On 2017-10-21 09:22, Kerim Aydin wrote:
Telnaior - you should announce intent to win with 2 days notice, in
case proposal 7923 passes...
On Fri, 20 Oct 2017, ATMunn . wrote:
Speaking of...
If Telnaior's shiny balance is 0 as of the sending of this message, I transfer
10 shinies to Telnaior.
I included the conditional in case Agora did have enough shinies for the
welcome package to succeed. I don't think it did, however.
On Fri, Oct 20, 2017 at 6:05 PM, ATMunn . <iamingodsa...@gmail.com> wrote:
Eh, you'll get money soon enough. Welcome! I'm Agora's second-newest
player before you registered (I think), so I'm still learning the ropes.
On Fri, Oct 20, 2017 at 4:52 PM, Madeline <j...@iinet.net.au> wrote:
That's both the most disappointing (but perhaps the most sensible)
interpretation and means I'm stuck being broke D:
On 2017-10-21 07:47, Aris Merchant wrote:
The generally accepted interpretation is that the action entirely
fails. Welcome back!
-Aris
On Fri, Oct 20, 2017 at 1:46 PM, Madeline <j...@iinet.net.au>
wrote:
Alright, so what... does happen? It specifies you can't
destroy a stamp if
Agora can't pay the balance, but nothing else has a similar
clause which
suggests it's intended to still be possible.
On 2017-10-21 07:44, Publius Scribonius Scholasticus wrote:
The shiny balance can not be negative because it is an
asset, not a
switch.
On 10/20/2017 04:42 PM, Telnaior wrote:
I flip my Citizenship to Registered.
For recordkeeping purposes, my username is
Telnaior and I was
previously deregistered in 2014.
Anyways, I'm going to apologise, I feel bad for
causing trouble so
early but I haven't been able to find anything
in the rules that
prevents Agora's (or anyone's) shiny balance
from going negative, is
there? (This might be my first target for
proposal, perhaps)
I receive my Welcome Package, claiming 50
shinies from Agora.
I intend to win the game with two days' notice, in accordance with Rule
7923. (Does this really work before it's even a rule?)
In all seriousness, though, how should we actually fix this mess? My
first thought is to make a second floating value attached to how many
shinies are in players' hands and use that to determine costs, then
rename the current floating value to "reward value" or something like
that and only use it to determine rewards (and perhaps also attach it to
report rewards and others that currently aren't as well? It shouldn't
ever be possible for the money to run out, and I feel like letting
things round down to 0 is a better choice)