The main "fun" was to have something valuable for auctions and to spend money on.
Once the auctions happen, they cease to be "fun" except for the person using them. But it sorta has to be that way. If something is worth bidding on, it's something worth owning. If you subject it to more "competitive" (so owners have to defend their zombies constantly or something), then their value in the first place goes down. All that said, this was designed when Location wasn't a thing, and all you really got was an extra vote and maybe extra support/objection. I agree that having a zombie means you don't have to trade with your neighbors when doing land, and that's an issue. So, to make this concrete: are zombies and land incompatible? Is there a way zombies should be limited specifically with respect to land? And on a more general principle: what counts as "fun"? I thought part of the "fun" of land was long-term building, e.g. planning "if I have this land unit and that factory and that zombie I can get a process line going - I'd better plan to bid X on land and Y on a zombie next month". We talked long time about building "an economy" for land. Does that have to be entertaining to a casual (hi CuddleBeam!) every week? On Tue, 22 May 2018, C. V. wrote: > Hmm, I like that the zombie market supply/demand currently fluctuates. Your > reform would mean that the zombie situation would be completely static: 1/3 > (or whatever is the ratio) of players would own one zombie each. > > CB has a point, I have to say that zombies aren't really that fun. The > near-permanent boost in vote power is probably not healthy for Agora, and > perhaps could be one of the causes of others' apathy toward Agora? > > And if you need to collect assets from the other side of the map or w/e, > you could just ask another player to do that/allow you to do it on their > behalf and offer them something in exchange, and that's more fun & > strategically challenging for everyone involved than just having some > mindless servant do it for you for free, as often as you want. > > ~Corona > > On Tue, May 22, 2018 at 7:38 PM, Kerim Aydin <[email protected]> wrote: > > > > > > > I've been working on a draft of zombie nerfing but it's taking a little > > time. So I thought I'd post the tl;dr of what I'm going for, for > > discussion... > > > > So, the nerfing I'm putting together: > > > > - Get rid of the 30/60 day status difference. When you've been silent > > 60 days, anyone CAN make you a zombie With Notice. No middle-ground. > > Direct dependent-action deregistration removed. > > > > - Each active player can own 1 zombie, no more. Zombies can't own or > > bid to own zombies. > > > > - Zombie Ownership after auction is 90 days, after that anyone CAN > > reset it to Agora With Notice. No upkeep fees/extensions- basic 90 > > day limit. Gets rid of Boo Lien debt. Nice pun, but really doesn't > > work with game dynamics. > > > > - Right-sizing: If Zombies/Players > Ratio, anyone CAN dergister a > > zombie belonging to Agora With Notice. This is the only > > deregistration method (though a Master can always deregister eir own > > zombie). My guess at a good Ratio is 1/3. Right now we're at 8/19 > > so that would mean 3 dregistrations to get to 5/16. Priority is > > to deregister players who have been zombies the longest. > > > > - Registrar is required to do the With Notice actions above. Since > > these don't depend on others' consent, Registrar can't really > > manipulate dependent actions to avoid doing them. Registrar's > > report tracks relevant dates (date of last public post/ownership > > change). > > > > - Distributor (omd) protected from zombification. > > > > - Mechanism for getting self-resurrecting zombies a Welcome Package. > > > > - Zombies can't do dependent actions. > > > > - I'm wondering about contract-driven Public Service Zombies > > (specifically because "sending o around the map" is a public service > > for getting land going, and 90 days wouldn't finish that project). > > But that's a lower priority, maybe for a later proposal. > > > > Thoughts? > > > > > > > > >

