Bibby Financial Services Opinie Faktoring



bibbyfinancialservices.pl opinie klientów faktoring Bibby Financial Services forum

faktoring dla firm

bibbyfinancialservices.pl opinia użytkownika forum

Kontakt:

  • Centrala – Warszawa 

Eurocentrum
Al. Jerozolimskie 134
02-305 Warszawa

tel: +48 22 545 61 23
fax: +48 22 545 61 24

  • Oddział w Poznaniu

ul. Szyperska 14
61-754 Poznań

tel: +48 61 821 21 50
fax: +48 61 821 21 51

  • Inspektor Ochrony Danych

Marcin Soczko

email: iod@bibbyfinancialservices.pl

  • Oddział w Katowicach

ul. Jesionowa 22 lok.43
40-158 Katowice

tel: +48 32 782 45 21
fax: +48 32 782 45 27

Wady faktoringu:

– Wymaga przekształcenia rodzaju rozliczania z odbiorcami,
– Większość faktorów współdziała z biznesami o dużych obrotach. Znajdują się natomiast i tacy, którzy specjalizują się w małych oraz średnich przedsiębiorstwach,
– poinformowanie kontrahentów o zawarciu umowy faktoringowej w niektórych przypadkach może pogorszyć układy biznesowe (niemniej jednak może stać się całkowicie na odwrót),
– wysokie ceny usługi,
– konieczność zwrotu przedpłaty w wypadku opóźnień spłaty faktur poprzez nabywców (w wypadku faktoringu niepełnego),
– Ażeby skończyć współpracę z faktorem firma musi oddać wszystkie zaliczki uzyskane na poczet przyszłych faktur,
– Poniektórzy kontrahenci wolą bezpośrednie kontakty, bez udziału faktora,
– brak możliwości opłacania sprzedaży detalicznej, gotówkowej oraz komisowej,
– produkt najczęściej będący w dyspozycji dla przedsiębiorstw dysponujących ugruntowaną pozycję na rynku,
– Tryb, w który faktorzy obsługują kontrahentów danej firmy, wpływa na reputację o przedsiębiorstwie, dlatego tak ważny jest dobór doświadczonego oraz godnego zaufania faktora

Plusy faktoringu Bibby Financial Services:

– cesja niebezpieczeństwa niewypłacalności dłużnika na firmę faktoringową,
– Polepsza płynność i dostarcza lepsze planowanie finansów,
– motywowanie partnerów do regulowania zobowiązań,
– szybki dostęp do środków pieniężnych,
– Dostarcza informacji o sytuacji finansowej klientów – zwłaszcza ważne przy otwieraniu współpracy z nowymi nabywcami czy też w niepewnych czasach,
– Usuwa ryzyko działalności również umożliwia odzyskanie należności,
– Poprawia relacje z odbiorcami. To faktor kontaktuje się z klientami w sprawie długów pozostawiając konsumentom inne, z reguły mniej trudne obszary,
– administrowanie poprzez faktora należnościami,
– Oszczędza czas plus wydatek administrowania należnościami,
– Wielu klientów płaci faktorowi szybciej w obawie przed prawnymi skutkami,
– Faktoring nie obciąża bilansu przedsiębiorstwa (w odróżnieniu od np. kredytu obrotowego),
– stosunkowo szybkie również łatwe procedury użyczenia finansowania,
– Redukuje wartości możliwej windykacji także obsługi prawnej w przypadku trudności z odzyskaniem opłat
– Daje znaczną liczbe pieniędzy w szybkim terminie także bez zbędnych formalności,
– opcja przedłużenia czasu płatności za sprzedaż towarów także usług,
– Pozwala na uzyskanie dominacji konkurencyjnej np. poprzez przeciąganie terminów zapłaty,
– ulepszenie płynności płatniczej firmy

FAKTORING PEŁNY Bibby Financial Services

Podstawowym składnikiem wyróżniającym faktoring pełny (bez regresu) od niepełnego (z regresem) stanowi przejęcie niebezpieczeństwa niewypłacalności również windykacja opłaty za pośrednictwem faktora.

