Difference between revisions of "Talk:Comparison of action systems"
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:::a page for fixing problems with action systems sounds nice and productive in nomic/game theory; however the title of this page is "Comparison of Action Systems" which doesn't imply any fixing. i came to this page to document actions systems/modifiers that exist and are used, not to attempt to fix them. wouldn't documenting actions that have mostly cons be useful in the fixing context anyhow in order to identify and substitute accepted replacements, if any? [[User:Card|Card]] ([[User talk:Card|talk]]) 04:48, 26 October 2020 (UTC) | :::a page for fixing problems with action systems sounds nice and productive in nomic/game theory; however the title of this page is "Comparison of Action Systems" which doesn't imply any fixing. i came to this page to document actions systems/modifiers that exist and are used, not to attempt to fix them. wouldn't documenting actions that have mostly cons be useful in the fixing context anyhow in order to identify and substitute accepted replacements, if any? [[User:Card|Card]] ([[User talk:Card|talk]]) 04:48, 26 October 2020 (UTC) | ||
− | ::::Pinning down terms would certainly help. I think linked actions are more like a ruleset-formatting choice (scattering a class of action around the ruleset instead of listing all outcomes in a single action rule), than something that creates a different "action system" - you could refactor the ruleset differently and still be playing the exact same game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:16, 26 October 2020 (UTC) | + | ::::Pinning down terms would certainly help, and true, if there was a mechanic that we often added to "fix" a daily action that only made it worse, that's worth remembering. I think linked actions are more like a ruleset-formatting choice (scattering a class of action around the ruleset instead of listing all outcomes in a single action rule), than something that creates a different "action system" - you could refactor the ruleset differently and still be playing the exact same game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:16, 26 October 2020 (UTC) |
Revision as of 13:13, 26 October 2020
Historical examples
Might also be good to link to old rulesets to show examples of where we've used each of these. --Kevan (talk) 09:40, 14 August 2020 (UTC)
Linked actions
Paging User:Card: are linked actions a meaningful modifier, if their only action-related pro is "This action usually inherits the pros and cons of whatever action triggers it" (which sounds like it means "doesn't fix anything")? Breaking out actions can be good for writing clearer rules, but this wiki page is more about what systems exist and what problems they have, than how best to write them down. --Kevan (talk) 09:05, 22 October 2020 (UTC)
- i think that the action related con is what stands out more for this modifier. i reworded it. Card (talk) 19:27, 22 October 2020 (UTC)
- These tables will be useful if they end up as a list of Actions and Modifiers that we can hybridise into something where all of the negatives have been cancelled out. Modifiers with no "pro" effect (which would encompass a lot of things) feel like an unnecessary distraction from that; linked actions are useful as a concept, they just don't solve any inherent action-timing problems. --Kevan (talk) 08:44, 23 October 2020 (UTC)
- a page for fixing problems with action systems sounds nice and productive in nomic/game theory; however the title of this page is "Comparison of Action Systems" which doesn't imply any fixing. i came to this page to document actions systems/modifiers that exist and are used, not to attempt to fix them. wouldn't documenting actions that have mostly cons be useful in the fixing context anyhow in order to identify and substitute accepted replacements, if any? Card (talk) 04:48, 26 October 2020 (UTC)
- Pinning down terms would certainly help, and true, if there was a mechanic that we often added to "fix" a daily action that only made it worse, that's worth remembering. I think linked actions are more like a ruleset-formatting choice (scattering a class of action around the ruleset instead of listing all outcomes in a single action rule), than something that creates a different "action system" - you could refactor the ruleset differently and still be playing the exact same game. --Kevan (talk) 11:16, 26 October 2020 (UTC)