On Thu, 03 Jan 2013 09:33:47 -0700
Bill Thoen <[email protected]> dijo:

>So you want to create an economy?  It'll be interesting to see how 
>people "game" your system. For example, if there is a limited number
>of credits, say at most, 2000 (200 users starting with 10 each) what's 
>going to stop someone from carefully "buying up"  all the credits, 
>driving up the value and thus being  a significant and unpredictable 
>influence on the system? Or worse, since it's not imperative to be a 
>part of this economy, what do you do when people run out of credits
>and have to trade more and more valuable things to keep in the game,
>they just abandon their membership? It'll be fun to watch any rate!

No, that's Bitcoin. :)

Everyone gets ten credits to start with. Every time someone posts an
item they will get a few additional credits just for posting the item.
So the number of credits will increase with the traffic. I could also
grant credits to someone for exemplary service to the site, e.g., when
and if I find someone trustworthy to share administrative duties.

As for "buying up" the credits, that is not possible because credits
cannot be redeemed for cash or bought with cash. They are valuable only
on the little world of the site. 

Initially I was just going to have people post things and make private
arrangements with buyers via e-mail. And I may decide ultimately that
my credit idea was not as good as I originally thought. 

I was trying to conceive of a way that a new user can get one or two
items free, but then has to start reciprocating by posting his or her
own things in order to continue getting stuff. At the same time I was
trying to avoid cash. Once there is cash on a site it becomes a target
for fraud, and the site operator personally becomes a target for
government agencies, who have a talent for smelling a revenue source.

I haven't settled on a name for the site, except that I want it to
contain the word "exchange." That is the spirit that I want to create. 
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