Author Topic: Player Incentives  (Read 2214 times)

Offline Famous "Gig" Gigolo

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Player Incentives
« on: June 11, 2014, 07:37:07 am »
Can we have some carrots please ?

For mining, the odd 10kg+ Claim would be nice.

For crafting, possibly loot 5+ CDs on a single craft now and then.

For hunting, a larger amount of loot sometimes.

Just something for us to chase ! Any other ideas?
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Offline The "Fifth" Entity

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Re: Player Incentives
« Reply #1 on: June 11, 2014, 09:55:23 am »
This is not an RCE game. As i understand it, we have decided not to go there (in any foreseeable future) either.
Then why so modest? Anything that's not to big enough (and is not happening often enough) to break down the market should be OK.

Make it a 100 kg claim, 50 CD's, so much hunting loot you are overloaded and can hardly walk.
And ofc announce it to everybody in the whole game!
« Last Edit: June 11, 2014, 09:57:23 am by The "Fifth" Entity »
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Offline Event "Janе" Horizon

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Re: Player Incentives
« Reply #2 on: June 11, 2014, 10:03:00 am »
« Last Edit: June 15, 2014, 01:31:39 am by Event "Janе" Horizon »
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Offline Famous "Gig" Gigolo

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Re: Player Incentives
« Reply #3 on: June 11, 2014, 10:36:11 am »
Basically just give us some Globals like Entropia ! (psssst, it will get us hooked;)
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Offline The "Fifth" Entity

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Re: Player Incentives
« Reply #4 on: June 11, 2014, 11:59:47 am »
Wow. That is a bad trip.
Must try different drugs.
Ewww - green ones. Gimme!
Wait what? Either u got the green ones before u posted or... i'm hopelessly lost. :D


Anyway, the logic goes like this:


RCE = zero sum game. As much $$$ as goes into game can come out too (minus a certain fee).
In a zero sum game the rules are very strict. Have to take care u always keep the overall balance and don't give players too much resources.


Not RCE = all $$$ goes in, nothing gets out.
As this is not a zero sum game, there's no need to worry about strict balance. Can give players lot of resources now and then, as a virtual carrot.
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Offline Jarod "Brickwit" McBrickerton

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Re: Player Incentives
« Reply #5 on: June 11, 2014, 06:31:11 pm »
We just have to wait until the big VU comes so we can see what has been wiped and how resources will be given under the new rules. And maybe they already plan to create large find/loot globals in this update but they just haven't mentioned it yet. At least, that's what I sure hope they will be doing...

The idea that RCE needs to be either zero-sum or (like EU) an overall positive for DL does need to be taken into account since Anti has said that they do plan to implement full RCE at some point. He's also indicated that they don't want to have to do another partial resource wipe like the one that's coming, so they won't give big drops in the meantime since that 1) would end up wiping some of what we get and 2) could mean they have to look at the collective resource total all over again.
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Offline Event "Janе" Horizon

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Re: Player Incentives
« Reply #6 on: June 11, 2014, 07:39:15 pm »
« Last Edit: June 15, 2014, 01:31:58 am by Event "Janе" Horizon »
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Offline The "Fifth" Entity

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Re: Player Incentives
« Reply #7 on: June 12, 2014, 06:17:26 am »
It is not as if we are playing a friendly game of poker in a friend's house (total money in players pockets at any point in time = money brought in) -> zero sum game.
It is more like a casino, total money in players pockets < money brought in as the House always makes a profit.
1st you ask "What?" and then you say exactly the same as i just said:
As much $$$ as goes into game can come out too (minus a certain fee).
Why? Reading comprehension much?


Except in Survival there is no gambling side.
First, it's quite hard to imagine any real gambling in a casino where you can never have what you won. You can collect a pile of cash and then look at it, through the bulletproof glass.
Second, Survival already has an element of luck. SAU globals, remember?
The question OP has raised is if we could increase the luck factor?


It is almost self-deterministic, which is why Anti had to change the game - the self-deterministic side was that DL would be bankrupt.
Long sentence on Chinese, the famous Jane dialect. There is no other people in the world who can read this dialect. There's been countless attempts to decipher those mysterious messages, they have all failed. We will not try it again.


Compare next two quotes. Both say the same. Which one is shorter?  :P
As much $$$ as goes into game can come out too (minus a certain fee).
So players will never see the zero sum side as the sum is (money in) - (game fees) - (operation costs) - (owners profit) - (asset capital) = (money available for withdrawal).
The result is (money available for withdrawal) << (money in).

Unless you are running a Ponzi scheme.
Which DL is not.
Hopefully.




Green stuff ftw!!!  ;D
« Last Edit: June 12, 2014, 06:20:10 am by The "Fifth" Entity »
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Offline Event "Janе" Horizon

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Re: Player Incentives
« Reply #8 on: June 12, 2014, 07:00:50 am »
« Last Edit: June 15, 2014, 01:32:17 am by Event "Janе" Horizon »
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Offline The "Fifth" Entity

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Re: Player Incentives
« Reply #9 on: June 12, 2014, 08:35:08 am »
Casinos do not run as a zero sum game.
zero sum game applies to closed systems.
Survival is not a closed system.
Ooh, i think i finally understand what causes all that confusion you seem have with understanding RCE concept.
I can try to explain, althou i will be annihilated in the end. But it doesn't matter, let's take it easy like a good mind game. ;)

Unlike real life economic systems, virtual economies don't produce any real added value inside the system.
Instead, just like any closed system, they are consuming resources to keep the system running.

