Originally posted by Bort 100% the plan for sure. I don't want to have to do math when I play franchise mode on Madden. It tells me how much it costs and how much I have left. I don't really want any more complexity than exists there. Now that's something I wanted to hear.
Originally posted by JackPerfect Have you come up with possibilities for the players to use their salary, or is it not yet determined?
Ex. buy bonus token, shopping tokens or even training points?
I think if we're tying salary into morale like that, having players buy things that will give them a developmental advantage over lower paid players would be a bad idea and ultimately unfair to the average user.
I suggested something on the test server - since people were having a hard time accepting that no money is actually spent.
Just have EQ costs represent a fraction of your allotted salary for the year. That's basically what we're doing with resource tokens anyways. Say a player wants to upgrade a piece of EQ and it would cost 20 resource tokens. Make that EQ take 1/5th of their salary for the season no matter what their contract is - even after it's renegotiated. For instance if player is earning $500,000 a season, and he upgrades one EQ costing 20 resource tokens, he's left with $400,000 for the rest of the season. If he then tried to re-negotiate for the season after buying his EQ to try and game the system, the 20% would still be taken out of his new salary. Say he signed a new contract worth $1,000,000. After he signed, 1/5th of that will be taken away because he already spent it on EQ. So he'd only have $800,000 after he signed.
I might sound a little weird now, but if you represent a player's expenses as a pie chart, and just make the user split the pie however many ways no matter how much they're making - that's pretty much what I'm proposing.
Alright guys - been a long day, we'll review comments over the next day or so and put up a revised plan sometime on Sunday. The OP contains the general ideas we are looking at.
Originally posted by Disastermaster Whats that luxury tax? When you have to pay luxury tax? Didnīt find it, but is early saturday morning here in Germany so Iīm not running on 100% right now
Luxury tax is when you go over the soft salary cap. It's a league fine and the money is distributed to other teams in the league who are not over the cap.
Originally posted by Catch22 Alright guys - been a long day, we'll review comments over the next day or so and put up a revised plan sometime on Sunday. The OP contains the general ideas we are looking at.
Originally posted by Sik Wit It I think if we're tying salary into morale like that, having players buy things that will give them a developmental advantage over lower paid players would be a bad idea and ultimately unfair to the average user.
Agree 100% with that. Anything permanant = instant reason to farm players on uncompetitive teams, which is just awful.
Originally posted by Sik Wit It I might sound a little weird now, but if you represent a player's expenses as a pie chart, and just make the user split the pie however many ways no matter how much they're making - that's pretty much what I'm proposing.
Same thing as resource units from the original plan. Catch wanted to call it salary at first too.
Originally posted by sjmay Hell just froze over, I agree with Deathblade here,
I think the first system was fine, yes, some people might have been overwhelmed, but they were overwhelmed when the DPC came out etc....
If this is the vision you guys had, stick to it.
I agree...
This is just change for change sake... Implement the original plan, say fuck it and let people ragequit, then sit back and slowly watch them return after they realize things arnt that complicated.