by jayclimbs » Tue Oct 19, 2021 11:54 am
This discussion is reflective of rl - for an extremely small fraction of our planet. A few get to where money isn't everything, it's nothing. In the real realm, individuals have found two ways to deal with the issue: Power and Legacy.
Power involves playing a game against other very powerful people. Think DuPont vs. Durant. The stakes are high and often the risks are, too. The collateral damage is, in rl, usually very high as well. It's where we get massive poverty, starvation, and slavery. Currently, Sloth's version of this avoids most of the collateral damage, but also offers no reward. No real harm is done, no real gain accrues. The Arena hardly ever gets used. An alternative to the Arena, to have lasting 'benefits' in regard to character power, would have real consequences, ideally limited to those individuals who engage in it. PvP is one solution to the god-level dilemma: pit the gods against each other and insulate the lowbies from collateral damage. Whatever winning involves, losing should sting. Perhaps loser loses one prime power for a week, while the winner gains it for that week (modify time period to regulate useage). In the case of 'same prime class' only the loser loses. Maybe make drachma - lots of drachma - an additional loss - note 'LOSS'; I'm guessing drachma gain by a winner would either be meaningless at ubergod-level, or greatly imbalance the game. If implemented, it should be implemented with a 'no holds barred, no complaints allowed' rule to save Imms the nightmare it usually produces. Entry into the area that allows it should require some sort of affidavit or waiver that requires positive response by each participant.
My opinion fwiw, is that PvP does not 'fit' Sloth well. The player base seems more cooperative than competitive overall, and those who are more or less 'neither' seem to be isolationist. On top of that, historically PvP is a real pita to game managers. And it tends to alienate players and eventually transform the game into something Sloth very much is not.
Legacy, on the other hand, seeks to establish some longterm (preferably eternal) commemoration. Think Carnegie and public libraries. These people recognize the inherent worthlessness of (their own) cash and so spend it profligately on public works: art, architecture, institutions. In Sloth terms, perhaps an area where players can create public rooms without running through the rigmarole of applying for Imm-ship. Controlling what that room does/has/retains/etc. would be a tough coding job, but perhaps would be worth considering. Applying a star system, where other players could rate each room, could provide some incentive and reward in that regard.
In the end, any means that reduces wealth in a realistic fashion on Sloth will either A. nerf newbies and make it harder to rise in the ranks or B. provide some institutional benefit with little/no benefit to the contributor. Otherwise, expenditures will only serve to raise the bar to a new level, creating more powerful characters that must then seek or demand new benefits. At some pt., each player must either decide they enjoy the game 'as is' or quit.