Taking the above into account, we can view it as a closed system and apply the laws of thermodynamics:
  • In any closed system, you cannot create new energy (first law of thermodynamics)
  • You always lose a little energy (second law of thermodynamics)
  • Therefore a machine cannot make more energy than it uses or even enough to keep itself operating.
(Notice, in the closed virtual model of the Universe, the Entropy is always slowly increasing... ;) )


Next step. We will now simplify our model and remove the maintenance fees from the equation.

If we now look at it we will discover it has turned into a classical zero sum game - as much as goes in, comes out.
From our standpoint it is unimportant what exactly goes on inside the system. The resources might change hands inside there, or they might not. From our standpoint (looking at the system from the outside) any transactions inside there are absolutely irrelevant because the total input is still exactly equal to the total output.


Notice, RCE operates like Outer Shell. For RCE it's irrelevant what principle is used by the Inner System to redistribute resources between players. Maybe it's based on luck ("Casino"), or time and effort ("Slave labor") or maybe there is no redistribution at all. The only publicly known RCE is largely based on luck, therefore ppl think RCE = Casino, but this is only a coincidence, two separate facts that have no casual connection.


Now, coming back to the topic - Survival is indeed not a closed system. Total input is 100%, total output is 0%. Those values are not equal and there's no need to worry about balance inside the system. This setup gives us a lot of freedom - we can create new resources out of the thin air and inject them into system. Unless we oversupply the system by a magnitude, nothing happens. I mean, there's no need to carefully count every penny 'cause the next moment ppl might want to convert all these resources into real money and withdraw it from the system.
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Offline Jarod "Brickwit" McBrickerton

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Re: Player Incentives
« Reply #10 on: June 12, 2014, 08:36:06 pm »
Actually, it can easily argued that AfterWorld (in all its editions and versions) is not a closed system - which describes "a physical system which does not allow certain types of transfers in or out" - but actually a more restrictive (though still not physical) isolated system, at least from the player's point of view.

Consider the fact that we, as players, have absolutely no way of directly introducing or removing any items from within the game. What we do instead is pay money to the devs, who then change a variable on our avatar's database object so that our avatar now has more AWD. While this has an effect on the in-game economy, it is not actually introducing anything new into the game. The only thing that can either add or remove game items, creatures, players, etc. is a change in the underlying code itself, which can only be done (again) by the devs. It may feel like we're creating AWD from money, but that's only because of the abstraction of the dollar-to-AWD transaction system, especially now that it's automated.

In a very direct way, this is very similar to WoW or any other subscription-based game. You pay money to the devs and they allow you to log into the game to do things with your avatar (though, of course, the AW devs don't take away this ability just because we stop giving them money).



This is not the disagreement Fifth and Jane are really having though. The fact that we cannot currently take any money back out of the game effectively makes AW a closed system from our real-world wallets' point of view. Until there is a way to withdraw AWD back into dollars it will remain a closed system, but even then it will be a very inefficient resource conversion system since the vast majority of us will never get back 100% of the dollars we have put in, let alone make a profit.

P.S.: That other Universe seems to actually have a rapidly increasing Entropy from my wallet's point of view!
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Offline Event "Janе" Horizon

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Re: Player Incentives
« Reply #11 on: June 13, 2014, 08:57:00 pm »
« Last Edit: June 15, 2014, 01:32:41 am by Event "Janе" Horizon »
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Offline Zen "ZenX" Star

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Re: Player Incentives
« Reply #12 on: June 14, 2014, 02:58:27 am »
Fifth is correct in that RCE can be, if implemented correctly, a zero sum game minus DL costs and profits.
ZSG is simply that what player A takes out is provided by player B.

Its not complex, its just another concept.

Whether Survival uses this model is unknown.

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Offline Event "Janе" Horizon

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Re: Player Incentives
« Reply #13 on: June 14, 2014, 05:47:29 am »

@ ZenX

I agree that if you take into account all the costs against the inputs then the remainder could be used as output.
Input: $ #1
Costs:
  • $ to AWD fees
  • Terminal fees
  • DL operating costs
  • DL stakeholder dividends
  • Debt repayment
  • In-game to $ fees
Output: $ #2 < $ #1

That is not what a Zero Sum Game means as you are talking about players. Zero Sum Game definition has the concept of "If the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero." DL are not participants in this instance, they are a leakage resulting in an open system.

However, let's pretend you actually do know what you are talking about.

Since "Its not complex" you will be able to easily post a comprehensive example where two players (and only two players) interact with the game and show that they are involved in a Zero Sum Game.

I look forward to reviewing that.
« Last Edit: June 15, 2014, 01:36:57 am by Event "Janе" Horizon »
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Offline Zen "ZenX" Star

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Re: Player Incentives
« Reply #14 on: June 14, 2014, 08:46:37 am »
Jane, being insulting does nothing for how people see you, it doesn't help me, it doesn't help Survival, it only feeds your ego.

I was putting forward that what Fifth said is correct,
A zero sum game is most definitely a situation in which one person’s gain is equivalent to another’s loss, so the net change in wealth or benefit is zero.
Dispute that if you wish, that is your choice, but you would be wrong.
Fifth qualified his/her statement by stating 'minus fees'.
Fees is the worth of expenses and profits.

I agreed that Fifth's qualified statement is workable, and is correct, and is a variation on RCE, and a variation on ZSG, as he/she qualified in his/her post.

Jane, it would help if you could consider that others may have differing views and concepts, and being insulting is simply not nice.

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