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Author Topic: ⋞ANN⋟⋞HOST⋟ HOSTCOIN | IN-DEV | READ OP  (Read 19599 times)
frostminer
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May 16, 2016, 04:31:24 PM
 #181



Any news on the dev front?
This coin was in a nice stride.. then died away when it should bloom.

raetsch
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May 16, 2016, 05:16:43 PM
 #182

What kind of specifications are we going to be looking at for the Minecraft server? Towny, enhanced survival, hardcore anarchy, pure vanilla, etc.? If you're looking for the Minecraft server to be an integral part of the crypto, it is imperative that it is a server that would coincide with a real world economy well. i.e. a minigame hub or prison server wouldn't make much sense to base a crypto economy off of. Vanilla survival is fine but the game is easy enough to where you don't need to do much trading -> little to no velocity for coins held on the server.

 The specs for the server are as follows. It will be a drug server where users gain currency from going out far from spawn and building drug farms. They will then be able to sell their crops to the server for in-game currency(TrapCoin). With their money they will be able to purchase MANY things from ranks, commands, ETC. The server allows full pvp and raiding, so I've added a plugin that gives you 5% of a players balance if you kill them. The economy will be 100% player run. NOTHING will be spawned from the server. I'm not even including a starter kit. Every player will start with nothing. There will only be player shops. No server shops will exist except for the ones at which you sell your drugs. Now that I'm on the topic of shops, players will be able to rent out shop space to open up their own shops. They will also be able to rent out plots for building. I'm also incorporating a casino as well as a lottery. I've added many things for users to spend their money on and I'll be adding more. I've been playing minecraft since I was 14, I'm 20 now, just about 21 now. I've seen MANY MANY servers in my time of playing and I know what makes and breaks an economy. The beauty of it all is on other servers, users can purchase donor ranks and commands through FIAT currency. This will not be the case with Trap Life. Everything will be purchasable with your in-game balance. Some of the stuff (the /fly command for example) I have priced very high hence giving players something to save for. The equivalent of $1 in-game will be .0001 TRAP. I know it's not very high but that's the point. With the current price of TRAP, a player could go onto yobit and purchase 100 Pounds easily and have $1,000,000 in-game. It gives the coin more value in the server than outside. The more TRAP that ends up in the server the higher the price will go outside the server. You have to remember, there's just over 2.4 million coins in circulation, making TRAP pretty rare in comparison to others that have over 100 million. I've also purchased a xenforo license, I'm really hoping to get a strong community going. Honestly I could keep going on about the project but you're just gonna have to wait and see. It's currently 2:30am where I live, when I'm not working/looking after my kid I'm working on the server. I'm getting a little stressed because I want to get this server out to the public. However, I can't release it until it's prefect, I just can't. In the next little bit, I will be looking for beta testers, so if you're interested, stay tuned. I hope I answered your question. Smiley

Just for you. But i suggest you visit a Hospital. Your short term memory is badly damaged...
Ace_Of_Fades (OP)
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May 17, 2016, 05:09:31 PM
 #183

Did you notice that this coin lost around 75% off his value in just few days. What will be done to not make it completely worthless. As you said earlier that the price should go up more.

Any news on the dev front?
This coin was in a nice stride.. then died away when it should bloom.

The drop in price is due to people dumping their coins. People only invest because they believe they will profit. When one person feels they aren't going to profit, they start to dump their coins and the price drops. Which in turn, makes everyone else dump their coins, making the price drop even more. It has nothing to do with the development of the project. I'm still hard at work getting the minecraft server finished. I'm actually thrilled the price has dropped! I currently own the largest percentage of the coins in circulation and now I can purchase even more to put towards the server. Smiley



Just for you. But i suggest you visit a Hospital. Your short term memory is badly damaged...

I don't quite understand what you're saying. Is it directed at me? If it is, could you please elaborate.

Ace_Of_Fades (OP)
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May 17, 2016, 05:14:47 PM
 #184

Here's a screenshot of my wallet to backup my previous statement where I said "I currently own the largest percentage of the coins in circulation and now I can purchase even more to put towards the server."



Feel free to look up my addresses on the block explorer.

JanDzban
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May 17, 2016, 05:20:16 PM
 #185

Just for you. But i suggest you visit a Hospital. Your short term memory is badly damaged...

I don't quite understand what you're saying. Is it directed at me? If it is, could you please elaborate.

I follow this thread because i like mc and devs plans about server looks promissing for me, and i also dont understand what you are talking about with "short term memory". Can you be more precise?


███████████████████████████████████████
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DECENT
FOUNDATION



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[D]ecentralized application
[E]liminated third parties
[C]ontent distribution



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[E]ncrypted & secure
[N]o borders
[T]imeless reputation



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raetsch
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May 17, 2016, 07:03:49 PM
 #186

Just for you. But i suggest you visit a Hospital. Your short term memory is badly damaged...

I don't quite understand what you're saying. Is it directed at me? If it is, could you please elaborate.

I follow this thread because i like mc and devs plans about server looks promissing for me, and i also dont understand what you are talking about with "short term memory". Can you be more precise?

Yes i can.

I quoted the devs' post for the two guys asking for news, being too lazy to read the last post of the dev, just two days ago.
And if they read it, they must have forgot it... so my advice for them, getting help before they run into serious problems.
jeffthebaker
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May 17, 2016, 10:10:03 PM
 #187

What kind of specifications are we going to be looking at for the Minecraft server? Towny, enhanced survival, hardcore anarchy, pure vanilla, etc.? If you're looking for the Minecraft server to be an integral part of the crypto, it is imperative that it is a server that would coincide with a real world economy well. i.e. a minigame hub or prison server wouldn't make much sense to base a crypto economy off of. Vanilla survival is fine but the game is easy enough to where you don't need to do much trading -> little to no velocity for coins held on the server.

