You can dereg and reset within a day, always. On Sun, Sep 24, 2017 at 10:02 AM, Nic Evans <nich...@gmail.com> wrote: > 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> 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 a result of it being repealed and replaced with something else that had 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'. > > >
-- >From V.J. Rada