On Tue, 21 Nov 2017, Reuben Staley wrote: > My problem with having fixed assets per player per week is that that > will cause massive accumulation of wealth on the part of inactive > players. I believe I've mentioned this before in this thread, > actually. I did want to give everyone the same amount of assets a > week, but I was scared that inactive people would get a ton of wealth > and, if they ever decided to rejoin the game, they would be much more > wealthy than the active people, so that makes no sense.
Just two clarifications that may make all the difference? In my recent Shinies Proposal: 1. I change it to distribute shinies Monthly, not Weekly. 2. I jigger the prices to make things *much* more expensive. On a base salary, you'd only get 2 Proposals per *month*, instead of the current 2-per-week AP + often dirt-cheap shiny pending prices. So if people are going to ignore the Land and just use shinies, they'll have to budget carefully over a month and their options are vastly reduced. If accumulation is becoming a problem, we can react to it on a scale of months not weeks (i.e. we have plenty of time to fix it before the next amount of shinies gets distributed). Also, the new combo of Zombies + deregistration w/Agoran Consent will vastly reduce the inactive player impact, as we just witnessed. On Tue, 21 Nov 2017, Reuben Staley wrote: > My problem with having fixed assets per player per week is that that > will cause massive accumulation of wealth on the part of inactive > players. I believe I've mentioned this before in this thread, > actually. I did want to give everyone the same amount of assets a > week, but I was scared that inactive people would get a ton of wealth > and, if they ever decided to rejoin the game, they would be much more > wealthy than the active people, so that makes no sense. > > On Mon, Nov 20, 2017 at 8:49 AM, Kerim Aydin <ke...@u.washington.edu> wrote: > > > > > > On Sun, 19 Nov 2017, Aris Merchant wrote: > >> On Sun, Nov 19, 2017 at 4:19 PM, Reuben Staley <reuben.sta...@gmail.com> > >> wrote: > >> > 1. every player with an amount of papers less than 2 an amount of > >> > papers so that eir paper balance is equal to 2. > >> > > >> > [ This makes it so that impoverished players can move a little each week > >> > and make some proposals. ] > >> > >> I now present the Aris Asset Holding Contract (AAHC): > >> > >> {Aris CAN amend, repeal, or retitle this contract by announcement. > >> This contract accepts all assets. Aris can cause this contract to > >> transfer any asset in its possession by announcement.} > >> > >> Then I transfer all of my papers and apples to the AAHC every week. > >> I'm not really sure how to get around this problem without using > >> something along the lines of effective control (see the blue cards > >> rule). > > > > Needs-based supply for the "poor" is one of the big failings of the > > current system, to get rid of. Just give everyone something each X, > > but less (e.g. 2/month, not 2/week). > > > > Even without the hole you mention, this ends the economy in terms > > of playing it. 2 paper/week is more than I need, you give it back > > when I use it, I never have to participate. Give everyone 2/month, > > regardless of need, and they need to budget, and then to earn > > more they need to participate. > > > > > > > > > > > > > > -- > Trigon >