Land & Public Works

Linden Department of Public Works
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Proposal - "Orientation Islands" (New SL Tutorial regions for new Residents)
I propose that LL should consider building a completely new and larger version of Orientation Island inside SL, but instead of one single small island, an archipelago of NINE island sims, teaching new Residents all the skills needed to use SL properly, but done so in a fun, easy, memorable, enjoyable and rewarding game-like way. Completing all of the new Orientation Islands tutorials should be made a new Resident requirement needed to exit from Orientation Islands into the wider Second Life world. I myself went through such a qualification process in June 2008 and it helped me enormously, I've never needed any further help with the viewer since. But that 2008 model of Orientation Island sadly no longer exists. (But a video of this Orientation Island does, at https://www.youtube.com/watch?v=ocGSDSw2Xs8 ) Direct teleporting out of Orientation Islands without completing all the tasks should be made impossible. This might also might prevent unwelcome AI-generated Bots from further interference with mainland and it's population too. A free basic AO should also be offered at the start "Arrivals Island" section of the tutorial to give new Residents a better more realistic movement. It could also act as a skill in unboxing, Inventory handling and wearing/attaching items such as AO HUDs. Also include an Orientation Islands Skills HUD which keeps a record of the new Resident's tasks and skills progress and times, which when all completed and reaching the required standard, would permit a qualified new Resident access to SL's Mainland. Orientation Islands tutorial should be split up into an archipelago of NINE separately themed island sims (possibly arranged in a 3x3 grid?), all linked by bridges (automated trains, or ferry boats!) teaching all catagories of skills in specialised island sims, all of which are large enough to handle dozens of new Residents at a single time.... Arrivals Island - Explaining what SL is, it's rules and how to qualify for entry into Mainland. Movement Island - Teaching all the movements needed to control your avatar. Communication Island - Teaching how to communicate directly and indirectly. Navigation Island - Teaching Maps, Landmarks and layout of SL's continents. Vehicles Island - Teaching how to use land, sea and air vehicles. Creators Island. - A sandbox tutorial area demonstrating prims, meshes and scripts. Shopping Island - Freebie clothes, SL Marketplace, L$ currency tutorials. Homes Island - Linden Homes vs Mainland Homes vs Private Islands Homes tutorial. Departures Island - The final area in Orientation Islands, where a new Residents Skills HUD, containing all the skills and tasks data they've achieved (or not achieved) are read by a reader which decides whether they've qualified to leave Orientation Islands and move into SL's Mainland - or not! Departures Island should allow new candidate Residents who have not reached required skill/task levels to return to certain areas to redo that task or skill again. Perhaps a timer and leaderboard screen could record the times taken to achieve individual Orientation Islands tasks? Make the times tasks and skills gained the basis for entry to Mainland. After all the required Orientation Islands tutorial tasks have been completed, reward the newly qualified Resident with a t-shirt or hat marked with something that reads like "I'm New!", "I Just Qualified For SL!", "Don't Call Me A Noob!" etc. Also include a Landmark to the Welcome Hub. Perhaps a large Rules sign should be read and acknowledged with a click. A one-way (never to return) portal into the "real" SL should then be made accessible, teleporting the newly qualified Resident to an Infohub on the mainland to begin their Second Life.... Make all of this feel like a fun game which encourages competitiveness, rather than a boring chore that people would rather skip through. New Residents could compete with each other for a "Best Time" or "High Score" displayed at the individual areas on large screens where future new Residents could measure or compare their skills against. The Orientation Islands tutorial should be multilingual too, including all nine of the languages currently available in the main Second Life website. Classic items like the Beach Ball, Torch and Chat Parrot should be included in the Orientation Islands tutorial. The Welcome Hub should be retained and repurposed as a place where new and old Residents can visit for further help and advice from experienced long-term resident mentors. Perhaps a duplicate copy of Orientation Islands could be made available to the Portal Park Hub, so older experienced people can "play" Orientation Islands for the nostalgia, or just for fun and possibly re-learn lost or forgotten skills too? The same tutorial could retain it's timer-based system, but instead of needlessly requalifying for the mainland again, it could instead reward Residents with a small L$ payment like in other games such as Linden Realms.
