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Regardless of the rest, I like how this article shows the relationship of it's not the same bet to get back to where you started. I've observed very similar mistakes a number of times in how that % relationship works.

It really reminds me of Eve Online. It's been a many years, but once upon a time when I did play it, we were looking at different sensor jammers. And the ones that looked like the worst were actually the best, because they couldn't be countered. Most worked like a +1/-1, but one applied as a fraction. So if the jammer cut a value by 50%, the counter to it added 50%. But adding 50% doesn't get you back to where you started, the opposite increase is 100%. 20 - 50% = 10. 10 + 50% = 15, not 20.

Another one is for the property I live in, we're pushing back on the government about losing a subsidy of ~33%. The property management company, managers, accountants kept sending letters saying this will cause prices to go up 33%. And I keep having to explain that the notices are wrong, removal of a 33% subsidy increases prices by 50%, not 33%.



wrt Eve Online, I've long thought that game economies could support public discourse. Just like how SimCity informs debates about land use.

Of course "real world" games, which don't nerf winner-takes-all, wouldn't be much fun to play for the non-winners.




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