Kasyade
Hi. I'm new and haven't been here long. But I think the prizes are pretty good as they are.
It's each user's problem to spend more than they earn, just like in the real world. Just like in personal finance. If you earn 100 and spend 110, you'll have a problem.
The top positions also have an extra prize in several countries: access to continental competitions.
On the other hand, this game is similar to old games like Anno or Terra... for a few to actually win money, it takes a lot of people to lose it. On the other hand, the prizes distributed in the leagues are also directly tied to the money earned in the game.
Not all leagues are the same, and there are several highly competitive leagues in the game with many players, where factors other than the money coming into the gameâI mean real moneyâcome into play.
But let's look at what happens in leagues like Wales, where I'm based. There are barely five active users, and in the short time I've been here, I've seen no team invest any money. Since the entire fund wasn't distributed last season, the available funds have increased this season, but they've also increased because I've invested money in the game.
In the last five months, there's only 0.02 Platinum in revenue. In one month, with my low investment, earned 7 Platinum. That's just over 250 Gold.
With Gold revenue, something similar happens. It's not fees or taxes that increase the Gold, but investments, such as press releases and youth players.
What I want to explain with this is that paying more salaries doesn't equal generating more funds to distribute. The last-place team in any division signs three five-star youth players and will have generated more funds than most teams.
It would be possible for the three teams with the highest salaries to occupy first, second, and fifth place and have the highest salaries. In this case, the fifth-place team would receive a larger prize pool than the third-place team, and the third-place team may have contributed twice as much to the fund.
I think the current system is fair. Every player should be able to balance their finances. Some will spend more on salaries, others will spend more on other aspects of the game, and neither should be rewarded for it.
The current system is balanced, and it doesn't take into account your impact on the game's economy. Each player competes for certain goals or achievements. You can spend 10 seasons saving up, and then spend your savings for a couple of seasons trying to win it all. Or you can directly invest real money. The game offers the same possibilities for everyone, with different methods. You can invest real money and go very quickly. Or you can save and save, and go slower.
And I say all this because I thought this was a soccer simulation, where what matters is the final position, the trophies you win, NOT A COMPETITION TO SEE WHO HAS THE HIGHEST SALARY.
@Kasyade, you're 100% right; that's how football manager games work in theory, and more broadly, management in general. And you already have a deep understanding of how the funds work, even though you just started playing⊠I sense trouble if you decide to aim for the top đ
However, there are a few aspects to consider. Iâm playing in Italy; itâs one of the most competitive leagues and, with many big clubs contributing to the funds, the rewards are good enough to maintain a high-ranked team. In our League, playersâ wages are the main income source for the federation fund, which gets it from the global fund when the amount for the wages is way higher than stadium ticket revenue for that country.
In Wales, being the only investor, youâll probably win the league easily and qualify for the only CL spot available. But in that situation, you would have two possibilities: playing according to your Leagueâs budget and most likely being beaten mercilessly by the reserves of the top clubs in CL, or gambling on building a top team, which you could only maintain if youâre lucky enough to get outstanding CL results. In both scenarios, the current rewards distribution system would be a limiting factor: in the first case, you might have been interested in pushing a little more, and the game would lose a potential top team. In the second scenario, youâd probably struggle to maintain the team even if you win all league games, and weak teams could exploit the situation and enjoy undeservedly good rewards thanks to your efforts, just by beating bots without any real merit. That may not be an issue when playing with virtual money, but it's not good in a game with real money.
Plus, the top leagues arenât completely safe either: when we buy 5-star youths, we are spending money on something that will only start giving us real benefits after a few months. What if in the meantime most of the top clubs in my league decide to stop playing or move somewhere else? I would have the same problem as you. Finding a way to distribute League rewards based on the number of competitive clubs would help to mitigate the issue a little and give similar opportunities to all the players. That doesnât mean rewarding the top spender, because that doesn't always imply reaching the first place and you still have to earn it, but it limits easy exploitation. Plus, the league bonus only accounts for 47% of the federation funds; the other money will still be divided as it is now. Otherwise, being the only competitive club in a nation would become a huge competitive advantage for CL with this proposal.