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Skill Gaming requires updated approved list, transparency, and reconsideration (presented by experienced skill game players)
We are experienced skill gaming players in Second Life who have observed that certain skill games may lack sufficient skill elements to be considered true skill games. We believe some regions may be violating Second Life's policies and online gambling laws through practices like variable odds and odds shifting, and by restricting or removing opportunities for skill-based choices. We will provide greater detail on our method, our findings, and standout information in either a comment or a linked document, due to character limit. SUMMARY: When LL originally approved skill gaming, it was player versus player, but it has shifted to player versus house over the years. With that change comes a series of considerations of what would constitute a skill game, what practices are allowed by region owners and the games themselves, and if certain practices would not only remove the skill aspect in part or in full, but would violate national and international gambling laws in the process. We have observed alarming patterns suggesting that certain skill games may no longer offer enough skill elements to be considered true skill games. After a player has a successful session, there appears to be a significant and unusual odds shift, decreasing chances of winning in subsequent sessions and often minimizing or removing skill components. We've recorded instances where skill is barely present, such as games offering few or no "wilds," which are crucial skill elements, effectively turning the games into pure chance-based gambling, violating policies and laws. Our documentation shows that a number of recorded games fail to meet criteria that differentiate them from gambling. We have also noted times when regions appear to be manipulating odds to disadvantage players after a more successful session, removing skill-based opportunity and providing variable odds, which would be illegal. KEY DATA POINTS: Accepted games and their updates do not appear to have any recent reviews by LL, and new content may violate policies. Our players typically report an average win/loss ratio of about 1:5 when payouts range from 3x to 6x over the past few months. On "bad luck" days, win/loss ratios average between 1:8 and 1:10, rarely worse than 1:10. In certain regions, after a strong session (e.g., 1:2 or 1:3), outcomes drop sharply, with losses increasing to over 1:20 the following day (recorded up to 1:40+), even when games are played optimally. This pattern is confirmed by multiple players. During these odds shifts, games reduce or remove skill-based elements. Recorded sessions show a surprising number of games suddenly receiving fewer than three "wilds", critical for progression and points. This makes the game chance-dominated, potentially constituting unlawful gambling practices. Under Linden Lab's policies, many games played during these periods violate rules as they offer little or no opportunity for skill. If odds shifts exist, they not only constitute gambling but may also be illegal under gambling laws. There is reason to believe that the opportunity for skill input can be variable and possibly manually set, making the presence of skill itself subject to chance. Manual control of odds and odds shifting may constitute gambling fraud and would be illegal. New laws and regulations have updated requirements for skill gaming. It appears Linden Lab has not kept updated with these changes, risking serious legal issues Previous proof of skill appears to be player vs player, where now it's player vs house The primary factor in win/loss should be player ability for a game to qualify as skill gaming. If the amount of skill a player can use is heavily randomized or reduced, the game no longer qualifies as skill gaming. REQUESTS: Conduct and require an up-to-date validation and review of all approved skill games and regions Provide transparency regarding the expected skill/chance rates offered by machines, especially if settings are manually adjusted Enforce consistency in skill game odds across all games and players, prohibiting any bias or alterations, in compliance with skill gaming and gambling regulations. Prohibit illegal variable or player-based odds shifting Investigate and take appropriate action against regions found in gross violation of policies and laws. Acknowledge that differences in points based on skill do not necessarily make skill the dominant factor, particularly in player vs. house games where odds can be manipulated. Update the gaming policy to clarify that skill games, including skill opportunities, should not be significantly determined by chance, as this constitutes gambling. If compliance cannot be ensured, reconsider the allowance of skill games within Second Life.
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