Either this is a bug or I am extremely unlucky Topic

Posted by MikeT23 on 4/19/2017 3:50:00 PM (view original):
Well, I guess my only response is now we're trying to "protect" or "help" multiple level D1 schools. That's too much. Picking up low level D1 HELPS all D3 schools(assuming they can do it).
I'm not necessarily saying those teams need protection or help. I'm just saying the talent levels of those players are high enough to contribute at the D1 level. To me, that seems very weird and imbalanced. Just not how I would design a game like this.
4/19/2017 3:52 PM
Posted by Benis on 4/19/2017 3:09:00 PM (view original):
Posted by MikeT23 on 4/19/2017 1:58:00 PM (view original):
Posted by Benis on 4/19/2017 11:00:00 AM (view original):
Posted by MikeT23 on 4/19/2017 10:48:00 AM (view original):
Only a few players signed by D3 schools are "wanted" by D1 schools. Let's not pretend D1s are losing out big on those guys. I've asked, several times, for someone to identify the D1 players on my WCSU team that they'd take for their D1. No one has answered. I assume because it doesn't fit their argument.
1. Not all D1 players that go to D3 would be wanted but there are plenty that would be. Here's a couple that I'd take.

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3489866

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3533190

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3496563


2. Then there is the whole point of depleting the Juco pool and making Sims even worse than they already are. Which makes moving up and taking over a new team even worse. Especially when combined with the fact you can't even cut players until right before your 2nd season.
Three? OK, not exactly refuting my point.

"Only a few players signed by D3 schools are "wanted" by D1 schools"
Well I mean I could have spammed this thread with links of players I thought were really good. While looking just now, I saw this guy in Iba

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3506787

Holy smokes! That guy is insane. He did have a crazy amount of growth in Per which turned him into a stud but still.

Take a look at the top 25 rated players in D3 in any world and I'd say nearly all of them could make it on a lot of human coached D1 teams and help them win.
https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=2964380 could have helped D1 teams.

https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=3045372 could have helped D1 teams.

https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=2964381 could have helped D1 teams.

Oh wait, we're talking about 3.0 problems...

The truth is, the top 2 or 3 players on virtually every D3 championship caliber team has always looked like players that just about any good D1 mid-major or mid-level Big 6 team would take. That's what makes for championship quality D3 teams. No one has made a compelling case for why that's suddenly a problem now, or how stamping it out will make the game better.
4/19/2017 3:52 PM
Posted by crabman26 on 4/18/2017 1:43:00 PM (view original):
So in Wooden I lost out on a top 100 recruit to a lower prestiged Sim school with 60/40 odds, why or how I lost to them is not why I am posting this (although I am really irked by it, a paying customer losing to a lower prestiged Sim school is ridiculous).

My issue is, EVERY single recruit that I have tried putting APs to after that has signed immediately on the next cycle. I have tried four recruits, and every single one of the recruits I have put APs to, signed the very next cycle.

I mean, Im talking recruits that didnt sign for 4 cycles, didnt have any one listed as high or very high, then I put APs on them and BOOM, they sign immediately the next cycle.

Am I just unlucky? Am I the only one having this happen to?
To answer your initial question, I have had the same 'bad luck' as well. Happens ALL THE TIME in the 2nd recruiting period and it has got me to wondering as well. Every cycle a pick a new guy then they sign and I start the process all over again wishing I'd picked a different guy.
4/19/2017 3:57 PM
Posted by Benis on 4/19/2017 3:52:00 PM (view original):
Posted by MikeT23 on 4/19/2017 3:50:00 PM (view original):
Well, I guess my only response is now we're trying to "protect" or "help" multiple level D1 schools. That's too much. Picking up low level D1 HELPS all D3 schools(assuming they can do it).
I'm not necessarily saying those teams need protection or help. I'm just saying the talent levels of those players are high enough to contribute at the D1 level. To me, that seems very weird and imbalanced. Just not how I would design a game like this.
I don't really see the problem with it as is.