 The specs for the server are as follows. It will be a drug server where users gain currency from going out far from spawn and building drug farms. They will then be able to sell their crops to the server for in-game currency(TrapCoin). With their money they will be able to purchase MANY things from ranks, commands, ETC. The server allows full pvp and raiding, so I've added a plugin that gives you 5% of a players balance if you kill them. The economy will be 100% player run. NOTHING will be spawned from the server. I'm not even including a starter kit. Every player will start with nothing. There will only be player shops. No server shops will exist except for the ones at which you sell your drugs. Now that I'm on the topic of shops, players will be able to rent out shop space to open up their own shops. They will also be able to rent out plots for building. I'm also incorporating a casino as well as a lottery. I've added many things for users to spend their money on and I'll be adding more. I've been playing minecraft since I was 14, I'm 20 now, just about 21 now. I've seen MANY MANY servers in my time of playing and I know what makes and breaks an economy. The beauty of it all is on other servers, users can purchase donor ranks and commands through FIAT currency. This will not be the case with Trap Life. Everything will be purchasable with your in-game balance. Some of the stuff (the /fly command for example) I have priced very high hence giving players something to save for. The equivalent of $1 in-game will be .0001 TRAP. I know it's not very high but that's the point. With the current price of TRAP, a player could go onto yobit and purchase 100 Pounds easily and have $1,000,000 in-game. It gives the coin more value in the server than outside. The more TRAP that ends up in the server the higher the price will go outside the server. You have to remember, there's just over 2.4 million coins in circulation, making TRAP pretty rare in comparison to others that have over 100 million. I've also purchased a xenforo license, I'm really hoping to get a strong community going. Honestly I could keep going on about the project but you're just gonna have to wait and see. It's currently 2:30am where I live, when I'm not working/looking after my kid I'm working on the server. I'm getting a little stressed because I want to get this server out to the public. However, I can't release it until it's prefect, I just can't. In the next little bit, I will be looking for beta testers, so if you're interested, stay tuned. I hope I answered your question. Smiley

So there is a GARGANTUAN problem with a crypto economy on a drug server. The way that drug servers work is that people grow crops (drugs) that they sell back to spawn in order to rank up in the game. You said that the economy will be player to player, but a large, large majority of transactions will be the server selling Trapcoin (in game currency) to the players in exchange for these drugs. Where will this Trapcoin be coming from? If it is being generated at will, there will be a massive hyperinflation of the currency, because making money on a drug server becomes exponentially easier over time (the more time you put into the game, the more money you can earn and the more your profits are increasing).

Now, if the economy truly is player to player, and there is no server shop to buy/sell from, you run into the problem that players aren't going to exchange trapcoin with one another. Farming crops is insanely easy, nobody is going to purchase any drugs from one another when they can easily hoard them.

There are other issues with the set up (/fly on a pvp/anarchy server is insanely unbalanced) but the main problem is that I just don't see how you could make such an economy work. One way that COULD work would be for the server to have its own wallet, and every rank up or perk purchase sends all coins into that wallet. Server shop has fluid prices based off of the size of the wallet and prices will depreciate/appreciate as the server bankroll decreases/increases. However, people will be trying to hoard their crypto more than they will try to spend it, so it's a very real possibility that in such an economy, server shop prices would eventually depreciate to 0.

Let me end this by saying I, too, have been playing Minecraft for quite some times. I've been heavily involved in a multitude of servers, including playing an active role in one server from its inception, to its appreciation to the #1 most popular server (back in Beta 1.8 ) to its ultimate demise. I have also designed server economies. I love Minecraft, and what I love in particular is the economic aspect. I know exactly what does/doesn't work. If you need any advice or would like some help, feel free to let me know.
frostminer
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May 17, 2016, 10:42:39 PM
 #188

What kind of specifications are we going to be looking at for the Minecraft server? Towny, enhanced survival, hardcore anarchy, pure vanilla, etc.? If you're looking for the Minecraft server to be an integral part of the crypto, it is imperative that it is a server that would coincide with a real world economy well. i.e. a minigame hub or prison server wouldn't make much sense to base a crypto economy off of. Vanilla survival is fine but the game is easy enough to where you don't need to do much trading -> little to no velocity for coins held on the server.

 The specs for the server are as follows. It will be a drug server where users gain currency from going out far from spawn and building drug farms. They will then be able to sell their crops to the server for in-game currency(TrapCoin). With their money they will be able to purchase MANY things from ranks, commands, ETC. The server allows full pvp and raiding, so I've added a plugin that gives you 5% of a players balance if you kill them. The economy will be 100% player run. NOTHING will be spawned from the server. I'm not even including a starter kit. Every player will start with nothing. There will only be player shops. No server shops will exist except for the ones at which you sell your drugs. Now that I'm on the topic of shops, players will be able to rent out shop space to open up their own shops. They will also be able to rent out plots for building. I'm also incorporating a casino as well as a lottery. I've added many things for users to spend their money on and I'll be adding more. I've been playing minecraft since I was 14, I'm 20 now, just about 21 now. I've seen MANY MANY servers in my time of playing and I know what makes and breaks an economy. The beauty of it all is on other servers, users can purchase donor ranks and commands through FIAT currency. This will not be the case with Trap Life. Everything will be purchasable with your in-game balance. Some of the stuff (the /fly command for example) I have priced very high hence giving players something to save for. The equivalent of $1 in-game will be .0001 TRAP. I know it's not very high but that's the point. With the current price of TRAP, a player could go onto yobit and purchase 100 Pounds easily and have $1,000,000 in-game. It gives the coin more value in the server than outside. The more TRAP that ends up in the server the higher the price will go outside the server. You have to remember, there's just over 2.4 million coins in circulation, making TRAP pretty rare in comparison to others that have over 100 million. I've also purchased a xenforo license, I'm really hoping to get a strong community going. Honestly I could keep going on about the project but you're just gonna have to wait and see. It's currently 2:30am where I live, when I'm not working/looking after my kid I'm working on the server. I'm getting a little stressed because I want to get this server out to the public. However, I can't release it until it's prefect, I just can't. In the next little bit, I will be looking for beta testers, so if you're interested, stay tuned. I hope I answered your question. Smiley

So there is a GARGANTUAN problem with a crypto economy on a drug server. The way that drug servers work is that people grow crops (drugs) that they sell back to spawn in order to rank up in the game. You said that the economy will be player to player, but a large, large majority of transactions will be the server selling Trapcoin (in game currency) to the players in exchange for these drugs. Where will this Trapcoin be coming from? If it is being generated at will, there will be a massive hyperinflation of the currency, because making money on a drug server becomes exponentially easier over time (the more time you put into the game, the more money you can earn and the more your profits are increasing).

Now, if the economy truly is player to player, and there is no server shop to buy/sell from, you run into the problem that players aren't going to exchange trapcoin with one another. Farming crops is insanely easy, nobody is going to purchase any drugs from one another when they can easily hoard them.

There are other issues with the set up (/fly on a pvp/anarchy server is insanely unbalanced) but the main problem is that I just don't see how you could make such an economy work. One way that COULD work would be for the server to have its own wallet, and every rank up or perk purchase sends all coins into that wallet. Server shop has fluid prices based off of the size of the wallet and prices will depreciate/appreciate as the server bankroll decreases/increases. However, people will be trying to hoard their crypto more than they will try to spend it, so it's a very real possibility that in such an economy, server shop prices would eventually depreciate to 0.

