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 a result of it being repealed and replaced with something else that had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

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