What fatal mistakes can a new player make?

On Sun, Sep 24, 2017 at 1:52 AM, Nic Evans <nich...@gmail.com> wrote:

> On 09/23/2017 06:38 PM, Alex Smith wrote:
>
>> On Sun, 2017-09-24 at 01:30 +0200, Cuddle Beam wrote:
>>
>>> Btw Agoran Geronotocracy has been a problem since forever:
>>> http://users.cecs.anu.edu.au/~michaeln/agora/subgame-manifesto.html#g
>>> erontocracy-syndrome
>>>
>> One obvious fix is to make it so that it's possible to cash in an
>> economic advantage for a win. That way, before long (if the economy is
>> functioning correctly), the experienced players will have won and then
>> will end up behind the newer players as they've spent all their assets
>> on the win.
>>
>
> That's the general idea behind stamp wins. You destroy 10 stamps to gain a
> win.
>
>
>
>> In general, though, I suspect gerontocracy issues are less of an issue
>> than many players think. The most recent time I've seen it be a
>> noticeable problem was in the era of permanently accumulable VLOP, and
>> that went away soon after I initially joined the game, many years ago
>> now. Since then, I don't think we've had an economic system that didn't
>> reset either as a result of people using economic assets to win, or as
>> a result of it being repealed and replaced with something else that had
>> a cap on how much economic advantage you could accrue. (I also note
>> that with the typical rate at which players become inactive,
>> deregister, etc., it tends to be fairly hard to get a considerable age
>> advantage over another player, especially given how often the economic
>> rules reset.)
>>
>> Note that there are two separate issues here: "can new players do
>> something?" and "can experienced players do more?". Making sure that
>> new players aren't locked out is very important. Making sure that
>> they're on a level playing field with experienced players is hard to do
>> fairly, though, as otherwise deregistering and reregistering is a
>> simple way to get rid of any economic disadvantage you might have. In
>> general, I'd suspect that the perfect system involves a) enough
>> starting assets for new players to be able to participate in the game
>> at a reasonable rate (I'd argue AP is sufficient for this), and b) a
>> way to get semipermanent advantages which will fade over time if not
>> maintained, and for which a skilled new player who's trying to
>> accumulate advantage and a skilled existing player who's trying to
>> accumulate advantage will both end up as roughly level frontrunners
>> within a medium timescale (say, a few months; Agora tends not to do
>> anything quickly).
>>
>
> Pretty much entirely agree with the above. The way I see it a game should:
>
> - Be interesting to both new and old players
> - Prevent new players from fatal mistakes
> - Reward both long term planning and short term cleverness
>
> Admittedly, we're failing the second point right now. But that's not
> because of any perceived 'gerontology'.
>

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