That said, I'd still do away with projected levels. Instead of 20 D1, 22 D2 and 18 D3 in Delaware, you see 60 players if you scout Delaware. That might localize D3 and restrict D2 but such is life. I doubt D2/D3 schools scout 1200 miles away in real life unless dad is a WCSU alumni living in Texas talking up his kid. And then it's probably just dad sending some footage from his camera.
4/19/2017 4:02 PM
Posted by shoe3 on 4/19/2017 3:52:00 PM (view original):
Posted by Benis on 4/19/2017 3:09:00 PM (view original):
Posted by MikeT23 on 4/19/2017 1:58:00 PM (view original):
Posted by Benis on 4/19/2017 11:00:00 AM (view original):
Posted by MikeT23 on 4/19/2017 10:48:00 AM (view original):
Only a few players signed by D3 schools are "wanted" by D1 schools. Let's not pretend D1s are losing out big on those guys. I've asked, several times, for someone to identify the D1 players on my WCSU team that they'd take for their D1. No one has answered. I assume because it doesn't fit their argument.
1. Not all D1 players that go to D3 would be wanted but there are plenty that would be. Here's a couple that I'd take.

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3489866

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3533190

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3496563


2. Then there is the whole point of depleting the Juco pool and making Sims even worse than they already are. Which makes moving up and taking over a new team even worse. Especially when combined with the fact you can't even cut players until right before your 2nd season.
Three? OK, not exactly refuting my point.

"Only a few players signed by D3 schools are "wanted" by D1 schools"
Well I mean I could have spammed this thread with links of players I thought were really good. While looking just now, I saw this guy in Iba

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3506787

Holy smokes! That guy is insane. He did have a crazy amount of growth in Per which turned him into a stud but still.

Take a look at the top 25 rated players in D3 in any world and I'd say nearly all of them could make it on a lot of human coached D1 teams and help them win.
https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=2964380 could have helped D1 teams.

https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=3045372 could have helped D1 teams.

https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=2964381 could have helped D1 teams.

Oh wait, we're talking about 3.0 problems...

The truth is, the top 2 or 3 players on virtually every D3 championship caliber team has always looked like players that just about any good D1 mid-major or mid-level Big 6 team would take. That's what makes for championship quality D3 teams. No one has made a compelling case for why that's suddenly a problem now, or how stamping it out will make the game better.
I agree, those are good players. I think the difference between 2.0 and 3.0 is that players used to start pretty poor and grow into studs by JR/SR year. All those guys you shared weren't good as FR or really as SO.

But in 3.0 recruits are coming in with ratings already pretty high. So instead of starting off with scrubs and turning them into stars, they're already very good. It's basically like reloading after losing an EE (in real life or this game). Again, to me, that's what I don't particularly like and would not be how I'd design my game.

I think D3 should be more about finding guys who have significant weaknesses but a couple strengths (or maybe just one strength). Then you combine those guys together in a way that their strengths can complement and compensate for their teammates' weaknesses. I think that would make for a fun game and be relatively 'noob friendly'.

Then if you want to go bananas with guys who are 80 in everything, move up to D1. I'd make D1 and D3 pretty different games if I were king of HD.
4/19/2017 4:13 PM
Posted by pkoopman on 4/19/2017 3:40:00 PM (view original):
Shared universe is fundamental to a game that wants to represent 3 divisions of realistic college basketball simulation. Hell, I wouldn't have designed a game with a division 3, I've said that many times. But that's the game that exists.

Let's be clear. Artificial caps and/or player inflation doesn't make the game "better". It makes the game easier for people who want to employ specific strategies. You dance and obfuscate all you want, but this is the bottom line. It's not that you're "forced" to put all your eggs in one basket and gamble on winning those battles, or scaring off challengers. You are choosing that strategy because that's the way you *want* to play, and capping the divisions reduces the risk of that strategy. Shared universe is a fundamental strategic aspect of the game. Removing it benefits players who don't want to worry about prioritizing and securing backups, thereby removing the strategic implications. You are arguing for a less intelligent, less strategic game.
You keep ignoring the obvious. There are significant market inefficiencies generate in the current game. D1 is not "clearing" enough of the "D1" recruits. They are being left to D3 when they should not be.

