Re: DIS: Proto: competitive victories

2018-02-13 Thread Kerim Aydin
As mentioned before, it doesn't have to be all one thing. There can be a couple resetting win methods, and some that don't reset. It's fun when we don't worry about it, but say 1-2 weeks in a quarter events conspire to have a "race to a prize" that several people compete in. (Things like

Re: DIS: Proto: competitive victories

2018-02-13 Thread Cuddle Beam
This particular tempo for the game and its wins is what makes Agora very appealing to me. We already have Blognomic for constant competitive play, and we could just propose here "Competition Month" or something. I wouldn't feel like changing something this "fundamental" to that tempo would be good

Re: DIS: Proto: competitive victories

2018-02-13 Thread Gaelan Steele
I guess what I’m trying to fix is my feeling that wins don’t matter much. In a “traditional” game, a win is a big deal: if you win, I don’t. In Agora, however, my reaction is pretty much “oh, G won. Cool.” That’s the opposite of what a win should be like, in my opinion. My goal isn’t so much to

Re: DIS: Proto: competitive victories

2018-02-13 Thread Kerim Aydin
I think we should have resetting wins, but not for every win type (e.g. not for Ribbons in particular). I think whenever we've had parallel win methods, we've mixed re-setting and non-resetting wins, but never done resets across sub-win types. I also think we should put in Losing Conditions

Re: DIS: Proto: competitive victories

2018-02-13 Thread Gaelan Steele
Maybe fractions-of-wins is the wrong answer, but I feel like a win, by its very nature, should be bad for everyone else, so that we have an incentive to stop them. That’s just me, however. Given that we rarely have more that one win per month anyway, CB’s solution doesn’t do much. Not sure what

Re: DIS: Proto: competitive victories

2018-02-13 Thread Cuddle Beam
Also, I don't think this changes much about the "win economy", where "too many wins" makes them worth "too little" (which I think this is trying to stop, a sort of win inflation?) Because I think that the proportion of wins of a person in comparison to the total will still be more or less the

Re: DIS: Proto: competitive victories

2018-02-13 Thread Cuddle Beam
I'd rather not have wins destroy other fractions-of-wins because it snowballs. If you win, you're in a better position to win again because your fractions-of-wins aren't harmed. An easier solution imo is that only one person can win per month, max. It becomes a bit of a "dynastic" game though

Re: DIS: Proto: competitive victories

2018-02-13 Thread Alexis Hunt
Historically, I think we've tended to have a mix. Some of the economic wins have resulted in complete economy resets. On Tue, 13 Feb 2018 at 16:40, Madeline wrote: > One thing I've thought could be a good idea in that regard is that each > official method of winning can only

Re: DIS: Proto: competitive victories

2018-02-13 Thread Alex Smith
On Tue, 2018-02-13 at 13:33 -0800, Gaelan Steele wrote: > Append to 2449 “winning the game”: > > When one or more players win the game: > * Any intents to Declare Apathy by players who did not win are > cancelled. > * Two Medals of Honor in the possession of each player who did not > win are

Re: DIS: Proto: competitive victories

2018-02-13 Thread Madeline
One thing I've thought could be a good idea in that regard is that each official method of winning can only be done by one person? Once someone's done it first the method's gone. Ribbons seem like a sensible exception to that given how long-term they are and that you "can't" get them as your

DIS: Proto: competitive victories

2018-02-13 Thread Gaelan Steele
Append to 2449 “winning the game”: When one or more players win the game: * Any intents to Declare Apathy by players who did not win are cancelled. * Two Medals of Honor in the possession of each player who did not win are destroyed. * The Tailor CAN and SHALL once and within a timely fashion