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Found 1 result

  1. International Journal of Banditry and PvPing, November Issue. Fefoon University Press. Mickonomics 101 Banditry is just anotha Vortex grind My name is Professor Mickaelhz and I want to talk to you about the problem of resource drought and its sisterhood with acquisitive crime. What makes people engage in acquisitive crime? A convergence of space and time of likely offenders and suitable targets set against the rapid growth in property suitable for removal by the thieves. Through the universal grind for time-capped game resources and an already established player-base with a propensity to steal, it is only expected that people would resort to theft instead of waiting for nodes to refresh or travelling to said nodes. It is demonstrable that a rise in the income available in legal activities would reduce the incentives to enter illegal activities and thus would reduce the level of offenses”, seen in the new-Vortex setting wherein the income from banditry far outweighs the income and time-investment of acquiring resources outright. (a helpful graph, click so you can look over it.) Arguably, most banditry would not take place if offenders did not believe that they could sell nor have a use for what they stole. By increasing the base utility of the average inventory by creating a diversified grind, the motivation to bandit in face of the risks involved in banditry is greatly increased as it depends on the expectation of getting a good enough "inventory" from the victim of the banditry. By stratifying crafting across far more tools and resources, it only increases the incentive for a bandit to steal goods; the average inventory has far more prospective value due to the greater amount of tools and materials used by the plugin. It is no surprise that increasing banditry rates have been fuelled by a growing expectancy of the part of bandits that players will have high-demand goods and equipment to combat said banditry. This increasing market for valuable goods leads to a recursive increase in the frequency of theft; people get better gear to fight the bandits, and bandits acquire better gear to combat said gear. From the experience of the players on the server, it seems reasonable to suggest that the increased banditry is dependent upon the increased market of goods, Vortex therefore playing an important role in keeping banditry a reliable profession. People must be allowed a margin of safety when acquiring resources. If the economy is constructed to incentivise theft, the average player cannot safely engage with this economy without any appreciable possibility that their goods will be stolen. Vortex and the increased utility value and rarity of the formerly common good turn the risk of theft from a possibility into a probability and have snowballed the loot-pool and subsequent value of rewards from banditry tenfold. Acquisitional resource gathering remains a disparaged and angering alternative to the Vortex grind, but a profitable one so long as the item-economy remains reliant on a grind that ensures a prospective victim of banditry will contain items of value. It is a system designed to optimise theft.
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