They are all suckers; no wondering bond yield isn't nearly as inflation adjusted as it claims to be. Looking like bond market is going to crash before stock market. Indeed; very interest time for all traders.
just put on a yield curve spread. Will go into the report with it, will remove different legs based on how markets behave after the announcement.
prime inefficiency today is volatility itself, putting on a spread and letting volatility exit you out of your position. The need for the bondboys to spoof and fakeout leads price to inefficient zones momentarily.
http://en.wikipedia.org/wiki/Kiting_(MMORPG_term) I'm kiting the spread. The advantage of the strategy is that a safe distance is kept between the player and the target while the player keeps bombarding the target with ranged attacks (such as spells, arrows, or other projectiles). This ideally results in a dead monster without the player taking a hit. The obvious disadvantages of this tactic are the annoyances of constant running around, its slowness, and the possibility of "adds" (other monsters in the area assisting the primary target). The tactic relies on being able to generate more damage per second than the mob's hit point regeneration without running out of mana or projectiles, and so is limited in this respect. Kiting was an extraordinarily effective tactic in the first several months after EverQuest was released, allowing players to kill monsters that "conned" red (on a scale of green-blue-white-yellow-red, signifying the level of the monster relative to the player's level, white being equal, green much lower and red much higher). In the summer of 1999, Verant Interactive implemented several nerfs apparently designed to make kiting a less viable tactic. The most notable change made damage-over-time (DoT) spells only 66% as powerful while the target chased the player. DoT spells, among many others, have since been revised several times (now do full damage to running mobs), and attempts have been made to promote grouping. Kiting continues, however.
this just illustrates how game design, and present complex systems, have inherent inefficiencies, the key is to believe they exist and to look for them, and exploit them. when the developers designed this complex game, they never thought inefficiencies of this order would exist in the game. But intelligent minds with survival instinct will feret them out.