Which problem are we trying to solve here?
The daytraders or the inexperienced users gifting money?
Solving the last one, means capping new users o limit them in some way so they can't miss big, which is hard.
Solving the first one IMHO, is doable. How would I limit daytrading?:
Establishing selling limitations
Instead of messing with player valuation and reports (I was a GM before, been there, done that), I would apply some limitations.
For e.g., you can't sell a freshly bought player unless (whichever happens first):
* It achieves a minimum player role of X
* Gets injured
* Stays on the team for a minimmum of Y weeks.
* Your finance is in red numbers or your weekly economy isn't profitable
* Player isn't top five on your payroll.
I imagine a minimmum player role of (4)rotation player. Of course some tweaking of the pace on which the status varies could help, but this would force the team to lineup the recently bought player in official games.
So if you want to daytrade, you still can do it but you have to carry the burden of having a bad player on your games.
This also serves as a limit to how many players you can sell while doing this, since you can't field every bought player.
Again, this is a matter of what are we trying to solve here.
I'm playing BB since Season 2, and the market value rules where meant for cheaters, not for daytraders.
Limiting daytrading with the actual rules, enforcing a theoretically market value to apply fines, is short-sighted at best IMO.
And the backlash on this thread is absolutely justified (and I hate daytrading).
Last edited by Kainan-Maki at 5/11/2022 12:59:30 PM