Earlier quoted context omitted.
You aren't talking about the intrinsic value of Bitcoin. You are talking about it's value relative to USD. These are completely different things. Bitcoin has intrinsic value outside of the fiat system. It can be used entirely independent of fiat. Whether that will become common is another matter, but the value of Bitcoin does not have to depend solely on it's value relative to USD.
As long as miners can't pay the power company with their mining rewards, bitcoin can't exist outside the fiat system. The mining reward denominated in the currency the miner has to pay their electricity bill in MUST be higher than the electricity cost to mine the reward, otherwise the miners go bankrupt.
“Play-to-Earn” and Bullshit Jobs
271–280 of 700 posts
Re: “Play-to-Earn” and Bullshit Jobs
#272Earlier quoted context omitted.
This is what people don't seem to understand about BitCoin. It is cashflow negative, Money has to keep coming in to keep the price up due to paying miners. It is totally fine if you think BTC is better than the USD or Gold for whatever reason. But Bitcoin is still cashflow negative. You have to keep pumping money into it to keep up its value. Where is that money going to come from? Is it coming from Tether? Is it com…
> This is what people don't seem to understand about BitCoin. It is cashflow negative, Money has to keep coming in Pretty sure a sizable portion of Bitcoin holders understand and know that. They don't hold Bitcoin as a form of bespoke investment to be exchanged for money at some point in the future. They hold it because they believe it is sound and incorruptible money . And as long as they (not any additional people!…
Re: “Play-to-Earn” and Bullshit Jobs
#273Earlier quoted context omitted.
This is what people don't seem to understand about BitCoin. It is cashflow negative, Money has to keep coming in to keep the price up due to paying miners. It is totally fine if you think BTC is better than the USD or Gold for whatever reason. But Bitcoin is still cashflow negative. You have to keep pumping money into it to keep up its value. Where is that money going to come from? Is it coming from Tether? Is it com…
Bitcoin has a use case for money laundering, tax evasion, evading China's exchange controls, and drugs. That market turned out to be larger than expected.
Re: “Play-to-Earn” and Bullshit Jobs
#274Earlier quoted context omitted.
> is a consequence of the airline industry So then yes you are assuming that anarchism can wave a magic wand and make it so airlines never lose people's bags, or that it won't ever create any extra work to track down those bags.
No, but that airlines hire essentially customer service reps to face the brunt of people's anger while the company changes nothing to prevent the problems is a classic corporate strategy. They exploit customers and neglect their responsibility and then hire some poor mug to get shouted at. I don't know if that's David Graeber's specific criticism but it is mine.
I'm sure airlines do a lot behind the scenes to make sure they don't lose their luggage. Even if they didn't, I don't see why a worker co-op wouldn't have the exact same incentives.
Re: “Play-to-Earn” and Bullshit Jobs
#275In the late 2000s, as a teenager, I was gifted a Runescape account. This account had level 80+ woodcutting, allowing one to chop magic trees - which would produce the most expensive lumber in the game. It took a staggering number of real hours to achieve this skill level, we're talking several hundred hours minimum. At some point I had realized that there were different sketchy websites that would buy and sell the in…
https://news.ycombinator.com/item?id=11730181
I wrote a bot for The Sims Online that manufactured Simoleons, then repurposed it to catalog and describe objects in the game for you with a speech synthesizer. TSO had some ham-fisted money making multi player games that forced players to interact with each other in exchange for Simoleons.
One of them was a maze solving game for two players, where one player is lost in the maze and can see the local walls around them, and the other player can see an overall map of the maze without the player's position, and has to guide them around and figure out where they are and how to guide them out by asking them what they see and telling them which direction to move.
That required a lot of work for two people to do manually, so there was a big reward, but it was trivial and fun to solve mazes programmatically! (Plus it made cool bleeping and kaching sounds as it solved the mazes and printed money!)