Let me end this by saying I, too, have been playing Minecraft for quite some times. I've been heavily involved in a multitude of servers, including playing an active role in one server from its inception, to its appreciation to the #1 most popular server (back in Beta 1.8 ) to its ultimate demise. I have also designed server economies. I love Minecraft, and what I love in particular is the economic aspect. I know exactly what does/doesn't work. If you need any advice or would like some help, feel free to let me know.

You need to make a mini-exchange for the server.
When people buy TRAP ingame, there must be a bot doing a buy on some exchange.
Player-player transactions dont need to involve the server at all.. Just to people exchanging adresses.

This would also drive the prices up, as its the opposite of dumping.
Shouldt be too hard to make a script doing exchange buys at order.

jeffthebaker
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May 18, 2016, 12:53:17 AM
 #189

What kind of specifications are we going to be looking at for the Minecraft server? Towny, enhanced survival, hardcore anarchy, pure vanilla, etc.? If you're looking for the Minecraft server to be an integral part of the crypto, it is imperative that it is a server that would coincide with a real world economy well. i.e. a minigame hub or prison server wouldn't make much sense to base a crypto economy off of. Vanilla survival is fine but the game is easy enough to where you don't need to do much trading -> little to no velocity for coins held on the server.

 The specs for the server are as follows. It will be a drug server where users gain currency from going out far from spawn and building drug farms. They will then be able to sell their crops to the server for in-game currency(TrapCoin). With their money they will be able to purchase MANY things from ranks, commands, ETC. The server allows full pvp and raiding, so I've added a plugin that gives you 5% of a players balance if you kill them. The economy will be 100% player run. NOTHING will be spawned from the server. I'm not even including a starter kit. Every player will start with nothing. There will only be player shops. No server shops will exist except for the ones at which you sell your drugs. Now that I'm on the topic of shops, players will be able to rent out shop space to open up their own shops. They will also be able to rent out plots for building. I'm also incorporating a casino as well as a lottery. I've added many things for users to spend their money on and I'll be adding more. I've been playing minecraft since I was 14, I'm 20 now, just about 21 now. I've seen MANY MANY servers in my time of playing and I know what makes and breaks an economy. The beauty of it all is on other servers, users can purchase donor ranks and commands through FIAT currency. This will not be the case with Trap Life. Everything will be purchasable with your in-game balance. Some of the stuff (the /fly command for example) I have priced very high hence giving players something to save for. The equivalent of $1 in-game will be .0001 TRAP. I know it's not very high but that's the point. With the current price of TRAP, a player could go onto yobit and purchase 100 Pounds easily and have $1,000,000 in-game. It gives the coin more value in the server than outside. The more TRAP that ends up in the server the higher the price will go outside the server. You have to remember, there's just over 2.4 million coins in circulation, making TRAP pretty rare in comparison to others that have over 100 million. I've also purchased a xenforo license, I'm really hoping to get a strong community going. Honestly I could keep going on about the project but you're just gonna have to wait and see. It's currently 2:30am where I live, when I'm not working/looking after my kid I'm working on the server. I'm getting a little stressed because I want to get this server out to the public. However, I can't release it until it's prefect, I just can't. In the next little bit, I will be looking for beta testers, so if you're interested, stay tuned. I hope I answered your question. Smiley

So there is a GARGANTUAN problem with a crypto economy on a drug server. The way that drug servers work is that people grow crops (drugs) that they sell back to spawn in order to rank up in the game. You said that the economy will be player to player, but a large, large majority of transactions will be the server selling Trapcoin (in game currency) to the players in exchange for these drugs. Where will this Trapcoin be coming from? If it is being generated at will, there will be a massive hyperinflation of the currency, because making money on a drug server becomes exponentially easier over time (the more time you put into the game, the more money you can earn and the more your profits are increasing).

Now, if the economy truly is player to player, and there is no server shop to buy/sell from, you run into the problem that players aren't going to exchange trapcoin with one another. Farming crops is insanely easy, nobody is going to purchase any drugs from one another when they can easily hoard them.

There are other issues with the set up (/fly on a pvp/anarchy server is insanely unbalanced) but the main problem is that I just don't see how you could make such an economy work. One way that COULD work would be for the server to have its own wallet, and every rank up or perk purchase sends all coins into that wallet. Server shop has fluid prices based off of the size of the wallet and prices will depreciate/appreciate as the server bankroll decreases/increases. However, people will be trying to hoard their crypto more than they will try to spend it, so it's a very real possibility that in such an economy, server shop prices would eventually depreciate to 0.

Let me end this by saying I, too, have been playing Minecraft for quite some times. I've been heavily involved in a multitude of servers, including playing an active role in one server from its inception, to its appreciation to the #1 most popular server (back in Beta 1.8 ) to its ultimate demise. I have also designed server economies. I love Minecraft, and what I love in particular is the economic aspect. I know exactly what does/doesn't work. If you need any advice or would like some help, feel free to let me know.

You need to make a mini-exchange for the server.
When people buy TRAP ingame, there must be a bot doing a buy on some exchange.
Player-player transactions dont need to involve the server at all.. Just to people exchanging adresses.

This would also drive the prices up, as its the opposite of dumping.
Shouldt be too hard to make a script doing exchange buys at order.

The problem isn't the method of exchange, the problem is the type of server that trapcoin is to be implemented on. As far as Minecraft servers go, an in game currency that represents some denomination of the crypto is an absolute must. Things happen fast in MC. It takes only a simple chat command to send any amount of money from one player to another.

The problem is that drug servers typically operate on command economies: players farm drugs and sell them to the server (which is typically an entity with infinite spending). Players accumulate money and then buy upgrades and rank ups from the server. This is fine for a server where the in game currency has no real life value. In this instance, however, it's hard for me to believe that OP could foster an environment that isn't unplayable or suicide for the crypto.
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May 18, 2016, 02:13:29 AM
 #190

So there is a GARGANTUAN problem with a crypto economy on a drug server. The way that drug servers work is that people grow crops (drugs) that they sell back to spawn in order to rank up in the game. You said that the economy will be player to player, but a large, large majority of transactions will be the server selling Trapcoin (in game currency) to the players in exchange for these drugs. Where will this Trapcoin be coming from? If it is being generated at will, there will be a massive hyperinflation of the currency, because making money on a drug server becomes exponentially easier over time (the more time you put into the game, the more money you can earn and the more your profits are increasing).

Now, if the economy truly is player to player, and there is no server shop to buy/sell from, you run into the problem that players aren't going to exchange trapcoin with one another. Farming crops is insanely easy, nobody is going to purchase any drugs from one another when they can easily hoard them.

