Subpage under development, new version coming soon!
Subject: rules against excessive transfers
With a restriction on number of buys and sells it's not your own risk, it is a Sokker rule.
At your own risk is to buy 2 extra players who are really needed for a number of weeks, but might not want to leave the moment you want to sell them. That is own risk, not a forced rule that makes it impossible to sell, or even buy in the first place.
(edited)
At your own risk is to buy 2 extra players who are really needed for a number of weeks, but might not want to leave the moment you want to sell them. That is own risk, not a forced rule that makes it impossible to sell, or even buy in the first place.
(edited)
So you sold your whole team
And then you compare...
In rl a club can...
No single IRL club will sell their entire team in 1 season...
So your situation is based on a irrational move and still... Yes, restrictions should be made and that should be that...
If you know the restrictions, any sane manager won't be selling all 22 players and buying 22 new ones within 1 transfer period...
And then you compare...
In rl a club can...
No single IRL club will sell their entire team in 1 season...
So your situation is based on a irrational move and still... Yes, restrictions should be made and that should be that...
If you know the restrictions, any sane manager won't be selling all 22 players and buying 22 new ones within 1 transfer period...
At least then there isn't any rule telling us: this is allowed and this isn't.
I hope Sokker can be without as many rules as possible, but build in 'restrictions' like when does a player want to be sold.
Another example, what about the corner tactic. Some don't like it, but it is smart to prevent injuries. Is this going to be stopped by a rule?
And this way you can find all kinds of things that can be forbidden, or something build in the game that makes it more difficult, more expansive, more risky, etc.
I hope Sokker can be without as many rules as possible, but build in 'restrictions' like when does a player want to be sold.
Another example, what about the corner tactic. Some don't like it, but it is smart to prevent injuries. Is this going to be stopped by a rule?
And this way you can find all kinds of things that can be forbidden, or something build in the game that makes it more difficult, more expansive, more risky, etc.
At least then there isn't any rule telling us: this is allowed and this isn't.
Just a question of time :-p Also, we don't need explicit rules of course, a system impose their owns (un explicit rules)
what about the corner tactic. Some don't like it, but it is smart to prevent injuries. Is this going to be stopped by a rule?
YES! A new eco-system, less money from training and more money for challenging! You still be free to keep using a f*! corner tactic, but that time ... for no benefice :-)
All your "speeches" is a non sense 'freedom'. All you describe is using a system at his own avantages by playing with their own limits.
Just a question of time :-p Also, we don't need explicit rules of course, a system impose their owns (un explicit rules)
what about the corner tactic. Some don't like it, but it is smart to prevent injuries. Is this going to be stopped by a rule?
YES! A new eco-system, less money from training and more money for challenging! You still be free to keep using a f*! corner tactic, but that time ... for no benefice :-)
All your "speeches" is a non sense 'freedom'. All you describe is using a system at his own avantages by playing with their own limits.
Another way to solve the arcade bug is to impose a time constraint plus a number of matches constrain...
If you have to wait 2 weeks for a re sell, it is less profitable
If you have to wait 2 weeks for a re sell, it is less profitable