Odbywa się to z reguły ze pomocą ubezpieczyciela (faktoring z ubezpieczeniem), z jakim faktor zawiera umowę ochrony zapłaty. W owej formie faktoringu, w przeciwieństwie do faktoringu z regresem, Faktorant zwolniony jest z konieczności wpłacenia należności względem faktora, jak jego nabywca nie ureguluje zapłat w czasie. Co to oznacza w praktyce? O ile Twój klient nie zapłacił za fakturę w czasie płatności, faktor nie zażąda od Twojej jednostki zwrotu spieniężonej sumy przedpłaty, mimo to we własnym aspekcie odzyskuje dług we kooperacji z ubezpieczycielem należności. Dzięki temu natychmiast w momencie spieniężenia Ci zadatków (do 90% opłat wynikającej z faktury) możesz zapomnieć o niezapłaconej fakturze (pozostałą część zapłaty faktor rozliczy z Tobą po odzyskaniu jej od partnera czy też od ubezpieczyciela).

Faktoring pełny bibbyfinancialservices.pl sprawdza się jeżeli:

– pragniesz usprawnić strukturę bilansu przedsiębiorstwa – wyczyścić bilans z należności także ulepszyć wskaźniki finansowe firmy.
– nie dysponujesz wystarczającej informacji na temat sytuacji finansowej osobistych odbiorców, nie posiadasz wiedzy na temat dyscypliny finansowej własnych dostawców dodatkowo ich kontrahentów, nie masz doświadczeń we kooperacji z nimi, czy nie znasz jakie są postępowania pieniężne w specjalizacji lub regionie,
– pozycja gospodarcza czy też prawna osób ulega przeistoczeniu, zmienia się środowisko gospodarcze w Twojej branży,
– Twój interes żywiołowo się rozwija, aktywnie szukasz nieznanych partnerów, nawiązujesz kooperację z nowymi biznesami oraz potrzebujesz płynności monetarnej bez podejmowania ponadplanowego ryzyka,
– chcesz podtrzymać świetne relacje z Twoimi partnerami w imię przyszłej współpracy,
– 30, 60 lub 120 dniowy termin płatności za Twoją fakturę to dla Ciebie za długo, a zarazem nabywca żąda takiego typu rozrachunku,
– pragniesz umożliwić osobistej firmie kompletne bezpieczeństwo, i ryzyko windykacji prawdopodobnych zobowiązań preferujesz przerzucić na dalszy podmiot

Dzięki faktoringowi pełnemu Bibby Financial Services zyskujesz:

– doświadczoną weryfikację Twoich partnerów w oparciu o punktację ryzyka ubezpieczyciela, co daje Tobie coraz większą pewność, iż kooperujesz ze sprawdzonymi kontrahentami,
– windykacja zadłużenia zaprzestaje być Twoim problemem, zatem od chwili otrzymania gotówki za fakturę możesz spać bezproblemowo również nie martwić się o osobiste długi
– kapitał na rozwój Twojej firmy “od ręki”,
– gwarancję biegłości finansowej, bez podejmowania ryzyka

FAKTORING www.bibbyfinancialservices.pl NIEPEŁNY

Faktoring niepełny – czyli określany mianem faktoringiem z regresem czy też faktoringiem bez przejęcia ryzyka, to usługa polegająca na opłacaniu zobowiązań przysługujących Twojej firmie od kontrahenta przed czasem ich opłaty, gdzie Faktor wypłaca Ci zaliczkę, mimo to w sytuacji, gdy opłata od partnera nie wpłynie na konto Faktora w terminie płatności, będziesz zobowiązany do zwrotu przyjętej zadatku (być może jednak nie prędzej po upływie kolejnego okresu, jaki umożliwi Twojej firmie Faktor). Tym samym to Twoja firma ponosisz ryzyko poślizgów w płatności lub niewypłacalności swojego partnera.

Faktoring niepełny sprawdza się podczas gdy:

– przyzwoicie znasz branżę i jej przyzwyczajenia pieniężne
– pracujesz z nabywcami, jakich znasz, z jakimi partnerstwo układa się poprawnie, z którymi pracujesz od dłuższego terminu, do których dysponujesz zaufanie i którzy nie zwlekają z płatnościami,
– zależy Tobie na przyjęciu zapłat przed terminem płatności, jednak nie bierzesz pod uwagę możliwości znacznych poślizgów w płatnościach ani bankructwa własnych partnerów biznesowych – posiadasz wiele nabywców których znasz, i współdziałanie z nimi podtrzymuje się na długookresowych układach
Pamiętaj jednak, iż nawet o ile będziesz musiał spłacić przedpłatę wypłaconą przez faktora oraz na własną rękę windykować opłatę, faktoring niepełny dalej zostaje niezwykle interesującą formą opłacania rozwoju Twojej firmy!

