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My understanding of the design is that scarcity and hierarchy facilitates a scalable network, with respect to reputation and spam prevention. If the cost of an
by yebyen 7y ago
My understanding of the design is that scarcity and hierarchy facilitates a scalable network, with respect to reputation and spam prevention. If the cost of an identity is non-zero and non-negligible, and the supply of permanent identities is gated through individuals (who don't want to be associated with bad actors, lest their own reputation as good actors become negatively affected), then aren't the actors all incentivized to maintain a collective reputation, positively?
The definition of "feudal" that I found when I went looking for it depends on the definition of feudalism, but also on subjective measures like "outdated" or "old-fashioned."
If you want to argue that scarcity is an outdated mode of thinking, then we can have a different conversation, and I think one that is perhaps not suited for this thread. But perhaps we can agree that if a fixed supply of 4.3 billion Urbit planets ever represents a true scarcity, we should be having a different conversation altogether, as it will have become a runaway success, surpassing far above either yours or my own expectations for it?