(2025-04-12, 11:30 AM)Wiggli Wrote: The removal of the cap works well if the rationale is something like, "We want the most active players to be able to differentiate themselves more." (kept in check with the TPE cap, so it is limited to greater access to traits/weak foot/position).
It works less well if the rationale is "we want to allow people with jobs to still fully participate in bounties" (counting jobs and bounties separately more directly addresses that)
My worry is if the rationale is something like "we need more people to do league jobs" removing the cap could be counterproductive. More grading needed, some potential job fillers moving their attention to bounties instead.
Another worry is that it limits the ability to add more bounty types in the future, since that would amount to increasing the earning cap.
Each of my full seasons I've submitted bounties after being capped, so I also am someone who stands to benefit from the cap removal. But I do know that the ease of being a 'max user' here was something that made it attractive, just trying to understand the reasoning for moving away from that.
It's definitely a balancing act between a bunch of things. I don't necessarily see removing the cap as increasing the workload as much as it also reduces the need to keep track of both sources of monetary earnings at the end of the season. Separating the limits would help with that a bit, but it would still require some form of tracking which can produce errors. While this removal can, and probably will, increase the number of bounty submissions, I don't expect it to be as much of a contribution as the size increase of the userbase has had.
In order to be able to purchase 18 TPE in the current system you only needed to hit the earnings cap and have a contract of at least 2.5 million (which most players do) and users that did earn more were at some point able to purchase two 18 TPE purchases during one season. Limiting the number of purchases of 18 TPE to one per season, removing the cap wouldn't necessarily change the max earning workload but instead gives a user some flexibility as to when in their career they can earn money for the purchase. Let's say you have a couple weeks off for vacation and during that time you push out a couple of articles that in one season would exceed the 5 million cap but without it you could shore up for the months when your irl workload is heavier.