On 09/23/2017 06:55 PM, Cuddle Beam wrote:
What fatal mistakes can a new player make?

Right now, since we lack a basic income or enough 'easy' rewards, new players can burn through their Welcome Package and not be able to replenish it.


On Sun, Sep 24, 2017 at 1:52 AM, Nic Evans <nich...@gmail.com <mailto: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
            
<http://users.cecs.anu.edu.au/%7Emichaeln/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        a result of it being repealed and replaced with something else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'.



Reply via email to