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What are "acceptable" losses?

Jim Lumiere
Registered User
Join date: 24 May 2004
Posts: 474
09-17-2006 22:27
I'm genuinely curious. Will you tell us what you have calculated the "acceptable" losses are? How many players can SL afford to lose? Considering your considerations are measured in terms of:
  1. newbies (who find their first experience with SL intolerable because of the lack of active monitoring in the welcome area);
  2. short-term players (who haven't developed any tolerance or patience for what appears to be either lack of skill or lack of caring on the part of LL);
  3. long-term players (whose patience has worn thin and find the SL experience not worth the hassle, not as rewarding as it once was and generally distasteful)?
Do your calculations for acceptable losses weight different sorts of players differently? For example, in your calculations are long-term players with deep resources of skill and experience worth more (because of those resources) or less (because they are all to familiar with the seamier side of LL)? Are newbie players worth more because they have nothing to compare the current world of SL to?

Thanks,
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-20-2006 11:16
Jim, not sure where "'acceptable' losses" is sourced from? I have a hard time with general clouds but if there's a specific issue that's tangible and addressable, please don't hesitate to let me know.

We of course keep an eye on our community in more criteria than that, e.g., international expansion, and the oft-cited note we have many female Residents.

I do know we need many, many kinds of people in here. All important. (Without consumers, who buys clothes? Gross generalization but...) It takes all sorts of people to make up a company, or creatures in any thriving ecosystem, too. For example, Concierge customers have extra needs because of their larger landholdings, while at the same time we cherish the traditions that are held by many venerable Residents. And as we continue to grow, of course there's a lot of new Resis so the "new user experience" *is* so important.

One thing we can stand to lose, and have less of, are abusive behaviors that violate the Community Standards--i.e., griefers.

Philip mentioned some related things about growth in the Town Hall, I think. A transcript (both text and audio) should be up shortly.
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