There are several "artificial" caps already in place. 80 AP; spud's redlight; 20 HV cap; 1 CV cap (with a limit of 5 per recruit)... All of that is artificial...your word. It is all intended to make the market function better; each represent arbitrary choices. My argument is that these caps are not yielding efficient recruit distribution. The simple fix is to re-install natural (mocking your word) caps...that a ranked recruit should not consider effort from a D3 school.

I might even say that the tradeoff would be a loosening of spud's redlight and the AP restrictions, in favor of re-installing the divisional caps roughly as they existed in 2.0. Probably not even as strict. At a bare minimum, the Top 100 recruits, whom do not need to be discovered (another arbitrary / artificial choice), need to only be recruitable by D1 teams.
4/19/2017 4:26 PM
Posted by rogelio on 4/19/2017 4:28:00 PM (view original):
Posted by pkoopman on 4/19/2017 3:40:00 PM (view original):
Shared universe is fundamental to a game that wants to represent 3 divisions of realistic college basketball simulation. Hell, I wouldn't have designed a game with a division 3, I've said that many times. But that's the game that exists.

Let's be clear. Artificial caps and/or player inflation doesn't make the game "better". It makes the game easier for people who want to employ specific strategies. You dance and obfuscate all you want, but this is the bottom line. It's not that you're "forced" to put all your eggs in one basket and gamble on winning those battles, or scaring off challengers. You are choosing that strategy because that's the way you *want* to play, and capping the divisions reduces the risk of that strategy. Shared universe is a fundamental strategic aspect of the game. Removing it benefits players who don't want to worry about prioritizing and securing backups, thereby removing the strategic implications. You are arguing for a less intelligent, less strategic game.
You keep ignoring the obvious. There are significant market inefficiencies generate in the current game. D1 is not "clearing" enough of the "D1" recruits. They are being left to D3 when they should not be.

There are several "artificial" caps already in place. 80 AP; spud's redlight; 20 HV cap; 1 CV cap (with a limit of 5 per recruit)... All of that is artificial...your word. It is all intended to make the market function better; each represent arbitrary choices. My argument is that these caps are not yielding efficient recruit distribution. The simple fix is to re-install natural (mocking your word) caps...that a ranked recruit should not consider effort from a D3 school.

I might even say that the tradeoff would be a loosening of spud's redlight and the AP restrictions, in favor of re-installing the divisional caps roughly as they existed in 2.0. Probably not even as strict. At a bare minimum, the Top 100 recruits, whom do not need to be discovered (another arbitrary / artificial choice), need to only be recruitable by D1 teams.
Those aren't inefficiencies. Those are accurate reflections of how coaches are prioritizing players. It's a gameplay issue. If more people stopped playing the way you insist people "must" play to be competitive, fewer of those players would fall to D3. They fall to D3 because D1 teams let D3 set the prices for low D1 projected players, then try to catch up at the last minute, and/or when most of their resources have been spent, instead of investing a little in them early to move D3 off early.


4/19/2017 4:38 PM
Posted by Benis on 4/19/2017 4:15:00 PM (view original):
Posted by shoe3 on 4/19/2017 3:52:00 PM (view original):
Posted by Benis on 4/19/2017 3:09:00 PM (view original):
Posted by MikeT23 on 4/19/2017 1:58:00 PM (view original):
Posted by Benis on 4/19/2017 11:00:00 AM (view original):
Posted by MikeT23 on 4/19/2017 10:48:00 AM (view original):
Only a few players signed by D3 schools are "wanted" by D1 schools. Let's not pretend D1s are losing out big on those guys. I've asked, several times, for someone to identify the D1 players on my WCSU team that they'd take for their D1. No one has answered. I assume because it doesn't fit their argument.
1. Not all D1 players that go to D3 would be wanted but there are plenty that would be. Here's a couple that I'd take.

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3489866

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3533190

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3496563


2. Then there is the whole point of depleting the Juco pool and making Sims even worse than they already are. Which makes moving up and taking over a new team even worse. Especially when combined with the fact you can't even cut players until right before your 2nd season.
Three? OK, not exactly refuting my point.

"Only a few players signed by D3 schools are "wanted" by D1 schools"
Well I mean I could have spammed this thread with links of players I thought were really good. While looking just now, I saw this guy in Iba

https://www.whatifsports.com/hd/PlayerProfile/Ratings.aspx?tid=0&pid=3506787

Holy smokes! That guy is insane. He did have a crazy amount of growth in Per which turned him into a stud but still.

