Re: DIS: The State of the Agoran Economy

2020-10-15 Thread ATMunn via agora-discussion

On 10/15/2020 12:01 PM, nix via agora-discussion wrote:

However, I just wanted to shout-out Trigon, Aris,
and G. for actively working on fixes and Jason, Gaelan and ATMunn and
probably someone I missed for participating in the conversations and
helping us flesh out our thoughts.


I'm flattered that you consider my random joke suggestions participation
in the conversation. :P

--
ATMunn
friendly neighborhood notary and Prime Minister of Agora :)


Re: DIS: The State of the Agoran Economy

2020-10-15 Thread nix via agora-discussion
On 10/15/20 11:29 AM, Kerim Aydin via agora-discussion wrote:
>> A) People like cards and sets, but the route to turning those things
>> into advantage isn't always obvious, and the supply of those things is a
>> little hard to reason about. As a result, people tend to sit on their
>> cards and only make deals for an asset the moment they need it. In an
>> ideal system, we'd see more pre-emptive deals as players anticipate
>> value changes, their future acquisitions, and what they will need in the
>> future for their goals.
> I didn't see this aspect discussed in discord specifically, so I have to
> say I disagree a bit here.  I like to treat this like a game, and I find
> "make a strategic card trade or three to plan my next turn, and do
> individual favors for people" much more fun and personable than "a
> contract hopper I throw things in and get stuff out automatically".  I
> think there's plenty of room for both strategies (and in fact the
> interplay between them is interesting) but wouldn't call either method of
> play "ideal".

To clarify this part I wasn't referring necessarily to automation vs 
personal deals. I was referring to the purpose of the deals. Right now 
people mostly do a deal to then immediately do something (cash a set, or 
use a product) with those items. I think a sign of a more strategic 
economy is one where there's more intermediate deals (something like "I 
think these will be more valuable next month so I'm going to buy them 
low now and sell them high later").

-- 
nix
Webmastor



Re: DIS: The State of the Agoran Economy

2020-10-15 Thread Kerim Aydin via agora-discussion


On 10/15/2020 9:01 AM, nix via agora-discussion wrote:
> In the past few days the discord (and the IRC, thanks to the AgoraBot 
> bridge) has been very active with discussion on economic problems and 
> solutions. This has lead to a few different proposals being worked on. 
> There's some great collaboration happening, but the problem with chat 
> style fora is that big ideas get buried in the chat. So I just wanted to 
> repost some of the big ideas being discussed, from my own perspective.
> 
> Overall, it seems like most people in the discussion like the current 
> economy in concept, and wanted to do some reworks that keep the same 
> ideas but hopefully make it more active and dynamic. Specifically:
> 
> A) People like cards and sets, but the route to turning those things 
> into advantage isn't always obvious, and the supply of those things is a 
> little hard to reason about. As a result, people tend to sit on their 
> cards and only make deals for an asset the moment they need it. In an 
> ideal system, we'd see more pre-emptive deals as players anticipate 
> value changes, their future acquisitions, and what they will need in the 
> future for their goals.

I didn't see this aspect discussed in discord specifically, so I have to
say I disagree a bit here.  I like to treat this like a game, and I find
"make a strategic card trade or three to plan my next turn, and do
individual favors for people" much more fun and personable than "a
contract hopper I throw things in and get stuff out automatically".  I
think there's plenty of room for both strategies (and in fact the
interplay between them is interesting) but wouldn't call either method of
play "ideal".

Regardless of the style of play preferred, I agree that we're not seeing
the supply-side dynamics to make anticipation interesting (i.e. nothing
like "hmm it looks like people will have lots of blots soon so
blot-b-gones will be more valuable").  The base value (the "value" of
pending a proposal or expunging a blot) doesn't fluctuate a whole lot, and
there's no randomness in supply or circumstances, so just a few trades to
keep a steady supply is all that's needed, and that's kinda dull.

[side note: driving supply-side speculative bubbles was one of the goals
for barrels, not sure it will work once the changes go through but that
was one intent].

-G.


DIS: The State of the Agoran Economy

2020-10-15 Thread nix via agora-discussion
In the past few days the discord (and the IRC, thanks to the AgoraBot 
bridge) has been very active with discussion on economic problems and 
solutions. This has lead to a few different proposals being worked on. 
There's some great collaboration happening, but the problem with chat 
style fora is that big ideas get buried in the chat. So I just wanted to 
repost some of the big ideas being discussed, from my own perspective.

Overall, it seems like most people in the discussion like the current 
economy in concept, and wanted to do some reworks that keep the same 
ideas but hopefully make it more active and dynamic. Specifically:

A) People like cards and sets, but the route to turning those things 
into advantage isn't always obvious, and the supply of those things is a 
little hard to reason about. As a result, people tend to sit on their 
cards and only make deals for an asset the moment they need it. In an 
ideal system, we'd see more pre-emptive deals as players anticipate 
value changes, their future acquisitions, and what they will need in the 
future for their goals.

B) People like coins, specifically they like that coin holdings 
continuously accrue as a long-term representation of effort and economic 
success. But the current set up has no cap (money supply keeps 
increasing) and no scaling (you make the same amount of money for the 
same action every time). That means the rich have more and more money, 
auctions and other prices go up, and people in the lower end of holdings 
can't participate in the coin market effectively. In an ideal system, a 
new active player would be able to pass up an older, inactive player in 
a reasonable time frame.

C) Most of the ways to get assets, both coins and cards, are 
gerontocratic. Others, like CFJs, Finger-Pointing and Glitter are 
difficult to do consistently or plan for. In an ideal system, officers 
and nonofficers would have an opportunity at winning. An officer's 
rewards would not (by themselves) be enough to over-power a motivated 
player's economic gameplay.

Originally I wrote a longer form of this where I talked about some of 
the solutions that have been discussed and tried to justify them. 
However, I think it's more effective to see proposals and arguments for 
them side-by-side so I'll leave that as an exercise for the authors of 
upcoming proposals. However, I just wanted to shout-out Trigon, Aris, 
and G. for actively working on fixes and Jason, Gaelan and ATMunn and 
probably someone I missed for participating in the conversations and 
helping us flesh out our thoughts.

-- 
nix
Webmastor