Atuty faktoringu bibby financial services niepełnego:

– usprawnienie płynności finansowej,
– potwierdzenie wypłacalności Twoich konsumentów (faktor wartościuje Twoich klientów już na etapie włączania ich do umowy faktoringowej),
– faktor prowadzi rozrachunki z Twoimi kontrahentami, dozoruje spłaty należności
– atrakcyjne warunki faktoringu (cena faktoringu niepełnego jest niższy niż koszty faktoringu pełnego),
– kapitał na rozwój Twojej firmy

Toteż w tym momencie przetestuj każde szczegóły propozycje Faktoringu Niepełnego, wybierz produkt perfekcyjny dla Twojego interesu.

bibby financial services opinie

Prosimy o zamieszczanie opinii na temat firmy faktoringowej Bibby Financial Services jaka funkcjonuje w necie pod adresem www.bibbyfinancialservices.pl . Każde opinie prosimy umieszczać w komentarzach pod artykułem.

bibbyfinancialservices.pl opinie użytkowników faktoring dla firm

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The Research on Autism and Development (RAD) Laboratory is located in a Tetris-like maze of brown wooden buildings, not far from the main campus of the University of California, San Diego. The lab itself is a nondescript warren of small beige rooms. But everything else about it is extraordinary. The first clue is a T-shirt one of the lab’s young interns wears on this sunny day in April, featuring the RAD Lab’s motto: “We play mind games.” One of the newer recruits, 20-year-old Naseem Baramki-Azar, sports a “Super Mario Bros.” shirt. A half-dozen other lab members huddle around computer screens displaying none of the usual fare of charts or spreadsheets: Instead, they’re hard at work making cartoon moles pop out of molehills, or fat spaceships careen toward the top of a computer screen. The lab’s director, Jeanne Townsend, and associate director, Leanne Chukoskie, periodically poke their heads in to check on the progress. The two women, a generation apart, are a study in contrasts. Townsend is reserved, with dark-framed square glasses; Chukoskie is a fast-talker with a California blond ponytail. But they finish each other’s sentences when they talk about their quest: to develop video games that can help children with autism. The project has stretched the two neuroscientists in unfamiliar directions. “I find myself doing a lot of computer science these days,” Chukoskie says. They are also fledgling entrepreneurs. Last year, they launched a startup, BrainLeap Technologies, also based in San Diego. That step, Chukoskie says, filled her with a mix of unenthusiastic “eh” and dread-filled “ugh.” Despite their discomfort, these two scientists are part of a growing cadre braving video-game development in search of novel therapies for autism. The idea has obvious appeal: Boys with autism spend almost twice as much time playing video games as typical boys do. And many common game features — including predefined ‘roles’ and goals, and a repetitiveness between levels — seem to mesh well with autism traits, such as social difficulties and a preference for routine, says Micah Mazurek, associate professor of education at the University of Virginia in Charlottesville. “If we are finding that kids with autism are especially drawn to technology,” Mazurek says, “why not try to leverage that interest to design interventions?” One reason not to is that some ‘serious games’ — those designed for purposes other than mere entertainment, such as imparting practical skills — have drawn serious criticism, or worse. For example, the U.S. Federal Trade Commission slapped a $2 million fine on San Francisco, California-based Lumos Labs in 2016 for falsely advertising “that training with the Lumosity Program reduces cognitive impairment associated with health conditions.” Another barrier is that the gaming industry works with bigger budgets and faster timelines than research labs typically do, making it difficult for the latter to be competitive. Some researchers, such as Townsend and Chukoskie, have taken the entrepreneurial route anyway, but others have sought partnerships with game developers or treat their explorations as a purely academic exercise. Over the past year, several small pilot studies have produced promising results for games designed to help children with autism, showing that they may improve a range of abilities — including balance, attention and gaze control. The creators of those games are working to prove that those gains persist and translate into real-life benefits. In gaming lingo, they are trying to ‘level up.’ If they succeed, it would be a welcome change to the current state of play. A directory compiled by the advocacy organization Autism Speaks lists more than 700 apps, games and other digital resources intended for people with autism or their families, but only around 5 percent of those have scientific data backing their effectiveness. “My wife and I have downloaded apps, some of them free, some of them 99 cents, that are really professing to be for kids on the spectrum — and there’s nothing there of any substance,” says Erik Linstead, assistant professor of computer science at Chapman University in Orange, California. Linstead says he became interested in building games and other digital resources for autism when his daughter was diagnosed with the condition in 2012. He has since created several applications. “People know, especially with [autism], that parents are desperate to do anything they can to help their kids, and so they label these things as assistive technologies for autism or whatever,” he says. But often, “they’re poorly built; they’re poorly maintained.” Level 1: Gamify The power of gamification resonates with James Tanaka, a cognitive psychologist at the University of Victoria in Canada. In the mid-2000s, Tanaka helped develop a series of seven ‘mini-games’ aimed at helping children with autism recognize faces and interpret expressions. Designing games wasn’t the initial plan, Tanaka recalls, but he and his collaborators learned to modify their approach. “If you want an effective intervention, you’d better gamify it; you’d better make it fun for kids,” he says. The series they developed — called “Let’s Face It!” — was one of the first games for autism to show improvements in a randomized controlled trial, and is still influential in the field. In the trial, 42 children with autism who played the games for 20 hours got better at recognizing facial expressions and at related tasks. But the research world can move slowly, and years passed between the game’s development and publication of its clinical trial results — during which time its aesthetic, user interface and system requirements had significantly aged by industry standards. Tanaka has continued to work on video games to help people with autism, including an iPad app spinoff of “Let’s Face It!” and a “Pac-Man”-inspired game to teach children with autism to make facial expressions, potentially easing their characteristic flat affect. But his ambitions in this realm are modest. To make a game or app for autism that really succeeds in the market, he says, “you really have to have the resources; you really have to know what you’re doing.” Fast-paced advances in technology are helping to fill in some of the financial and knowledge gaps. Since Tanaka’s first efforts, game design has become quicker and cheaper, in part thanks to open-source software. More sophisticated gaming systems have also opened up possibilities. For the RAD Lab, the tipping point in the move into video games came with the availability of affordable, consumer-grade eye trackers around five years ago. The gaming industry wanted to incorporate eye-trackers into virtual-reality headsets. Townsend and Chukoskie saw a chance to track and train children’s attention. Townsend’s work over three decades has focused on problems with attention. She has documented how people with autism often have trouble shifting their attention — for example, moving their gaze to a new object. They also struggle to make rapid eye movements, known as saccades, as smoothly and accurately as typical people do. “Obviously, that interferes massively with social interactions, which are very dynamic,” Townsend says. If your eye jumps to the wrong place at the wrong time, you are liable to miss subtle social cues. The team created three games to enhance a child’s ability to control eye movements, including saccades. In a digital version of a classic carnival game, players of “Mole Whack” smack down cartoon animals with a glance. They also have to avoid moles wearing glasses, to hone a skill called inhibitory control. As players advance through the game, the moles move faster and emerge from multiple directions, calling for more rapid and flexible eye movements. In another game, “Shroom Digger,” players blow up trippy mushroom-shaped houses by staring at them, strengthening the ability to hold a gaze steady. And in “Space Race,” players guide a spaceship through a series of gates to build fast gaze-shifting and other skills. “We’re training control of eye movement, which trains control of attention,” Townsend says. Other researchers are creating video games that make use of Nintendo Wii Fit boards, designed for use with exercise programs. Balance problems are common in people with autism, and can make daily skills such as dressing challenging. Trouble with balance and other motor skills often coincides with poor social skills and repetitive behaviors, although the cause-and-effect relationships between these observations are not clear, says Brittany Travers, assistant professor of kinesiology at the University of Wisconsin-Madison. Travers is developing a “Ninja Training” game, in which children practice six poses inspired by yoga and tai chi on a Wii Fit board. Silhouettes of the child and the pose appear on an attached screen, and dots light up red when a part of the child’s body moves out of the correct position, providing immediate feedback. If the child holds the pose for a specified number of seconds, a new background scene — a tree or mountain peak — appears. The player advances to higher ninja levels by holding poses for longer periods of time. The increasing accessibility of technology for augmented and virtual reality means that researchers might be able to train even complex social behaviors through gaming, Linstead says. For instance, these systems could allow for simulating whole interactions, such as what might take place in a behavioral therapy session. One of Linstead’s projects, “Bob’s Fish Shop,” is a virtual reality game in which players maintain an aquarium by interacting with the owner of a pet store, responding to his queries, interpreting his gestures and following his gaze to build joint-attention skills. Level 2: Achieve ‘transfer’ Nearly anyone who plays a video game will get better at playing that particular game with enough practice. Play the RAD Lab’s “Mole Whack” and, at first, sure, not whacking the bespectacled moles is difficult. But things shift after just a few minutes. The moles move faster, and some parachute down from the top of the screen, but you stay cool: You’ve got this. The trick, however, is whether getting better at playing the game ‘transfers’ to any sort of real-life benefit. It’s the level at which Lumosity nearly hit ‘game over.’ Chukoskie believes the RAD Lab’s games will avoid the same pitfalls because they use eye-tracking technology to connect directly to a player’s physiology. “You interface with the game,” she says. “So you’re not just playing a game, but you’re modifying the game on the basis of your performance — in our case, with gaze.” That approach, part of a nascent movement called ‘neurogaming,’ should ease the transfer to real-life skills. In a small pilot study published this year, eight adolescents with autism played “Mole Whack,” “Shroom Digger” and “Space Race” for 30 minutes a day, five times a week over eight weeks. At the end of that period, the six who completed the study improved their scores on well-established tests of attention, gaze control or both. To gauge whether those gains led to benefits in daily-living skills, the researchers also surveyed the children’s parents, who reported seeing more general improvements in attention. The researchers are following up these results with a larger study. Travers and her team have also found preliminary evidence of real-life benefits. They tested their ninja game in 29 children and adolescents with autism, who came to the lab three times a week for six weeks to play the game for an hour. The players who made the most progress in the game also showed the greatest improvements in their balance, the team reported in January. The researchers are assessing whether the players also improve their posture and balance while getting dressed. And they are scanning the players’ brains to see whether the game alters the players’ brain structure. For most autism video games under development, the results of studies so far provide only indirect or subjective evidence for the games’ effectiveness. Here again, though, technology could provide a solution. Chukoskie and Townsend are experimenting with eye-tracking glasses, which might reveal how a person’s visual attention shifts during a real-life social interaction. They are also trying to gamify some of the in-lab assessments, in the hopes that having them embedded in the game suite might provide objective measures enabling schools and parents to track children’s progress. Level 3: Account for autism The scientists designing video games for autism need to walk a fine line: Make the games compelling, but not too compelling. Every 20 minutes a child spends playing a game is 20 minutes spent not engaging in social interactions. The temptation to stay in the virtual world may be particularly intense for people with autism. Mazurek has found that adults with autism are more prone to compulsive video-game use than their typical peers. Autism presents other barriers to the success of these game-based approaches. Travers observed that some children who had a Wii system at home had developed rituals around gaming — such as idiosyncratic ways of holding the remote — that got in the way of playing the “Ninja Training” game. In the pilot study of the RAD Lab games, two of the original eight participants had to drop out: One teenager decided to take apart and tinker with the gaming system; the other child became so anxious about playing for the requisite number of minutes that he began getting up at 5 a.m. every day to get a head start. Akili Interactive, a software company based in Boston, is trying to mitigate these complications by framing their product, called “Project: EVO,” as a training program rather than a game. “It’s designed to feel like it and to have the graphics at the level of a video game,” says Elysa Marco, a pediatric neurologist at the University of California, San Francisco, who has worked with Akili to validate the program. “But it’s not timed and rewarded in that way.” The pace of play and the timing of the rewards are carefully calibrated to keep children engaged but not addicted, Marco says. “Project: EVO”— based on technology licensed from neuroscientist Adam Gazzaley’s lab at the University of California, San Francisco — aims to improve various aspects of attention, especially cognitive control, or the ability to juggle different tasks and ignore irrelevant information. This ability is often impaired in children with autism or attention deficit hyperactivity disorder (ADHD). The program consists of four different worlds, or mini-games, each featuring a human-like creature called an Akili. In one world, the Akili rides an ice floe along a river. Players tilt a tablet device back and forth to steer the floe, avoiding icebergs and icy walls on either side. They also have to tap the screen to catch red fish, but ignore blue and green