Sorry if this sound stupid, but how many player can we handle simultaneously?
do i need sign a transaction and wait confirm when i move from (x,y) to (x+1, y)?
Most of the operations will be done serverside, only items (armor, schematics, etc) can be stored as assets, which makes sense because you can trade them. Originally we wanted to to do it all on the chain, but unless parallel chains are implemented (James said not in the near future) the fees would be way too high.
but what gives the diamonds, gold and wealth their values? they need equivalent NXT put in.
It would be fine in the private Asset Exchange run Worlds, If I charge you 10NXT to enter, you can find some items, some people will find items worth 2 or 3 NXT, some will lose and drop items, and some will slay the level boss and win the big prize, say a sword, or something. Another reason for AE's to be funded with IPOs, so they could build some awesome prizes.
IDEA: I create an asset DiamondSwordQuest, sell shares and use the funds purchase supplies and to craft a 1000 diamond sword, then list all its stats and offer it at the end of the quest. I craft the story and set a difficulty level. users send 10nxt to enter the level and take part in the challenge. Along the way, they win battles and find items, and lose battles and drop items.
Question: when you die, do you respawn in the same level? losing all the items you may have found plus 10% (or more as specified by the story) or do you dump out, and have to pay again?
2nd Question: What happens if the first user beats the Big Boss and wins the 1000diamond sword right away? Maybe the value of the prize is determined by the cumulative admission fee, plus the Original Item as a One off award?
Since this is MONEY, and decentralized, there could be some bad quests written that give out prizes too easy, and there could be some that cost too much and never pay out and users hate. ALTHOUGH< isn't that just capitalism? We all pay the same for a movie, 2 hours entertainment and some are just SHIT, while others are life changing events.
Remember this is real money. Is that all the seed money we offered for bounties? Could be these items be dropped by when players lose a battle?
Or its a PoW coin on top, but how does that translate to NXT?
Gold, diamonds and all other in-game currency will have value because they will be used to make things. If the best weapon in the game "Supersword" costs 100 Crystals and 50 Unobtainium Bars, you can be sure those materials will be extremely expensive and extremely hard to get.
We discussed extremely cool ideas on the IRC, just a few here:
There can be a central island where PvP is enabled. However, the best resources spawn here, so there will be massive competition to mine these raw resources. In addition, we can make random monsters spawn as well have natural disasters every 100 blocks or so. In short, this place will be extremely hectic. And if you die, because we are using the "coin" concept for raw materials, you will drop the resources you just mined. So there will be a huge incentive for entire guilds (or even factions) to work together and protect their miners while attacking the opponent's miners to steal their resources.
Another great idea is to introduce the idea of supply lines, aka trade routes. If you have to send resources from Iron Smelter to Armor Smith, it won't just instantly transport there. A caravan will set out, and there is always a risk that someone may loot it. So you have to protect it. If your business is big enough, you can even built forts along your trade route to protect your goods. This will remove the tedium of "Click this button" from crafting, and add a strategic aspect (you cannot just send your caravans wherever willy-nilly without checking, you have to research and pick the best and most safe route).
As for the player-made quest idea, obviously there would have to be extremely strict guidelines. One solution that I can think of it not to have an arbitrary reward for the quest. The game would determine what kind of monsters (the more difficult, the more reward), how long it takes (rather, how big the dungeon is, time can be gamed), and how much the player contributed to that particular run.
IMO, player-made quests should be added later. Most games don't have it now, so it's definitely not an easy thing to balance.
The coins in game could be generated using PoC + PoA + PoL (Proof of Character + Proof of Asset + Proof of Location). With this system, you have to have a valid character in the right place with the right tool (next to a "rock" with a "pick" to mine ore). Every block you would have some % chance to mine a coin ("ore"). You then have to take this ore-coin to a smelter and refine it through Proof of Burn and then the player will be rewarded with the refined asset.