RE: Time to start flagging the "trending" trash...
"First, flags have to go. No flags. "
Lmao. No.
We have had no problems because when someone is illegitimately censored large stakeholders get involved.
"Trending and hot pages have to be SEVERELY redesigned." I agree with this, your idea is ok but a lot more than that can be done. I think we should be able to follow tags as well.
"And this is just the beginning. Of course the system is designed to be cutthroat capitalism, but there are reasons why cutthroat capitalism never worked for the majority of the population," this is dumb.
"into a system of eternal, untouchable monopolies, cronyism and all-powerful robber barons, a game where newcomers have no future." even dumber. god forbid that the early bird actually get the worm.
steemit is not an mmo.
steemit is not an mmo
Of course it is. It's a Massively Multiplayer Online Role Playing Game. It is Massively Multiplayer Online and it is a Role Playing Game. Your account is your character. You are roleplaying it. All social networks are MMORPGS. No difference in the underlying reality whether you're an axe wielding Orc in Wow or an artist on imgur. From the systems perspective it's the same thing. And the most fragile and complex mechanisms in MMORPGs, by far, are their economies.
But it's not like these things haven't been studied extensively for almost two decades now. There's billions of dollars in these games' economies. Virtual moneys way before this crypto wave. To ignore all this experience and knowledge and just plunge ahead with your whitepaper written on a piece of toilet paper and no knowledge whatsoever what happens when you introduce a currency into a heterogenous, anonymous population following an arbitrary set of rules is... not smart.
But ok, let's start at the beginning... 1999 to be precise. Yes, almost 20 years ago.
He who doesn't know history is doomed to repeat it.
http://www.mine-control.com/zack/uoecon/uoecon.html
The In-game Economics of Ultima Online
Zachary Booth Simpson, Origin Research Fellow
7 Apr 1999
I mis the days when one could write a short blog post with little effort and easily earn hundreds of steem dollars. It's so sad everyone has abandoned the project, it looked so promising. Then again, the graphics are not very good are they? The game mechanic is supper hard even if you are a pay to win player with deep pockets. I suppose all games not publishing expansion packs are doomed to be abandoned. We all log into our steem accounts for that nostalgic feeling and all the lovely memories from back when it was a thing. A window in time for us to look back to the golden days.
I'm joking of course. This MMORPG never had golden days and lets hope it will never get any given that the pie was sliced up in advance.
I'm here not for the money but to see a content ranking system build in the wild. I consider myself able to produce content of some type of quality. So far the system has not been able to populate my postings with an audience with a single exception.
https://steemit.com/gamble/@gaby-de-wilde/improved-rules-for-the-royal-game-of-ur
While a poor data sample the interest in this posting suggests the community is up for debating the building of a more challenging game.
I suggest making up and down voting cost a percentage of the wallet and taxing each transaction of the kind. A huge account can still pump up a smaller secondary one and that account can pump up an even smaller one and so on. The whale will have to again pay the tax every step of the way.
Be serious for a moment? Give me 1 cent for my effort? Are you fucking kidding me?
If you see a street performer, do you ever give him 1 cent? What kind of response do you expect if you did? Oh ghee thanks man!?
No guys, you better hold onto that 1 cent if it really means so much to you.
Even the dumbest MMO randomized rewards. Valuable drops are things one can use in the game. Preferably consumables.
Following tags is a really really good idea here!