There are other issues with the set up (/fly on a pvp/anarchy server is insanely unbalanced) but the main problem is that I just don't see how you could make such an economy work. One way that COULD work would be for the server to have its own wallet, and every rank up or perk purchase sends all coins into that wallet. Server shop has fluid prices based off of the size of the wallet and prices will depreciate/appreciate as the server bankroll decreases/increases. However, people will be trying to hoard their crypto more than they will try to spend it, so it's a very real possibility that in such an economy, server shop prices would eventually depreciate to 0.

Let me end this by saying I, too, have been playing Minecraft for quite some times. I've been heavily involved in a multitude of servers, including playing an active role in one server from its inception, to its appreciation to the #1 most popular server (back in Beta 1.8 ) to its ultimate demise. I have also designed server economies. I love Minecraft, and what I love in particular is the economic aspect. I know exactly what does/doesn't work. If you need any advice or would like some help, feel free to let me know.

The problem isn't the method of exchange, the problem is the type of server that trapcoin is to be implemented on. As far as Minecraft servers go, an in game currency that represents some denomination of the crypto is an absolute must. Things happen fast in MC. It takes only a simple chat command to send any amount of money from one player to another.

The problem is that drug servers typically operate on command economies: players farm drugs and sell them to the server (which is typically an entity with infinite spending). Players accumulate money and then buy upgrades and rank ups from the server. This is fine for a server where the in game currency has no real life value. In this instance, however, it's hard for me to believe that OP could foster an environment that isn't unplayable or suicide for the crypto.

 I'm really thankful you're discussing this with me. It's about time someone gave some minecraft related input in this topic.

 The TrapCoin won't be coming from an infinite source. Not sure if you saw my post above, but I own approximately 13% of the TrapCoin in circulation. I'm using the chestshop plugin along with SQL economy bridge plugin. The chestshop plugin by default, has an infinite balance for admin shops. In the plugin config I have the server economy account setup. This makes it so the server doesn't just keep spitting out money when it doesn't exist. That along with the SQL economy bridge plugin, php jsonRPC and a php cronjob running at every 3 minutes, will keep the server balance updated to the actual balance of the TrapCoin wallet. So far that's all I've implemented for making sure that the funds in game are actually there. There's also a 50 million dollar player balance cap that I've set with essentials. This means the max amount of money a player will be able to withdraw at any time will be 5000 coins.

 Your idea of having dynamic drug prices based on the server balance is truly genius. I had actually never thought of doing something like that. The only thing is, the current chestshop plugin doesn't have SQL support so updating the prices in the shop would have to be done manually. :/ I'm gonna do some looking around and see what I can do.

 As for an exchange, I will be setting up a buy/sell category in the Trap Life forums. Selling TRAP will be open to anyone. Players that wish to purchase any will have to go through a verification process. I haven't fully worked out how it will work, but there will be an exchange.

 Please keep shooting ideas/holes related to the server my way. Like I said, I'm truly glad you're bringing this stuff up.

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May 18, 2016, 03:09:20 AM
 #191

So there is a GARGANTUAN problem with a crypto economy on a drug server. The way that drug servers work is that people grow crops (drugs) that they sell back to spawn in order to rank up in the game. You said that the economy will be player to player, but a large, large majority of transactions will be the server selling Trapcoin (in game currency) to the players in exchange for these drugs. Where will this Trapcoin be coming from? If it is being generated at will, there will be a massive hyperinflation of the currency, because making money on a drug server becomes exponentially easier over time (the more time you put into the game, the more money you can earn and the more your profits are increasing).

Now, if the economy truly is player to player, and there is no server shop to buy/sell from, you run into the problem that players aren't going to exchange trapcoin with one another. Farming crops is insanely easy, nobody is going to purchase any drugs from one another when they can easily hoard them.

There are other issues with the set up (/fly on a pvp/anarchy server is insanely unbalanced) but the main problem is that I just don't see how you could make such an economy work. One way that COULD work would be for the server to have its own wallet, and every rank up or perk purchase sends all coins into that wallet. Server shop has fluid prices based off of the size of the wallet and prices will depreciate/appreciate as the server bankroll decreases/increases. However, people will be trying to hoard their crypto more than they will try to spend it, so it's a very real possibility that in such an economy, server shop prices would eventually depreciate to 0.

Let me end this by saying I, too, have been playing Minecraft for quite some times. I've been heavily involved in a multitude of servers, including playing an active role in one server from its inception, to its appreciation to the #1 most popular server (back in Beta 1.8 ) to its ultimate demise. I have also designed server economies. I love Minecraft, and what I love in particular is the economic aspect. I know exactly what does/doesn't work. If you need any advice or would like some help, feel free to let me know.

The problem isn't the method of exchange, the problem is the type of server that trapcoin is to be implemented on. As far as Minecraft servers go, an in game currency that represents some denomination of the crypto is an absolute must. Things happen fast in MC. It takes only a simple chat command to send any amount of money from one player to another.

The problem is that drug servers typically operate on command economies: players farm drugs and sell them to the server (which is typically an entity with infinite spending). Players accumulate money and then buy upgrades and rank ups from the server. This is fine for a server where the in game currency has no real life value. In this instance, however, it's hard for me to believe that OP could foster an environment that isn't unplayable or suicide for the crypto.

 I'm really thankful you're discussing this with me. It's about time someone gave some minecraft related input in this topic.

 The TrapCoin won't be coming from an infinite source. Not sure if you saw my post above, but I own approximately 13% of the TrapCoin in circulation. I'm using the chestshop plugin along with SQL economy bridge plugin. The chestshop plugin by default, has an infinite balance for admin shops. In the plugin config I have the server economy account setup. This makes it so the server doesn't just keep spitting out money when it doesn't exist. That along with the SQL economy bridge plugin, php jsonRPC and a php cronjob running at every 3 minutes, will keep the server balance updated to the actual balance of the TrapCoin wallet. So far that's all I've implemented for making sure that the funds in game are actually there. There's also a 50 million dollar player balance cap that I've set with essentials. This means the max amount of money a player will be able to withdraw at any time will be 5000 coins.

 Your idea of having dynamic drug prices based on the server balance is truly genius. I had actually never thought of doing something like that. The only thing is, the current chestshop plugin doesn't have SQL support so updating the prices in the shop would have to be done manually. :/ I'm gonna do some looking around and see what I can do.

 As for an exchange, I will be setting up a buy/sell category in the Trap Life forums. Selling TRAP will be open to anyone. Players that wish to purchase any will have to go through a verification process. I haven't fully worked out how it will work, but there will be an exchange.

 Please keep shooting ideas/holes related to the server my way. Like I said, I'm truly glad you're bringing this stuff up.

