Also, every team that enters bankruptcy has pumped more money into the game than it had -- that's why it goes bankrupt. So you have bankrupt teams pumping money into the game, new managers getting $300,000 free money, all causing money to flow into the game. There is no corresponding process to counter-balance this, and the problem gets worse and worse. Add to that top level managers blissfully riding the bubble. Add to that the sour attitude of GM's who cover their embarrassment at not understanding the problem with sarcasm. It's a steaming pile ...
$300,000 in free money plus 50k a week for the first four weeks for new non-Utopia teams, but that's the sort of detail I should leave for someone who understands the game experience for new players. I suppose the logical comment would be that it would be hilarious if you were arguing that the reason costs are too high for new players is that they're given too much money, so they should be helped by not getting money (though, of course, I would prefer to say that in a more humorous manner since I can't imagine you'd be believing that).
But you have a remarkable knack for simplifying everything down to one component and then focusing strictly on it. In reality, there are many factors which cause money to spring forth from outside the player ecosystem and to vanish from it, in addition to the money moved around between players. A probably incomplete accounting of these may include:
1. The $300k free money for new teams plus 50k/week for four weeks. This is money created from nothing.
2. TV revenue. Money created from nothing.
3. Attendance revenue. Money created from nothing.
4. Cup and promotion money. Money created from nothing.
5. Merchandise revenue. Money created from nothing.
6. Staff hiring costs. Money thrown down a hole.
7. Staff wages and severance. Money thrown down a hole.
8. Taxes on TL sales. Money thrown down a hole.
9. Player salaries. Money thrown down a hole.
10. Scouting points. Money thrown down a hole.
11. Arena expansion cost. Money thrown down a hole.
12. Interest on debt. Money thrown down a hole.
13. Overextension tax. Money thrown down a hole.
14. Team / arena name changes. Money thrown down a hole.
15. GM fines and transfer price adjustments. Money thrown down a hole, with the caveat that fines and TPAs can be appealed and so sometimes some of the money thrown in the hole may end up finding its way back out of the hole.
And then in an environment where there is that much money moving into and out of the system, there is one way of transferring money between players:
16. Player transfers. Money exchange, minus a percentage down the hole as noted above.
So if you're indicating there's no balance to counter the $300k money for free, that's absolutely incorrect - and really, it's an inconsequential amount compared to the money created from mist and evaporating back into mist every week. If you're focusing instead on there being no process to counter-balance the transfer prices specifically, that's incorrect as the market adjusts itself based on supply and demand, and there's nothing at all preventing you or anyone from supplying the players desired.
In the end, when users have increased, prices have increased. When users have decreased, prices have decreased. When people were training more players for a skill profile than were desirable, those prices fell. When fewer people were creating players for a skill profile than were desirable, those prices rose. When the market doesn't react thusly is when more intervention is required.