Take a look at the top 25 rated players in D3 in any world and I'd say nearly all of them could make it on a lot of human coached D1 teams and help them win.
https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=2964380 could have helped D1 teams.

https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=3045372 could have helped D1 teams.

https://www.whatifsports.com/hd/PlayerHistory/Ratings.aspx?&pid=2964381 could have helped D1 teams.

Oh wait, we're talking about 3.0 problems...

The truth is, the top 2 or 3 players on virtually every D3 championship caliber team has always looked like players that just about any good D1 mid-major or mid-level Big 6 team would take. That's what makes for championship quality D3 teams. No one has made a compelling case for why that's suddenly a problem now, or how stamping it out will make the game better.
I agree, those are good players. I think the difference between 2.0 and 3.0 is that players used to start pretty poor and grow into studs by JR/SR year. All those guys you shared weren't good as FR or really as SO.

But in 3.0 recruits are coming in with ratings already pretty high. So instead of starting off with scrubs and turning them into stars, they're already very good. It's basically like reloading after losing an EE (in real life or this game). Again, to me, that's what I don't particularly like and would not be how I'd design my game.

I think D3 should be more about finding guys who have significant weaknesses but a couple strengths (or maybe just one strength). Then you combine those guys together in a way that their strengths can complement and compensate for their teammates' weaknesses. I think that would make for a fun game and be relatively 'noob friendly'.

Then if you want to go bananas with guys who are 80 in everything, move up to D1. I'd make D1 and D3 pretty different games if I were king of HD.
Same as the Blackmon guy you shared. D1 passed on him as a freshman, because he wasn't good enough to play D1, and wasn't obviously projectable to ever be a particularly good D1 player. He went to the best team that valued him the most. That's how a market is supposed to work.

If its ever shown that the top D3 teams are becoming perpetuating and the situation is non-competitive, I'll be the first to sign on to a tweak that has more of those players choose juco instead of dropping. But I know exactly what will happen if we limit the pool. The top D3 teams will *definitely* become perpetuating, and the recruiting situation for the top available D3 recruits will be non-competitive. That's not "noob friendly". It limits how good all D3 teams can be, and that's not going to help new players one bit.
4/19/2017 4:47 PM
Posted by pkoopman on 4/19/2017 4:38:00 PM (view original):
Posted by rogelio on 4/19/2017 4:28:00 PM (view original):
Posted by pkoopman on 4/19/2017 3:40:00 PM (view original):
Shared universe is fundamental to a game that wants to represent 3 divisions of realistic college basketball simulation. Hell, I wouldn't have designed a game with a division 3, I've said that many times. But that's the game that exists.

Let's be clear. Artificial caps and/or player inflation doesn't make the game "better". It makes the game easier for people who want to employ specific strategies. You dance and obfuscate all you want, but this is the bottom line. It's not that you're "forced" to put all your eggs in one basket and gamble on winning those battles, or scaring off challengers. You are choosing that strategy because that's the way you *want* to play, and capping the divisions reduces the risk of that strategy. Shared universe is a fundamental strategic aspect of the game. Removing it benefits players who don't want to worry about prioritizing and securing backups, thereby removing the strategic implications. You are arguing for a less intelligent, less strategic game.
You keep ignoring the obvious. There are significant market inefficiencies generate in the current game. D1 is not "clearing" enough of the "D1" recruits. They are being left to D3 when they should not be.

There are several "artificial" caps already in place. 80 AP; spud's redlight; 20 HV cap; 1 CV cap (with a limit of 5 per recruit)... All of that is artificial...your word. It is all intended to make the market function better; each represent arbitrary choices. My argument is that these caps are not yielding efficient recruit distribution. The simple fix is to re-install natural (mocking your word) caps...that a ranked recruit should not consider effort from a D3 school.

