Harlax wrote: I would argue with your arguments.
1). This is a solution to a "problem" that has not yet been officially named as a problem.
2). It penalizes parties who have last minute no shows.
3). TDC was a special case given the extremely low ticket price.
If we must have ghosting limitations how about limiting the number of wristbands a player can benefit from. If every player was limited to two wristbands, then the double down groups are covered and parties are protected against a no show or two.
Since we're going around in circles again... how about let's solve Origins first.
Assuming we want GenCon to be the "gold standard" of loot per dollar of ticket price, we could do this at Origins:
1. Leave all ghost rules the same.
2. At the end of the adventure, everyone draws three chips from a box with an identical mix as GenCon.
3. All TE-granted bonus chips come from a watered-down box.
New and non-TE players get more loot for their ticket dollar. If the mix is right, those of us who draw the max get the exact same expected value per ticket dollar.
I made some assumptions, did math-stuff and calculated that adding equal parts of "GenCon mix" and uncommons is just about right.
What I mean is, (average max Origins loot value)/(Origins ticket price) is about equal to (average max GenCon loot)/(GenCon ticket price)
Doesn't penalize no-shows
Doesn't encourage farming or ghosting anymore than at GenCon
Newbies make out
Max-loot players break even
Mid-loot players still do better than at GenCon
Many more pros and cons, but IMO, if the farming and ghosting problems exist, they do so because of our insatiable appetite for loot, so we have to be willing to give up a little to avoid the disruptions of rationing (which is essentially what anti-ghosting rules are.) And nobody wants the main treasure mix diluted, but something has to change or everything is going to change.