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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