension tax. I'm sure that pre-salary floor D1 tankers could bring in as much as 600k/week maybe even more. Yet back then, prices were still lower.

The salary floor was introduced due to the increase in tanking. They also added a number of randomly generated free agents daily until the market settled as it was also inflated back then. Inflation stabilized (for a while).

The floor reduced the impact of tanking, but didn't remove it. If you halve the money a team can make from tanking, you slow it down significantly. If it is still profitable, when twice as many teams work it out, you're back to square one. No one can understand how making less money will make things cheaper, so they blame things like utopia and teams not training, rather than accepting the fact they make too much money.

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277569.22 in reply to 277569.21
Date: 2/24/2016 6:26:07 PM
Edson Rush
II.3
Overall Posts Rated:
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They also added a number of randomly generated free agents daily until the market settled as it was also inflated back then. Inflation stabilized (for a while).


They didn't add randomly generated players. Free Agents have always been players from retired teams.

No one can understand how making less money will make things cheaper, so they blame things like utopia and teams not training, rather than accepting the fact they make too much money.


Its not the fact that teams make so much money, its that they have alot of money. Making less money will not automatically make things cheaper if teams still have such large bank accounts. If the BB's decided tomorrow to reduce every team's profits to a flat 30k, prices would still be high since teams still have so much money. What if the BBs decided to start applying the luxury tax at 10 million? Sure we would see a spending spree, but after a while prices would fall. In fact a low luxury tax threshold, with high profits is good for mobility, since new users are able to bridge the gap more quickly. Low profits mean new users will take a long time to catch up.



Last edited by Mountaineer at 2/24/2016 6:27:34 PM

This Post:
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277569.24 in reply to 277569.22
Date: 2/24/2016 8:54:38 PM
Overall Posts Rated:
117117
They didn't add randomly generated players. Free Agents have always been players from retired teams.

Not true. This was well before they implemented the free agency rule.

If the BB's decided tomorrow to reduce every team's profits to a flat 30k, prices would still be high since teams still have so much money.

I agree to a point, but eventually they run out of money. Then it would take 6 times longer to accumulate than if they were making 180k. Still, 30k is a bit extreme. I don't think anyone suggested that should be the max.

What if the BBs decided to start applying the luxury tax at 10 million?


Let's say, for argument sake, div1 teams make 5% of the teams in BB. They should have the top 5% of players. In the current system, div2 and div3 teams have access to almost the same weekly profit, and can amass the same total amount. As it sits, I would say a conservative guess would be, 50% of teams have the earning potential to access those top 5% players. I know I can in div3. I've seen teams in div4 spend near 10 million on a rookie.

No universal limit on what teams should be allowed access to will work, unless it's divisional. Maybe a structure where div1 is capped at $20 million, div2 at 15, div3 at 10, etc.

In fact a low luxury tax threshold, with high profits is good for mobility, since new users are able to bridge the gap more quickly. Low profits mean new users will take a long time to catch up.

Who are they catching up to? Not every team is destined for the top. The goal should be build to a sustainable position to the league above you, not hoard cash until I can buy success at the highest level.

This Post:
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277569.25 in reply to 277569.24
Date: 2/24/2016 11:05:10 PM
Edson Rush
II.3
Overall Posts Rated:
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Interesting, I didn't know about these randomly generated Free Agents, could you tell me more?

I agree to a point, but eventually they run out of money. Then it would take 6 times longer to accumulate than if they were making 180k. Still, 30k is a bit extreme. I don't think anyone suggested that should be the max.


You have to remember the money they spent didn't just disappear, it goes to other managers who can now spend it on more players. Also, the player they bought is an asset worth quite a bit. Really good 32 year olds can still sell for 5+ million. If a team buys a 28 year old for 6 million and then sells him at 32 for 5 million, even with really modest profits (ie 30k/week), they will still be richer at the end of that transaction than before they bought the player, so no they won't just run out of money.