I would run two TSO clients at the same time, logged into different accounts in different windows. The bot attached to both of them, then screen scraped pixels and injected events to repeatedly solve mazes by moving the player around until it identified where they were, solving for the shortest path, and bringing them straight home quickly by machine-gun clicking on the arrow buttons.
My housemate had a good eBay reputation, so as an experiment, we tried selling Simoleons on eBay for real currency via PayPal.
I could generate arbitrarily huge amount of virtual currency quite quickly. The bottleneck was selling it, and the problem was customer service.
The problem was that many of the customers were pouty temperamental 15-year-olds using their parent's eBay accounts, who would give scathing eBay reviews if their order wasn't delivered instantly, or they suffered some imagined slight.
And the other problem was that TSO just wasn't designed to make it easy to transfer large amounts of Simoleons from player to player.
You couldn't just "wire" somebody an arbitrary amount of cash via in-game email -- you had to show up on their lot and meet them at a specific real time, and suspiciously hand it over to them $1000 at a time.
There was another better way to transfer cash more efficiently than handing it over grand by grand, and that was with tip jars: You could fill a tip jar with $5000 using the pie menu with a couple of mouse clicks, and then the user could empty it the same way.
So when I had to deliver our first million Simoleons, I came up with a system where I'd go to the lot of the customer and meet them, then ask them to line up a bunch of tip jars in a row. I would then use bot macros to fill each tip jar one by one with $5000, while the customer would quickly empty them as I filled them up, and then we'd go back to the beginning of the row and start all over again, until we'd transferred the entire million Simoleons, in only 200 $5000 hand=>jar=>hand transactions instead of 1000 $1000 hand=>hand transactions.
One time when we were making a big delivery of cash, running the gauntlet of tip jars in our customer's living room (which I admit looked pretty fishy), and their housemate came home, saw what was happening, and wisely sussed up the situation that there was some kind of deal going down, that she wanted in on.
So she put her own tip jar down at the end of her housemate's row of tip jars, and I blithely deposited $5000 into her tip jar several times, which she immediately snapped up.
When I realized what happened, instead of contracting The Sims Mafia to do a hit on her, I congratulated her for her loose morals and ingenuity. It was such a great hack, and I totally fell for it, and had more Simoleons than I knew what to do with anyway. It's all about good customer service!
It was a fun experiment, but other bots and offshore farmers were starting to work the system too, and customer service and delivery problems made it not worth continuing.
So the unemployed Sims bot wouldn't feel bored, I retrained it into a more practical assistive utility called "Simplifier", which knew how to recognize and navigate the Sims user interface to show, scroll through, and enumerate all the many items, wallpapers, floor tiles, etc, in the catalog.
Simplifier demo starts at 3:15: https://youtu.be/Imu1v3GecB8?t=3m15s
It took snapshots of the icons, and read the text off the screen to capture the title, price and description (it was all in a bitmap Comic Sans font, so it was easy for a bot to recognize, if not for your eyes to read), and made a searchable illustrated database of all your built-in and downloaded content.
Simplifier addressed the problem that many players would download thousands of objects from web sites, or make their own custom objects with tools like Transmogrifier and RugOMatic (shown earlier in the demo video), but it was impossible to search or keep track of them through The Sims interface.
And it was useful for Sims web site publishers to make illustrated catalogs of their own objects.
You could also operate it in manual mode, where you press and hold on an icon in the catalog, and it reads the object description to you with a speech synthesizer.
That was useful for kids learning to read, old farts with bad eyesight, and snobby designers who hate Comic Sans, who would enjoy having the object descriptions read to them.
Schneier on Security: Virtual Mafia in Online Worlds:
https://www.schneier.com/blog/archives/2009/11/virtual_mafia...
Randy Farmer and Bryce Glass: Building Web Reputation Systems: The Dollhouse Mafia, or "Don't Display Negative Karma"
http://buildingreputation.com/writings/2009/10/the_dollhouse...
