Additionally, Spiral Knights also had an interesting model -- access to levels was gated by something called "Energy," and you were given a cap and a given regeneration rate for energy up to that cat. "Crystal Energy" could be bought for real money and exchanged for in-game money, so it was an interesting deal -- the game created an automatic sink for money in energy.
Hammercoin – A Bitcoin-fueled game
11–20 of 26 posts
Re: Hammercoin – A Bitcoin-fueled game
#12> on why using credit cards for videogames is a bad idea: You trust the game owner with your payment credentials, and while this is fine when using Google, Facebook and Apple “wallets”, indie developers like us don’t have access to the same level of trust. > For every new player in the game we create a game wallet. This is a standard Bitcoin wallet you can deposit funds via QR codes and transfer to any wallet service…
Re: Hammercoin – A Bitcoin-fueled game
#13This doesn't sound like a horrible idea, but... It's got nothing to do with bitcoins. It's just an RPG with easy conversion to and from real world currency and a fond hope they can make a dynamic player-run economy work. Unfortunately... Other games have tried the real world currency conversion, most famously Diablo 3. The consensus is that it worked horribly. And as for the dynamic economy, man, this one has been tr…
I think that Second Life (still running, and where you can still trade in-game money for real money see: https://community.secondlife.com/t5/English-Knowledge-Base/B... ) is a better example than Diablo 3
I think that supports my overall point though: This isn't new, and you don't need bitcoins to make it work.
Re: Hammercoin – A Bitcoin-fueled game
#14Upon the creation of the game world a fund of X money would be set aside and correspond to all available in game items etc. For each paying player, new items would be added that correspond to a percentage of their fees. You could sell the items directly to the game bank for real money. No inflation so there's a limited number of items available and only if a new player signs up will new items be added.
You could probably even test player characters retiring at a certain level. Say you grind up to level MAX and essentially solved the game...click retire and you get refunded all the money that your items etc. are worth (and start the grind again if you want)
Re: Hammercoin – A Bitcoin-fueled game
#15It's economy is going to fail like almost every MMORPG economy because they only cover the supply side but not the demand side. Since every item is a commodity which is mostly obtained incidentially there are a lot of sellers that sell low quantities of that item. They don't care a lot about losing a bit of money they want liquidity. there is usually a limit on simultaneous sell orders which means you cant sell anyth…
Re: Hammercoin – A Bitcoin-fueled game
#16> on why using credit cards for videogames is a bad idea: You trust the game owner with your payment credentials, and while this is fine when using Google, Facebook and Apple “wallets”, indie developers like us don’t have access to the same level of trust. > For every new player in the game we create a game wallet. This is a standard Bitcoin wallet you can deposit funds via QR codes and transfer to any wallet service…
They may not have the passwords to these wallets.
Actually the bitcoin secret key is stored in the computer of the player so with the public address and the secret key they can transfer money using bitcoin protocol directly. Even without the game.
Re: Hammercoin – A Bitcoin-fueled game
#17It's economy is going to fail like almost every MMORPG economy because they only cover the supply side but not the demand side. Since every item is a commodity which is mostly obtained incidentially there are a lot of sellers that sell low quantities of that item. They don't care a lot about losing a bit of money they want liquidity. there is usually a limit on simultaneous sell orders which means you cant sell anyth…
It sounds like you are speaking about the deficiencies of some particular game, this certainly isn't true of all MMOs. GW2 and Eve both support buy orders, for instance. Items that drive the economy are also not always obtained incidentally, often they must be crafted by someone with high enough skill using rare components.
Re: Hammercoin – A Bitcoin-fueled game
#18It's economy is going to fail like almost every MMORPG economy because they only cover the supply side but not the demand side. Since every item is a commodity which is mostly obtained incidentially there are a lot of sellers that sell low quantities of that item. They don't care a lot about losing a bit of money they want liquidity. there is usually a limit on simultaneous sell orders which means you cant sell anyth…
It sounds like you are speaking about the deficiencies of some particular game, this certainly isn't true of all MMOs. GW2 and Eve both support buy orders, for instance. Items that drive the economy are also not always obtained incidentally, often they must be crafted by someone with high enough skill using rare components.
Re: Hammercoin – A Bitcoin-fueled game
#19Earlier quoted context omitted.
I think that Second Life (still running, and where you can still trade in-game money for real money see: https://community.secondlife.com/t5/English-Knowledge-Base/B... ) is a better example than Diablo 3
Quite possibly; I'm more familiar with Diablo 3 than Second Life, and had actually forgotten (if I'd ever known) that Second Life allowed RMT. I think that supports my overall point though: This isn't new, and you don't need bitcoins to make it work.
Items also had a maximum price limit. This meant that items worth more than $250 USD at the time had to be sold for lesser value items, or for gold (which had the downfalls listed above).
The problems with Diablo III were the restrictions on the marketplace. Blizzard never allowed prices to hit their true equilibrium, and it created an off-site black market along with other inefficiencies.
There is no reason that a game economy should be ruined in one way or another by a real-money exchange rate. There are many games where players buy & sell in-game currency for real money, where the in-game currency holds a very steady real money value.
Take Runescape for example. One million Old School Runescape Gold has been worth roughly $1 USD for the past 6 months. The volume of in-game currency which has been bought and sold in that time period is in the tens of millions of USD.
Source: I run http://r2pleasent.com - a site that buys and sells in-game items.