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Suggestions > New Merchandise Income[Official Thread]

New Merchandise Income[Official Thread]

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This Post:
00
315010.65 in reply to 315010.61
Date: 6/20/2022 5:14:34 AM
White-Sharks
DBA Pro A
Overall Posts Rated:
214214
Second Team:
White-Sharks II

This is one thing I'd like to understand more.

Personally, I don't see low transfer prices on high salary players as a problem. That number alone does not reflect the total value of the player.



I see what you mean. And I agree with that somewhat. I get why people aren't bidding on players like that as I am not doing it myself. There are probably some cases when like you said some players are still valuable but usually it's not the case.
And I see why and it are reasonable economic decisions. But like you already said, training a player costs money even if you don't take into account the players salaray it's an easy 50K a week for the first to seasons and 25k+ a week after that. And that is cheap while not including the buildings (because you probably don't NEED them to build a good player to sell).
Some managers want to train players to make a profit so they can build on there savings which in the future they can use to make a contender. And I think that a change like this one were the players salary gives back a percentage of money will help manager to turn a profit on their trainees easier. Especially when they train them for longer and max them out.

From: DPS
This Post:
11
315010.66 in reply to 315010.65
Date: 6/20/2022 8:17:33 PM
Overall Posts Rated:
3737
Not going to work because completely unfair. Those in lower leagues shouldn't be looking to add expensive players. This means that higher league teams basically have more merchandise for free. And encourages more NT farms with 250k player in D4/5.

Last edited by DPS at 6/20/2022 8:21:50 PM

From: Bro_Khen

To: DPS
This Post:
00
315010.67 in reply to 315010.66
Date: 6/20/2022 8:32:06 PM
Team Payabang
III.11
Overall Posts Rated:
217217
1. The lower leaguers do have a choice of Promoting... Their Teams' performances will be rewarded + the recently announced improvement for Promotion Incentives will come in handy... They'd just need to invest for that.

2. There already are some good suggestions here sir how to further improve some Merchandise Bonus here... If you also have some idea how to solve the problem you foresee... you are very much welcome to drop them...

3. There is also an option of adding Incentives based on Team's Performance or Player's performance and for Training a Player long term... So that the Money Spent for improving our teams will have a direct impact to our Economy...


From: Yanivsh

This Post:
55
315010.68 in reply to 315010.67
Date: 6/24/2022 1:15:36 AM
Stars Team
Ligat Ha'al
Overall Posts Rated:
2020
Second Team:
Stars Team II
While the new trainers and new infrastructure tools create a lot of fun and interest in the game and in training,
it become the root cause of many problems
1. The salary formula is exponential and as such the super stars salaries become too much to handle
2. Almost no one want to have super starts on his team and their pricing become absurd
3. The trainees protential is exhausted too soon
4. Team roaster become too short.
5. The Competitiveness dissappered
6. Tanking become the right starategy

I believe all that can be fixed by single (maybe not trivial) fix, the curve of the exponential slope needs to be refined.
It should fix all the issues above and generate huge excitment with super starts potential to reach TSP of 170 and more !

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