Re: “Play-to-Earn” and Bullshit Jobs
#276This takeaway is odd - especially when the entire point is that these bullshit jobs are a core part of capitalism, because they force people to buy into the system in spite of its obvious problems...
Re: “Play-to-Earn” and Bullshit Jobs
#277I disagree entirely with the thesis of "bullshit jobs". Unless it's a government job or mandated by regulations, someone is paying for a task to be done voluntarily. Therefore it isn't bullshit to the payer, even if it might seem like bullshit to the worker. I have never stumbled on a single job that wasn't government-required labor that had no purpose whatsoever, and furthermore the laborer wasn't able to quit.
If you pay close attention, you will find that most government regulations that affect whole industries are actually the result of lobbying by the industries themselves. This is clearly visible in finance but it happens for almost any industry where there are powerful players.
No one wants to increase their productivity without a corresponding increase in revenue - this includes corporations as well as individuals. Bullshit jobs need to be created to maintain high prices in face of constant downward pressure.
Re: “Play-to-Earn” and Bullshit Jobs
#278They make perfect sense. You probably can't be a King or Queen in the real world, but for a modest outlay you can play one in the virtual world. The product being sold is not the fun of clicking around doing pointless things in a Monarchy Simulator, but the emotional satisfaction of bossing a small army of other people around. Within the game, you can be the sun around whom others revolve.
Re: “Play-to-Earn” and Bullshit Jobs
#279In 2017 I started learning about Ethereum. Once I understood it as a virtual machine, the idea hit me that one could build a game. About that time, CryptoKitties hit and became an example of what could be built. Shortly late, a tutorial called CryptoZombies helped teach "a way" to build crypto collectable style games on distributed virtual machines like Ethereum.
Like many people, I went through the tutorial and I started working on my own game. A big difference between myself and many others is that many others only slightly deviated from the CryptoKitties formula. The inspiration for my game, Orbiter 8, came from an old BBS game, so I deviated a lot.
I worked on Orbiter 8 for a couple of years and released two demos before I bothered with ERC20/ERC721 interfaces. The game concept has an in-game currency and ownable assets so I created interfaces making those things tradable outside of the game. This was sort of a no-brainer. By using ERC721, I can use open markets like OpenSea to trade my game assets as NFTs. By using ERC20 I can put the in-game currency on SushiSwap and let the public trade the currency as they wish.
I didn't intend to, but having done those things now means I am building a Play To Earn game. That is, of course, assuming my game assets and in-game currency actually have value and a value higher than the cost of creation. But for all intents and purposes, the emerging model is a pretty decent Play2Earn model.
Most games are about progression. You typically "grind" in any game to acquire better items and stats. The only step to make any of these games P2E is to allow those things to be traded on open markets. So if you build a game natively on one of these networks, P2E is an extremely natural emergence.
Re: “Play-to-Earn” and Bullshit Jobs
#280Earlier quoted context omitted.
I know a lot of people have fond memories of this kind of thing, but from a designer perspective, is it good that a game is so boring that players are willing to pay real-world money to skip parts of it? Runescape set up a system that was so grind-heavy that players broke server rules and wrote automated scripts to grind for them, and other players gave them money to do that. Because the minute-to-minute gameplay of…
I wouldn't think of a game like Runescape as one thing, but more of a collection of many things. What you pay for is the ability to skip the parts of the game you don't like, so you can focus on the parts of the game you do like. Ideally everyone would like everything you make, but that feels more like a naive way of thinking than to worry about people wanting to skip parts of your game. As long as "pay to skip" does…
The whole point of an MMO is that your character progresses and gets better as they do more things in the game. If you are paying to skip something that makes your character better, your character will be better than if you didn’t pay to skip that.
If what you are skipping is not making your character better, you wouldn’t be doing it in the first place.
MMOs are be definition pay to win. You either pay with time or pay with money.