There is a server called buxville that utilizes an economy with dynamic prices. I don't think it is still up, but essentially, there were several towns throughout the map that each had a handful of items players could sell to. One town traded farmables, one traded ores, etc. Everything had a starting price, but prices were entirely dependent on how much other products were being sold to the server. For example, if someone sold 100,000 carrots, the price of carrots would drop a considerable amount, let's say from $3 to $1.8. In addition, the prices of everything else, from diamonds to potatoes, would increase proportionally. Diamonds might go from $45 to $45.5 and potatoes might go from $3 to $3.10.

The benefit to this is that it encourages diversity among players, and establishes niches. Through a normal server shop, prices are stagnant, and players will quickly realize which few products have the highest payout. Everyone will farm those specific items, as they are most profitable. This wouldn't be the case, since the more of a single item that is sold, the less that item is worth. When I played on there, I specialized in selling steak, leather, and wool. I also sold enchantment tables and obsidian from time to time. Other players worked as traditional farmers and miners, and some others grinded more niche items like prismarine.

In this situation, it would be a little different for two reasons: 1) A Drug server offers a single shade of economy: farming. That's just what the gameplay is. 2) The currency is finite.

Now, could such an economy work with this set up? I suppose it could. The way I would do it would be to make the price of each drug fixed to a variable percentage. What I mean by this is cactus, sugarcane, etc. will have a % attached to it, and will be bought by the server for that percent of the total wallet. These percentages could be dynamic with selling, so that the more each crop is sold, the lower the percentage of that crop, and higher of others. For example: let's say there are three drugs that can be sold to the server: sugarcane, carrots, and cactus. Sugarcane will have a value of .0005%, carrots will be .001%, and cactus .0025%. One player sells his sugarcane to the shop, and as a result, percentages change to .0004%, .00105%, and .00255%. (actual numbers could vary). Prices will fluctuate with server balance and in respect to most commonly sold commodities.

Of course, this is not something that could be done with chest shop. It would most likely have to be manually coded.

However, there is still a glaring problem with this formula. The nature of drug servers is that players earn more the more they play. As players move up the ladder, they unlock new perks, expand their operations, and earn significantly more than those at the start. Couple that with the fact that players are going to be looking to withdraw their earnings, and you are going to see a wallet that will be rapidly depleting, barring new players from the game and thus destroying the server. Here's why I think such an event would be reality:

At the start of the server, the wallet will be at its highest balance. Some early players may use exchanges to give them a boost, and everyone at the start will be competing to reach the top. Once they do start to get closer to the top, they are going to continue selling, but now also withdrawing. Not everyone will put in what they take out, which will mean the server wallet will continually decrease. Even when players purchase ranks and perks, it is highly likely that high ranking players will suck the wallet dry whenever it is refilled. New players will not be able to make any significant income without spending outside crypto, which most players will be unwilling or ignorant to do. As a result, it will be hard to get new players on board. Established players will see diminishing returns and the lack of players at the start means even less money going back into the server wallet. This would ultimately lead to a dying server.

Of course, this problem would be nullified by the dynamic economy listed above, but such an economy would not erase it completely.

I'm not trying to shit on this idea, because I've played on a few servers that operate on crypto economies and I absolutely love the concept. I just don't see a plausible outcome for a traditional drug server to be successful while operating on a real world economy.
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May 18, 2016, 09:21:29 AM
 #192

When you need beta testers just let me know. Not a minecraft expert or anything but a MC noob like me just might issue that fail error command cuz i dont know wtf i am doing in the game :p lol Smiley

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May 18, 2016, 09:25:21 AM
 #193

I am no minecraft player can I join Shocked
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May 18, 2016, 09:30:31 AM
 #194

Quick question Dev, i know it was somewhat covered in one of your posts up there but not really. Lets say your server is up and running. If I buy TRAP on an exchange or already have trap can I send trap from my wallet to the MC server to be converted and deposited to my game wallet?

Just curious.
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May 18, 2016, 09:34:17 AM
 #195

So there is a GARGANTUAN problem with a crypto economy on a drug server. The way that drug servers work is that people grow crops (drugs) that they sell back to spawn in order to rank up in the game. You said that the economy will be player to player, but a large, large majority of transactions will be the server selling Trapcoin (in game currency) to the players in exchange for these drugs. Where will this Trapcoin be coming from? If it is being generated at will, there will be a massive hyperinflation of the currency, because making money on a drug server becomes exponentially easier over time (the more time you put into the game, the more money you can earn and the more your profits are increasing).

Now, if the economy truly is player to player, and there is no server shop to buy/sell from, you run into the problem that players aren't going to exchange trapcoin with one another. Farming crops is insanely easy, nobody is going to purchase any drugs from one another when they can easily hoard them.

There are other issues with the set up (/fly on a pvp/anarchy server is insanely unbalanced) but the main problem is that I just don't see how you could make such an economy work. One way that COULD work would be for the server to have its own wallet, and every rank up or perk purchase sends all coins into that wallet. Server shop has fluid prices based off of the size of the wallet and prices will depreciate/appreciate as the server bankroll decreases/increases. However, people will be trying to hoard their crypto more than they will try to spend it, so it's a very real possibility that in such an economy, server shop prices would eventually depreciate to 0.

Let me end this by saying I, too, have been playing Minecraft for quite some times. I've been heavily involved in a multitude of servers, including playing an active role in one server from its inception, to its appreciation to the #1 most popular server (back in Beta 1.8 ) to its ultimate demise. I have also designed server economies. I love Minecraft, and what I love in particular is the economic aspect. I know exactly what does/doesn't work. If you need any advice or would like some help, feel free to let me know.

The problem isn't the method of exchange, the problem is the type of server that trapcoin is to be implemented on. As far as Minecraft servers go, an in game currency that represents some denomination of the crypto is an absolute must. Things happen fast in MC. It takes only a simple chat command to send any amount of money from one player to another.

The problem is that drug servers typically operate on command economies: players farm drugs and sell them to the server (which is typically an entity with infinite spending). Players accumulate money and then buy upgrades and rank ups from the server. This is fine for a server where the in game currency has no real life value. In this instance, however, it's hard for me to believe that OP could foster an environment that isn't unplayable or suicide for the crypto.

 I'm really thankful you're discussing this with me. It's about time someone gave some minecraft related input in this topic.

 The TrapCoin won't be coming from an infinite source. Not sure if you saw my post above, but I own approximately 13% of the TrapCoin in circulation. I'm using the chestshop plugin along with SQL economy bridge plugin. The chestshop plugin by default, has an infinite balance for admin shops. In the plugin config I have the server economy account setup. This makes it so the server doesn't just keep spitting out money when it doesn't exist. That along with the SQL economy bridge plugin, php jsonRPC and a php cronjob running at every 3 minutes, will keep the server balance updated to the actual balance of the TrapCoin wallet. So far that's all I've implemented for making sure that the funds in game are actually there. There's also a 50 million dollar player balance cap that I've set with essentials. This means the max amount of money a player will be able to withdraw at any time will be 5000 coins.

