On 08/31/17 16:17, Nic Evans wrote: > (I've been a bit distracted lately but I'm keeping up with conversation.) > > The current economy was designed with the idea of coupling economics > closely to productivity. Creating work costs, and resolving work pays. > It's intentionally difficult to profit without doing considerable work > successfully. I'd like to keep it mostly that way. Maybe there's more > behaviors we should be rewarding.
Actually, on this note maybe we should consider a monthly set of shiny rewards for minor achivements. Things like: *Authoring the most passed proposals in the last month *Judging the most CFJs in the last month *Being the director of the most used agency in the last month *Etc Ideally, things that any player could accomplish at any time. > > But I do agree with the current criticism as well. A welcome package > isn't enough to get the economy rolling, especially for new players. > There needs to be a way to fail and bounce back. AP circumvents the > problem by reducing need for shinies, but it doesn't help new players > get into the game. Debts solves problems AP introduced, but may very > well permanently cripple anyone who makes a bad play or two. > Supplemental income is probably necessary. > > I'm opposed to anything that doesn't scale with need. A regular payday > would mostly benefit the already successful players. A bailout when a > player reaches 0 shinies would benefit clever players who purposely zero > their shinies. Overall wealth (shinies, debts, estates, and stamps) > needs to somehow be a factor to ensure that it's not abusable by players > that don't need it. > > Since stamps are easily liquified, the best solution may be a payday > only accessible to people with 0 shinies and 0 stamps. I suspect there's > ways to abuse even that (by trading stamps around and/or buying > estates), but hopefully its benefits outweigh the negatives. I'm open to > other suggestions as well. >
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