This is clearly a bit of an exploit, as it allows them to stockpile millions of pounds per month whilst not actually playing the game 'properly'.
Of course, fiscal prudence should be rewarded, but the most important thing surely is that the game is played competitively by people trying to win games and enjoy themselves. So I was pleased to see discussion today of the changes being trialled in the test world, GW24 (Haynes).
I'm going to quote posts made in the beta forum by FullMetalRacket and the FML god, Ov Collyer...
If (wages + 10%) < 100k then income ranges from (wages+10%) up to 300k depending on reputationSo this new system doesn't stop people from making money, but limits the potential 'damage' that can be done. More importantly, it still allows and encourages people to go the youth route, but...
If (wages + 10%) >= 100k, then income ranges from 100k to 300k depending on reputation.
So, if you had wages 20k, then your possible daily incomes would range from 22k minimum, up to 300k maximum, according to your reputation (so a rep of 1 * would bring in 22k, a rep of 5 * would bring in 300k)
If you had wages of 120k, then your possible daily incomes would range from 100k to 300k, according to your reputation (so a rep of 1 * would bring in 100k, a rep of 5 * would bring in 300k)
Daily income is kind of an approximate representation of your club's sponsorship, merchandising, and (until stadiums are in-place) match day income.So thanks to Ov in particular for some terrific posts explaining and justifying the move. Now we just need to convince SI that teams need to have at least a minimum number of players!
A club built on players of a very low wage isn't very appealing, and so shouldn't generate so much of the above income - unless it still performs successfully despite being built on a shoestring. This change reflects this.
Importantly, this stops a situation where a team can sign players of a total of say, 20k in wages, and rake in an 80k a day profit, which isn't realistic, or good for the GW...i.e. why should a user be able to effectively do nothing apart from play the minimum number of matches to stay ranked, and make more per day than someone playing the game "properly."?
I know some people will say they are using the above loophole to go the "youth route" - my answer to them, is the money you make by going the youth route, as in real-life, should come from selling your youths in the future.
This move with daily income, with other methods that are incoming, should also help stabilise a gameworld's economy in its formative days, which can only be a good thing.