 Your idea of having dynamic drug prices based on the server balance is truly genius. I had actually never thought of doing something like that. The only thing is, the current chestshop plugin doesn't have SQL support so updating the prices in the shop would have to be done manually. :/ I'm gonna do some looking around and see what I can do.

 As for an exchange, I will be setting up a buy/sell category in the Trap Life forums. Selling TRAP will be open to anyone. Players that wish to purchase any will have to go through a verification process. I haven't fully worked out how it will work, but there will be an exchange.

 Please keep shooting ideas/holes related to the server my way. Like I said, I'm truly glad you're bringing this stuff up.

There is a server called buxville that utilizes an economy with dynamic prices. I don't think it is still up, but essentially, there were several towns throughout the map that each had a handful of items players could sell to. One town traded farmables, one traded ores, etc. Everything had a starting price, but prices were entirely dependent on how much other products were being sold to the server. For example, if someone sold 100,000 carrots, the price of carrots would drop a considerable amount, let's say from $3 to $1.8. In addition, the prices of everything else, from diamonds to potatoes, would increase proportionally. Diamonds might go from $45 to $45.5 and potatoes might go from $3 to $3.10.

The benefit to this is that it encourages diversity among players, and establishes niches. Through a normal server shop, prices are stagnant, and players will quickly realize which few products have the highest payout. Everyone will farm those specific items, as they are most profitable. This wouldn't be the case, since the more of a single item that is sold, the less that item is worth. When I played on there, I specialized in selling steak, leather, and wool. I also sold enchantment tables and obsidian from time to time. Other players worked as traditional farmers and miners, and some others grinded more niche items like prismarine.

In this situation, it would be a little different for two reasons: 1) A Drug server offers a single shade of economy: farming. That's just what the gameplay is. 2) The currency is finite.

Now, could such an economy work with this set up? I suppose it could. The way I would do it would be to make the price of each drug fixed to a variable percentage. What I mean by this is cactus, sugarcane, etc. will have a % attached to it, and will be bought by the server for that percent of the total wallet. These percentages could be dynamic with selling, so that the more each crop is sold, the lower the percentage of that crop, and higher of others. For example: let's say there are three drugs that can be sold to the server: sugarcane, carrots, and cactus. Sugarcane will have a value of .0005%, carrots will be .001%, and cactus .0025%. One player sells his sugarcane to the shop, and as a result, percentages change to .0004%, .00105%, and .00255%. (actual numbers could vary). Prices will fluctuate with server balance and in respect to most commonly sold commodities.

Of course, this is not something that could be done with chest shop. It would most likely have to be manually coded.

However, there is still a glaring problem with this formula. The nature of drug servers is that players earn more the more they play. As players move up the ladder, they unlock new perks, expand their operations, and earn significantly more than those at the start. Couple that with the fact that players are going to be looking to withdraw their earnings, and you are going to see a wallet that will be rapidly depleting, barring new players from the game and thus destroying the server. Here's why I think such an event would be reality:

At the start of the server, the wallet will be at its highest balance. Some early players may use exchanges to give them a boost, and everyone at the start will be competing to reach the top. Once they do start to get closer to the top, they are going to continue selling, but now also withdrawing. Not everyone will put in what they take out, which will mean the server wallet will continually decrease. Even when players purchase ranks and perks, it is highly likely that high ranking players will suck the wallet dry whenever it is refilled. New players will not be able to make any significant income without spending outside crypto, which most players will be unwilling or ignorant to do. As a result, it will be hard to get new players on board. Established players will see diminishing returns and the lack of players at the start means even less money going back into the server wallet. This would ultimately lead to a dying server.

Of course, this problem would be nullified by the dynamic economy listed above, but such an economy would not erase it completely.

I'm not trying to shit on this idea, because I've played on a few servers that operate on crypto economies and I absolutely love the concept. I just don't see a plausible outcome for a traditional drug server to be successful while operating on a real world economy.

Couldnt the whole "problem" be solved by using TRAP as a main currency.
Like dollar or gold.
With the main currency, you can trade all the other currencies.


Lets make an example where TRAP is like dollar.

The TRAP currency is connected to the exchanges and blockchain.
But internally in the server, all kinds of goods can be traded, with TRAP as the unifier.
So if price of potatoes skyrockets, it wont affect TRAP, just how many potatoes you get for 1 TRAP.

Much like BTC is for altcoins ... we trade all kinds of weirdnesswith BTC as a measure of value.

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May 18, 2016, 01:51:48 PM
 #196

So there is a GARGANTUAN problem with a crypto economy on a drug server. The way that drug servers work is that people grow crops (drugs) that they sell back to spawn in order to rank up in the game. You said that the economy will be player to player, but a large, large majority of transactions will be the server selling Trapcoin (in game currency) to the players in exchange for these drugs. Where will this Trapcoin be coming from? If it is being generated at will, there will be a massive hyperinflation of the currency, because making money on a drug server becomes exponentially easier over time (the more time you put into the game, the more money you can earn and the more your profits are increasing).

Now, if the economy truly is player to player, and there is no server shop to buy/sell from, you run into the problem that players aren't going to exchange trapcoin with one another. Farming crops is insanely easy, nobody is going to purchase any drugs from one another when they can easily hoard them.

There are other issues with the set up (/fly on a pvp/anarchy server is insanely unbalanced) but the main problem is that I just don't see how you could make such an economy work. One way that COULD work would be for the server to have its own wallet, and every rank up or perk purchase sends all coins into that wallet. Server shop has fluid prices based off of the size of the wallet and prices will depreciate/appreciate as the server bankroll decreases/increases. However, people will be trying to hoard their crypto more than they will try to spend it, so it's a very real possibility that in such an economy, server shop prices would eventually depreciate to 0.

Let me end this by saying I, too, have been playing Minecraft for quite some times. I've been heavily involved in a multitude of servers, including playing an active role in one server from its inception, to its appreciation to the #1 most popular server (back in Beta 1.8 ) to its ultimate demise. I have also designed server economies. I love Minecraft, and what I love in particular is the economic aspect. I know exactly what does/doesn't work. If you need any advice or would like some help, feel free to let me know.

The problem isn't the method of exchange, the problem is the type of server that trapcoin is to be implemented on. As far as Minecraft servers go, an in game currency that represents some denomination of the crypto is an absolute must. Things happen fast in MC. It takes only a simple chat command to send any amount of money from one player to another.

The problem is that drug servers typically operate on command economies: players farm drugs and sell them to the server (which is typically an entity with infinite spending). Players accumulate money and then buy upgrades and rank ups from the server. This is fine for a server where the in game currency has no real life value. In this instance, however, it's hard for me to believe that OP could foster an environment that isn't unplayable or suicide for the crypto.

