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New daytrading rules (thread closed)

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264414.164 in reply to 264414.163
Date: 11/10/2014 10:56:23 AM
Overall Posts Rated:
370370
Edit: the expert from England, who originated in England III and spent four seasons there before promoting ... I'm not a math graduate but...
a) I made the playoffs (13 Human Teams) the first 2 seasons and promoted on the third. That'd be 2+1=3
b) I made the playoffs in my first run in D2. I went to the finals (and lost) in my second run.
c) I suggest you check the payroll expenditure as when I promoted from D3 I was bottom half in the league. Last season I had the 4th lowest payroll in my league.


Good thing you're not a math student.

"In season 26, Stinkilemons were crowned champions of league England III.2
In season 26, Stinkilemons were one of the final 128 teams in the England Tournament
In season 25, Stinkilemons made the playoffs in league England III.2
In season 25, Stinkilemons were one of the final 64 teams in the England Tournament
In season 24, Stinkilemons made the playoffs in league England III.2
In season 24, Stinkilemons were one of the final 512 teams in the England Tournament
In season 23, Stinkilemons won the relegation series to stay in league England III.2"

23 ... 24 ... 25 ... 26 ... in most developed countries, probably even in England, that is four seasons ... or maybe they publish your record incorrectly.

I feel for you about low payroll, though. I have made it so far with an arena that is far, far smaller than any in the league I am in now. Most of the arenas are at least double the size of ours, so we are in effect a small market team making our way among much larger market teams. This season will be arena-season, not championship-season. TTFN.

Last edited by Mike Franks at 11/10/2014 10:57:27 AM

This Post:
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264414.166 in reply to 264414.162
Date: 11/10/2014 12:00:27 PM
Skytturnar
II.2
Overall Posts Rated:
2424
Good point!

Yes, it´s good idea to let them play one match (why should they bought them if not to use them?).

Too in HT. If you buy a player you can´t sell him and get 100% selling fee, it´s takes time. For example player you bought 7 days ago mean that if you sell him after 7 days you get 86.38% of the selling fee. Very good rule and may be better than tax for selling beccause it´s more fair.

Sportssend.com
This Post:
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264414.172 in reply to 264414.169
Date: 11/10/2014 4:57:25 PM
Skytturnar
II.2
Overall Posts Rated:
2424
One important thing are here to have in mind. We are only talking about exactly the player you bought= If you buy John Smith you buy his salary same day as you bought him so you pay always one week salary no matter when in the week you buy him. Too, if you decide to sell him after one week you get 86% and then more and more of the salary fee after how much longer he stay til you keeo 97%.
But, this is only question of John Smith. You can buy or sell as many players in normal way, each of them have this personal rule.

In sokker: "I believe Sokker.org has a similar system and doesn't charge you just for listing (I may be mistaken on this though)."

Sokker charge you always, and actually heavy, each time you sell. If you put on almost 0 you don´t pay but if you want some reasonable minium floor the charge you.

In my opinion the system in HT have worked very well.

Sportssend.com
This Post:
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264414.173 in reply to 264414.168
Date: 11/10/2014 5:16:53 PM
Overall Posts Rated:
32293229
I can see how a listing tax could be punitive, but we have to agree on what behaviour we're trying to encourage and what we're trying to prevent.


That is the trick, isn't it? Just with the label of "daytrading", one could mean those who buy players worth little but with high potential and relist them at high prices, those who buy players for relative cheap prices to use for a short term and then sell for a modest profit afterward, or those who do the time zone trading where they find players selling below market value at a relative dead hour and then sell them at a reasonable price (and often benefit from bid wars) during peak hours. And then of course, for each of the various facets one then has to see how it impacts user experience for various groups of users, and how harmful or beneficial each of those scenarios is for the involved groups and for the game as a whole. Luckily, any community of this type has a very active feedback loop when any changes to the ecosystem are made, though I've seen many a game fail to handle that feedback well. ;)

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