ones. Preliminary studies suggest the program can benefit children with ADHD, as well as those with sensory processing disorder. A study presented at the annual meeting of the International Society for Autism Research in May provided the first test of the intervention in autism. Of the 19 children with autism plus attention problems, 11 used “Project: EVO” for 30 minutes a day five times a week, and 8 controls used a vocabulary and spelling iPad app instead. At the end of four weeks, only the “Project: EVO” group’s scores on a standard test of attention improved. Akili has also been evaluating whether the sights and sounds of “Project: EVO” trigger children with sensory sensitivities. And they are testing whether the dexterity required is difficult for people on the spectrum who have motor or coordination problems. Based on their preliminary findings, Akili adjusted the pacing of the game so that children reach difficult levels more gradually, and gave children more control over the volume. “There’s little, subtle things there that [game developers] might want to think about,” says Benjamin Yerys, a child psychologist at the Children’s Hospital of Philadelphia, who coordinated the autism trial. Yerys’ team has plans for a larger clinical trial of the app in children with autism and ADHD. Ultimately, Akili hopes to gain U.S. Food and Drug Administration (FDA) approval of its product for attention problems, including those seen in children with autism. “Going down that FDA-approval pathway really helps everybody think about it as a therapeutic modality,” Marco says. In her clinical practice, she introduces cognitive training, either with “Project: EVO” or other approaches, after addressing any issues with a child’s environment, diet, sleep and exercise, but before prescribing medications. Level 4: Immersive world In addition to their therapeutic potential, video games designed for people on the spectrum may hold other benefits. “Games support mastery, exploration — they’re safe ways to try out things,” Chukoskie says. “So many of our kids experience a lot of failure.” Getting really good at playing a video game can be an antidote to difficulties in school and trouble making friends. Earlier this month, the lab’s internship program itself levelled up to host 25 college-age students with autism, each for up to 10 weeks. The aim is to have the interns receive career counseling and mentorship, and work on programming and art for the next version of the game suite. In this way, the program functions almost as a real-world analog to a video game — a safe and supportive space for young adults to learn the unwritten rules of the workplace, and master skills such as delivering criticism constructively or switching quickly between different projects. Townsend has long hired young adults with autism to help out in the lab, but she says video games are “kind of an ideal project. A lot of these young people program already.” Baramki-Azar has been working in the lab for two days a week since October and upped his commitment to 20 hours a week this month. He was diagnosed with autism in elementary school, and he says his biggest challenge is that he has a tough time advocating for himself. “It kind of caused me to do not so well in some classes because I just wouldn’t talk to the teacher,” he says. But he spoke up for a chance to work on the RAD Lab’s games. Baramki-Azar is an avid gamer who has played “Super Smash Bros.” at local tournaments and is currently hooked on “Minecraft,” “Tetris” and “Dance Dance Revolution.” After seeing Chukoskie give a talk on her work at a local science museum, he marched right up to her and asked to be part of the program. He says he was intrigued by the idea of using video games to gather research data: “You might be able to get better results just because it’s not really boring.” Chukoskie met a lot of young adults like Baramki-Azar during the pilot study. Many weren’t working or in school, and she realized they might be part of the solution to the lab’s programming woes. “There are these really smart people who are engaging our games; they’re giving me feedback,” she says. “Why are these people not plugged in?” The pilot-study dropout who tried to take apart the gaming system? Chukoskie laughs, “We should have hired him.”

Author: Marek Mróz

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  1. Wpspółpracuję z Bibby od marca 2021 roku i początek bardzo konkretny kontakt ze strony Pana Łukasza i szybkie wcielenie w życie umowy. Firma działa sprawnie ale… na tym koniec. W umowie zawarty jest trzymiesięczny okees wypowiedzenia. Na koniec listopada przesłałem im wypowiedzenie umowy (3 miesiące przed końcem) i się zaczęły schody. Dlaczego rezygnuję z ich usług? Firma się szybko rozwinęła i potrzebujemy dodatkowej usługi, która w Bibby jest dla nas nieosiagalna. Na czym polegają schody? W imię dobrej współpracy przez ostatnie miesiące podjeli decyzję o wstrzymaniu wypłaty zaliczek, nawet za faktury od klienta, który płaci zawsze jak w zegarku. Dowiedziałem się tego nie z maila lecz z rozmowy telefonicznej, którą do nich wykonalem. Tak właśnie traktuje Bibby Finanancial Services klientów. Rezygnują z własnej prowizji tylko po to żeby ukarać klienta.

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