 I'm really thankful you're discussing this with me. It's about time someone gave some minecraft related input in this topic.

 The TrapCoin won't be coming from an infinite source. Not sure if you saw my post above, but I own approximately 13% of the TrapCoin in circulation. I'm using the chestshop plugin along with SQL economy bridge plugin. The chestshop plugin by default, has an infinite balance for admin shops. In the plugin config I have the server economy account setup. This makes it so the server doesn't just keep spitting out money when it doesn't exist. That along with the SQL economy bridge plugin, php jsonRPC and a php cronjob running at every 3 minutes, will keep the server balance updated to the actual balance of the TrapCoin wallet. So far that's all I've implemented for making sure that the funds in game are actually there. There's also a 50 million dollar player balance cap that I've set with essentials. This means the max amount of money a player will be able to withdraw at any time will be 5000 coins.

 Your idea of having dynamic drug prices based on the server balance is truly genius. I had actually never thought of doing something like that. The only thing is, the current chestshop plugin doesn't have SQL support so updating the prices in the shop would have to be done manually. :/ I'm gonna do some looking around and see what I can do.

 As for an exchange, I will be setting up a buy/sell category in the Trap Life forums. Selling TRAP will be open to anyone. Players that wish to purchase any will have to go through a verification process. I haven't fully worked out how it will work, but there will be an exchange.

 Please keep shooting ideas/holes related to the server my way. Like I said, I'm truly glad you're bringing this stuff up.

There is a server called buxville that utilizes an economy with dynamic prices. I don't think it is still up, but essentially, there were several towns throughout the map that each had a handful of items players could sell to. One town traded farmables, one traded ores, etc. Everything had a starting price, but prices were entirely dependent on how much other products were being sold to the server. For example, if someone sold 100,000 carrots, the price of carrots would drop a considerable amount, let's say from $3 to $1.8. In addition, the prices of everything else, from diamonds to potatoes, would increase proportionally. Diamonds might go from $45 to $45.5 and potatoes might go from $3 to $3.10.

The benefit to this is that it encourages diversity among players, and establishes niches. Through a normal server shop, prices are stagnant, and players will quickly realize which few products have the highest payout. Everyone will farm those specific items, as they are most profitable. This wouldn't be the case, since the more of a single item that is sold, the less that item is worth. When I played on there, I specialized in selling steak, leather, and wool. I also sold enchantment tables and obsidian from time to time. Other players worked as traditional farmers and miners, and some others grinded more niche items like prismarine.

In this situation, it would be a little different for two reasons: 1) A Drug server offers a single shade of economy: farming. That's just what the gameplay is. 2) The currency is finite.

Now, could such an economy work with this set up? I suppose it could. The way I would do it would be to make the price of each drug fixed to a variable percentage. What I mean by this is cactus, sugarcane, etc. will have a % attached to it, and will be bought by the server for that percent of the total wallet. These percentages could be dynamic with selling, so that the more each crop is sold, the lower the percentage of that crop, and higher of others. For example: let's say there are three drugs that can be sold to the server: sugarcane, carrots, and cactus. Sugarcane will have a value of .0005%, carrots will be .001%, and cactus .0025%. One player sells his sugarcane to the shop, and as a result, percentages change to .0004%, .00105%, and .00255%. (actual numbers could vary). Prices will fluctuate with server balance and in respect to most commonly sold commodities.

Of course, this is not something that could be done with chest shop. It would most likely have to be manually coded.

However, there is still a glaring problem with this formula. The nature of drug servers is that players earn more the more they play. As players move up the ladder, they unlock new perks, expand their operations, and earn significantly more than those at the start. Couple that with the fact that players are going to be looking to withdraw their earnings, and you are going to see a wallet that will be rapidly depleting, barring new players from the game and thus destroying the server. Here's why I think such an event would be reality:

At the start of the server, the wallet will be at its highest balance. Some early players may use exchanges to give them a boost, and everyone at the start will be competing to reach the top. Once they do start to get closer to the top, they are going to continue selling, but now also withdrawing. Not everyone will put in what they take out, which will mean the server wallet will continually decrease. Even when players purchase ranks and perks, it is highly likely that high ranking players will suck the wallet dry whenever it is refilled. New players will not be able to make any significant income without spending outside crypto, which most players will be unwilling or ignorant to do. As a result, it will be hard to get new players on board. Established players will see diminishing returns and the lack of players at the start means even less money going back into the server wallet. This would ultimately lead to a dying server.

Of course, this problem would be nullified by the dynamic economy listed above, but such an economy would not erase it completely.

I'm not trying to shit on this idea, because I've played on a few servers that operate on crypto economies and I absolutely love the concept. I just don't see a plausible outcome for a traditional drug server to be successful while operating on a real world economy.

Couldnt the whole "problem" be solved by using TRAP as a main currency.
Like dollar or gold.
With the main currency, you can trade all the other currencies.


Lets make an example where TRAP is like dollar.

The TRAP currency is connected to the exchanges and blockchain.
But internally in the server, all kinds of goods can be traded, with TRAP as the unifier.
So if price of potatoes skyrockets, it wont affect TRAP, just how many potatoes you get for 1 TRAP.

Much like BTC is for altcoins ... we trade all kinds of weirdnesswith BTC as a measure of value.

No, the problem is that the set up of a traditional server is a command economy. Most of the trade is between server to player. You COULD remove the server shop and make the economy entirely player to player, but the problem with that is it is fairly easy for every player to accumulate every item. There wouldn't be much demand for just about anything, and removing the server shop would also defeat the purpose of a drug server.

The problem lies in the fact that currency has a real world value on a drug server.
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May 18, 2016, 05:46:56 PM
 #197

There is a server called buxville that utilizes an economy with dynamic prices. I don't think it is still up, but essentially, there were several towns throughout the map that each had a handful of items players could sell to. One town traded farmables, one traded ores, etc. Everything had a starting price, but prices were entirely dependent on how much other products were being sold to the server. For example, if someone sold 100,000 carrots, the price of carrots would drop a considerable amount, let's say from $3 to $1.8. In addition, the prices of everything else, from diamonds to potatoes, would increase proportionally. Diamonds might go from $45 to $45.5 and potatoes might go from $3 to $3.10.

The benefit to this is that it encourages diversity among players, and establishes niches. Through a normal server shop, prices are stagnant, and players will quickly realize which few products have the highest payout. Everyone will farm those specific items, as they are most profitable. This wouldn't be the case, since the more of a single item that is sold, the less that item is worth. When I played on there, I specialized in selling steak, leather, and wool. I also sold enchantment tables and obsidian from time to time. Other players worked as traditional farmers and miners, and some others grinded more niche items like prismarine.

