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
<mailto: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
<http://users.cecs.anu.edu.au/%7Emichaeln/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a result of it being repealed and replaced with something else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'.