That's where a decay should be used, probably. While many people are afraid of it, it seems to be the part of reality absence of which tilts games about-something-realistic too much. Time as a downside, so each player have proportionally to what he achieved per time spent. Thus when the second player have spent 1 month, he'd have what he had done per that month, and the first one will have his activity divided by two months of corresponding decay.pppp wrote:But spending more time you can solve more partial challenges thus achieve more "winning".
Assuming two identical people (as: 100% brain clones) starting 1 month one after another, and spending the same time, playing the same way, the first one will be always ahead.
The challenge is to design the game environment in such a way that by playing "in the same way" (or more realistically "as good") relative distance between the two players will diminish over time.
Of course, this won't totally nullify first one's advantage. The snowballing effect will still be there, and I'm not sure it should be somehow get rid of. And the first player will be more experienced anyways, but this will be meaningful in the terms of real life at least.
Thanks for the link. Were it not only about char stats, I'd thought to move there.Granger wrote:http://www.havenandhearth.com/forum/viewtopic.php?f=48&t=59967