I might even say that the tradeoff would be a loosening of spud's redlight and the AP restrictions, in favor of re-installing the divisional caps roughly as they existed in 2.0. Probably not even as strict. At a bare minimum, the Top 100 recruits, whom do not need to be discovered (another arbitrary / artificial choice), need to only be recruitable by D1 teams.
Those aren't inefficiencies. Those are accurate reflections of how coaches are prioritizing players. It's a gameplay issue. If more people stopped playing the way you insist people "must" play to be competitive, fewer of those players would fall to D3. They fall to D3 because D1 teams let D3 set the prices for low D1 projected players, then try to catch up at the last minute, and/or when most of their resources have been spent, instead of investing a little in them early to move D3 off early.


The game as a whole exists in two parts: recruiting and season simulation. Why is it such a benefit that the recruiting market is unified when the season simulation is segregated? Why is it "just the way it is" to have walk-on filled sim teams at Big 6? You assert that it is easy to "move off D3 teams", but that assumes you were at the position in period #1 and suffered no unexpected EEs or bad beats. You baldly assert that we ought to expect a penalty for changing jobs, but you provide no rationale for why that would be good for gameplay or good for expanding the user base.

A market inefficiency is a failure to clear on its own. There is no rationale for significant overlap in competition for recruits among schools that do not compete in the season. A group of arbitrary choices have been made by the game designers, which you elide over as though they were natural consequence of some necessary Weltanschauung, but there just is no unified game being played among all divisions in each world.
4/19/2017 5:08 PM
Hold up now. I just went thru this with benis. D3 can't sign D1 until the last day. I've been easily knocked of by D1 in 2 cycles. Two.
4/19/2017 5:18 PM
Posted by rogelio on 4/19/2017 5:08:00 PM (view original):
Posted by pkoopman on 4/19/2017 4:38:00 PM (view original):
Posted by rogelio on 4/19/2017 4:28:00 PM (view original):
Posted by pkoopman on 4/19/2017 3:40:00 PM (view original):
Shared universe is fundamental to a game that wants to represent 3 divisions of realistic college basketball simulation. Hell, I wouldn't have designed a game with a division 3, I've said that many times. But that's the game that exists.

Let's be clear. Artificial caps and/or player inflation doesn't make the game "better". It makes the game easier for people who want to employ specific strategies. You dance and obfuscate all you want, but this is the bottom line. It's not that you're "forced" to put all your eggs in one basket and gamble on winning those battles, or scaring off challengers. You are choosing that strategy because that's the way you *want* to play, and capping the divisions reduces the risk of that strategy. Shared universe is a fundamental strategic aspect of the game. Removing it benefits players who don't want to worry about prioritizing and securing backups, thereby removing the strategic implications. You are arguing for a less intelligent, less strategic game.
You keep ignoring the obvious. There are significant market inefficiencies generate in the current game. D1 is not "clearing" enough of the "D1" recruits. They are being left to D3 when they should not be.

There are several "artificial" caps already in place. 80 AP; spud's redlight; 20 HV cap; 1 CV cap (with a limit of 5 per recruit)... All of that is artificial...your word. It is all intended to make the market function better; each represent arbitrary choices. My argument is that these caps are not yielding efficient recruit distribution. The simple fix is to re-install natural (mocking your word) caps...that a ranked recruit should not consider effort from a D3 school.

I might even say that the tradeoff would be a loosening of spud's redlight and the AP restrictions, in favor of re-installing the divisional caps roughly as they existed in 2.0. Probably not even as strict. At a bare minimum, the Top 100 recruits, whom do not need to be discovered (another arbitrary / artificial choice), need to only be recruitable by D1 teams.
Those aren't inefficiencies. Those are accurate reflections of how coaches are prioritizing players. It's a gameplay issue. If more people stopped playing the way you insist people "must" play to be competitive, fewer of those players would fall to D3. They fall to D3 because D1 teams let D3 set the prices for low D1 projected players, then try to catch up at the last minute, and/or when most of their resources have been spent, instead of investing a little in them early to move D3 off early.


The game as a whole exists in two parts: recruiting and season simulation. Why is it such a benefit that the recruiting market is unified when the season simulation is segregated? Why is it "just the way it is" to have walk-on filled sim teams at Big 6? You assert that it is easy to "move off D3 teams", but that assumes you were at the position in period #1 and suffered no unexpected EEs or bad beats. You baldly assert that we ought to expect a penalty for changing jobs, but you provide no rationale for why that would be good for gameplay or good for expanding the user base.