I agree with you guys that weekly profits affect inflation. The higher the weekly profits, the more prices will increase over time. However, the prices themselves are a function of the money that teams currently have in their accounts. Too illustrate my point imagine two cases. In the first case, the average team has 50 million dollars, but the average profit was 0. Teams aren't making any profits, but would prices be high? Absolutely, they'd be through the roof since every team has so much to spend.

Now imagine this case, the average team has no money currently in the bank, but the average profit is 300k/week. Prices themselves would be really low, however they'd rise fast (high inflation), since the amount of money teams have is increasing quickly.

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277569.26 in reply to 277569.25
Date: 2/25/2016 1:12:29 AM
Overall Posts Rated:
117117
Interesting, I didn't know about these randomly generated Free Agents, could you tell me more?

Not much more to tell. There were a certain amount released each day until they got the desired result. Can't remember exactly, but was about 20 seasons ago.

You have to remember the money they spent didn't just disappear, it goes to other managers who can now spend it on more players.

Who would get the money if they released randomly created free agents?

...they will still be richer at the end of that transaction than before they bought the player, so no they won't just run out of money.

Prices fall, players are worth less. Your asset isn't valuable in the trading sense as you bought him in the inflated market.

In the first case, the average team has 50 million dollars, but the average profit was 0. Teams aren't making any profits, but would prices be high? Absolutely, they'd be through the roof since every team has so much to spend.

Now imagine this case, the average team has no money currently in the bank, but the average profit is 300k/week. Prices themselves would be really low, however they'd rise fast (high inflation), since the amount of money teams have is increasing quickly.

Yes, both having too much money, and earning too much weekly inflate the market.

This Post:
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277569.27 in reply to 277569.13
Date: 2/25/2016 1:53:04 PM
Overall Posts Rated:
14901490
You can have a million teams, all training 2-3 quality players at a time, there will still be a shortage. The demand is driven by the percentage of teams who can afford to purchase the talent, not how many teams there are to produce them.
To be fair you have 2 issues here:
1) the draft talent pool is not good enough. When you have a lot more managers it's easier to find and preserve higher level draftees
2) the training is too slow/too limited to be an effective way to build a team

This Post:
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277569.28 in reply to 277569.27
Date: 2/25/2016 2:33:06 PM
Overall Posts Rated:
117117
1) the draft talent pool is not good enough. When you have a lot more managers it's easier to find and preserve higher level draftees
2) the training is too slow/too limited to be an effective way to build a team

Having more teams means more draftees into the game, but it also means more teams that want top level players. An increased amount of supply becomes redundant if you increase demand at the same (or in this case higher) rate.

This Post:
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277569.29 in reply to 277569.28
Date: 2/25/2016 2:42:38 PM
Overall Posts Rated:
14901490
you're not taking into account the normal manager turnover and the fact that with a higher userbase you have less chances of drafts being very poor. Now we have lower manager turnover and lower number of managers, hence issue 1)

Say you're in a micronation. Odds of getting no decent draftee are quite high. Before you had more managers and more were leaving the game every season, but some of their (better) draftees still managed to get on the market. Now you have the same 5-10 managers.

Last edited by Lemonshine at 2/25/2016 2:44:50 PM

This Post:
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277569.30 in reply to 277569.29
Date: 2/25/2016 2:56:17 PM
Overall Posts Rated:
117117
How many decent draftees are there for a full league of 16 teams?

This Post:
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277569.31 in reply to 277569.30
Date: 2/25/2016 3:50:41 PM
Overall Posts Rated:
14901490
it seems to be completely random. I'd assume it's RNG based on probabilites, but of course since the chance of good draftees (potential and starting skills) is very low, then the fewer the users the higher the probability of getting O good draftees. I think they need to adjust the probability of getting decent trainees. The problem is compounded by the fact that lower leagues have been emptied. Half the trainees usually are star or worse potential anyway, but in D2 or D1 that's not enough to compete anywhere. The probability of getting D2-worth potential (allstar PAS superstar) should be adjusted.

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