In this situation, it would be a little different for two reasons: 1) A Drug server offers a single shade of economy: farming. That's just what the gameplay is. 2) The currency is finite.

Now, could such an economy work with this set up? I suppose it could. The way I would do it would be to make the price of each drug fixed to a variable percentage. What I mean by this is cactus, sugarcane, etc. will have a % attached to it, and will be bought by the server for that percent of the total wallet. These percentages could be dynamic with selling, so that the more each crop is sold, the lower the percentage of that crop, and higher of others. For example: let's say there are three drugs that can be sold to the server: sugarcane, carrots, and cactus. Sugarcane will have a value of .0005%, carrots will be .001%, and cactus .0025%. One player sells his sugarcane to the shop, and as a result, percentages change to .0004%, .00105%, and .00255%. (actual numbers could vary). Prices will fluctuate with server balance and in respect to most commonly sold commodities.

Of course, this is not something that could be done with chest shop. It would most likely have to be manually coded.

However, there is still a glaring problem with this formula. The nature of drug servers is that players earn more the more they play. As players move up the ladder, they unlock new perks, expand their operations, and earn significantly more than those at the start. Couple that with the fact that players are going to be looking to withdraw their earnings, and you are going to see a wallet that will be rapidly depleting, barring new players from the game and thus destroying the server. Here's why I think such an event would be reality:

At the start of the server, the wallet will be at its highest balance. Some early players may use exchanges to give them a boost, and everyone at the start will be competing to reach the top. Once they do start to get closer to the top, they are going to continue selling, but now also withdrawing. Not everyone will put in what they take out, which will mean the server wallet will continually decrease. Even when players purchase ranks and perks, it is highly likely that high ranking players will suck the wallet dry whenever it is refilled. New players will not be able to make any significant income without spending outside crypto, which most players will be unwilling or ignorant to do. As a result, it will be hard to get new players on board. Established players will see diminishing returns and the lack of players at the start means even less money going back into the server wallet. This would ultimately lead to a dying server.

Of course, this problem would be nullified by the dynamic economy listed above, but such an economy would not erase it completely.

I'm not trying to shit on this idea, because I've played on a few servers that operate on crypto economies and I absolutely love the concept. I just don't see a plausible outcome for a traditional drug server to be successful while operating on a real world economy.

 I understand what you're saying. Basically long story short, since the in-game currency has real value outside the server. You believe that all the TRAP will slowly be depleted from the server wallet. So in other words, correct me if I'm wrong, there need to be a guaranteed way that the server wallet gets replenished?

 My xenforo forum is now up. I've secured the domain name Traplife.ca (.ca because I'm Canadian lol). It's currently setup to act as the server IP as well as the forum URL. Please create an account, I will have the forum open 24/7 and xenforo has a nice notification system so I'll be able to respond quicker.

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May 18, 2016, 06:01:55 PM
 #198



TrapCoin

TrapCoin Source
Gitian Inputs / Deps


Synopsis

TrapCoin is the official takeover of the Spliffcoin project. As of January 1st 2016, the original dev has been nowhere to be seen. Leaving a well established coin to die off in oblivion. With the perfect opportunity for a takeover/rebranding I figured it would be a great time to put my idea in motion. Instead of having a pointless currency with no other value than being backed by bitcoin, TrapCoin will be backed by a player driven minecraft economy. The minecraft server is called Trap Life and is currently in development. Release is scheduled for the end May. Not to be confused with the term Trap from 4chan, where it defines a transsexual person. TrapCoin's name is based off of the theme of the minecraft server. With both cheap dumps on safecex as well as mining still underway. This coin offers equal opportunity for both people with expensive mining hardware and the ones who don't. The TrapCoin Project is currently being developed by SockPuppetAccount and myself. Due to my knowledge of compiling and web development I am taking the the lead of anything software related. Anything to do with bounties, promo, social media or even new ideas for the project will be through SockPuppetAccount.


Specifications

Algo : X11 PoW/PoS
PoS : Static Rewards w/ Split block
Full Unit : Pound
Milli Unit: Ounce
Micro Unit : Gram
PoW Blocks : 100,000
First 20,000 Blocks : 40 Pounds
Block 20,000+ : 20 Pounds
Block 100,000+ : 10 Pounds
Total POW Supply : 2,400,000 Pounds
Blocktime : 180 seconds
Diff. Retarget : Each Block
RPCPORT : 45455
P2PPORT : 45456



Block Explorers

☛ Official TrapCoin Block Explorer ☚



Wallets

Windows Wallet
Windows Wallet | Virus Scan



Mining Pools

☛ Official TrapCoin Pool ☚



Faucets

☛ Official TrapCoin Faucet ☚

☛ Yobit ☚



Exchanges





Bounties

Mac Wallet : 10,000 Pounds



Roadmap




1
ANN
     
2
Remove old virus total false positives
GUI wallet updates
Rebranding
     
3
Windows
Mac
Linux
     
4
Coin specs
Block Explorer
Faucet
Forum
     
5
Yobit
Bittrex
Poloniex
     
6
Public Release



Bitcoinpool.US is adding TRAP to the multipool in 1 hour.

http://bitcoinpool.us  Cool

ʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔ
ʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔ
EpyxZ
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Merit: 500



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May 18, 2016, 06:08:15 PM
 #199

Quick question Dev, i know it was somewhat covered in one of your posts up there but not really. Lets say your server is up and running. If I buy TRAP on an exchange or already have trap can I send trap from my wallet to the MC server to be converted and deposited to my game wallet?

Just curious.
Ace_Of_Fades (OP)
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May 18, 2016, 06:36:47 PM
 #200

When you need beta testers just let me know. Not a minecraft expert or anything but a MC noob like me just might issue that fail error command cuz i dont know wtf i am doing in the game :p lol Smiley
Quick question Dev, i know it was somewhat covered in one of your posts up there but not really. Lets say your server is up and running. If I buy TRAP on an exchange or already have trap can I send trap from my wallet to the MC server to be converted and deposited to my game wallet?

Just curious.

 I apologize for not responding to your posts. They kinda just passed me by.

 Anyways, I would love if you could be a beta tester. The server isn't in beta testing at the moment, but it will be soon. If you would like to get be contacted about the beta testing. Make sure to sign up at the Trap Life Forums. I will be opening a thread for registrations when the time comes.

 To your second question, the answer is yes. There will be a web interface (through your forum account) that you will have the ability to withdraw and deposit coins from the game to your wallet, vice versa.



Bitcoinpool.US is adding TRAP to the multipool in 1 hour.

http://bitcoinpool.us  Cool

 That's great! How does it work exactly? The TRAP POW phase has been over for a little while.

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