A market inefficiency is a failure to clear on its own. There is no rationale for significant overlap in competition for recruits among schools that do not compete in the season. A group of arbitrary choices have been made by the game designers, which you elide over as though they were natural consequence of some necessary Weltanschauung, but there just is no unified game being played among all divisions in each world.
The gameplay benefit is that the shared universe emphasizes prioritization, and increases strategic value. Artificially separating the recruiting process into different worlds reduces the value of strategic thinking. The best team who values the player the most sets the price. The market is working.

If you want big 6 sims to recruit more intelligently, fine. But you have to accept the consequences, one of which will be guys like crabman will be fighting off tougher sims now for primary, secondary, AND backup targets. Bad sims just isnt a big gameplay issue. And within that issue, the biggest problem is the hiring process, which causes teams to look almost unredeemable before anyone who would be interested is qualified. Having them sign low D1 players instead of walkons and have them be marginally less bad isn't really helping anyone.

You have been demonstrably wrong on a number of things in this thread. D3 AP is already considerably less valuable than D1 AP. There are not 10 D3 teams in "most worlds" that have higher OVR than the best D2 team, not even remotely true. Rebuilds are not all that difficult in 3.0, unless you are expecting, for some bizarre reason, to waltz in and dominate. And you're treating a proposed divisional cap as though it would be a minor and easy tweak with nothing but good gameplay benefits, ignoring the obvious effects that closing off competition would have one both levels. I know you're a smart guy. I wish you'd be honest about your preferences, and stop grasping at all sorts of half and un-truths to prop it up.
4/19/2017 5:33 PM (edited)
" The best team who values the player the most sets the price. The market is working."

Not exactly true. Like Rogelio pointed out, we have artificial and arbitrary caps on spending our budget. Why can't I spend 100% of my budget on 1 guy and set the market price at 60 HVs?
4/19/2017 5:40 PM
Posted by Benis on 4/19/2017 5:40:00 PM (view original):
" The best team who values the player the most sets the price. The market is working."

Not exactly true. Like Rogelio pointed out, we have artificial and arbitrary caps on spending our budget. Why can't I spend 100% of my budget on 1 guy and set the market price at 60 HVs?
It is true for the type of player we're talking about. D3s can't touch a player a D1 has maxed visits on. No need to spend 60HVs to keep the D3 away. 20 is plenty.

4/19/2017 6:08 PM
Posted by pkoopman on 4/19/2017 6:08:00 PM (view original):
Posted by Benis on 4/19/2017 5:40:00 PM (view original):
" The best team who values the player the most sets the price. The market is working."

Not exactly true. Like Rogelio pointed out, we have artificial and arbitrary caps on spending our budget. Why can't I spend 100% of my budget on 1 guy and set the market price at 60 HVs?
It is true for the type of player we're talking about. D3s can't touch a player a D1 has maxed visits on. No need to spend 60HVs to keep the D3 away. 20 is plenty.

What about other D1 teams? If I'm battling another D1 team and I could beat him if I sent 60 HVs, why can't I? Why can't I set the market to be what I want it to be as long as I have the budget for it?
4/19/2017 6:27 PM
Posted by Benis on 4/19/2017 6:27:00 PM (view original):
Posted by pkoopman on 4/19/2017 6:08:00 PM (view original):
Posted by Benis on 4/19/2017 5:40:00 PM (view original):
" The best team who values the player the most sets the price. The market is working."

Not exactly true. Like Rogelio pointed out, we have artificial and arbitrary caps on spending our budget. Why can't I spend 100% of my budget on 1 guy and set the market price at 60 HVs?
It is true for the type of player we're talking about. D3s can't touch a player a D1 has maxed visits on. No need to spend 60HVs to keep the D3 away. 20 is plenty.

What about other D1 teams? If I'm battling another D1 team and I could beat him if I sent 60 HVs, why can't I? Why can't I set the market to be what I want it to be as long as I have the budget for it?
4/19/2017 6:39 PM
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Either this is a bug or I am extremely unlucky Topic

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