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Topic: [ANN] Nxtopia -- a MMORPG built on-top of the NXT network - page 7. (Read 12053 times)

sr. member
Activity: 476
Merit: 250
Well, I will keep an eye on this project. If I like what I see I'll be glad to donate or invest some NXT at a later stage.
I can say that I absolutely stand behind the idea itself, and I've been waiting for a serious crypto currency based game project. Zynga accepting BTC is a good start (although they're a little bit of a dying company sadly).

It can revolutionize the free to play model if done right.
full member
Activity: 350
Merit: 100
So, what exactly is the vision for this game? What will the gameplay be like?
I don't have that much experience with MMO's on smartphones.. but when I think of simpler graphics I imagine something like Ragnarok Online or Graal. Or is even that too advanced?

Anyway, personally I like real time battles more than turn based.

The vision is a completely user-driven crafting economy. There will be no binding -- anything can be sold. Proof of Burn may also be used to refine raw materials.

After that, we need developers, writers, artists, ideas from the community and more hours in the day.
sr. member
Activity: 476
Merit: 250
So, what exactly is the vision for this game? What will the gameplay be like?
I don't have that much experience with MMOs on smartphones.. but when I think of simpler graphics I imagine something like Ragnarok Online or Graal. Or is even that too advanced?

Anyway, personally I like real time battles more than turn based.
legendary
Activity: 2156
Merit: 1131
Create an incentive to fund the game by providing special items that doesn't give advantage in the game (like League-of-Legend does).
Do not fall into the pay-to-win scheme.
They don't have to be any more powerful than available items, but what about letting the bounty donator NAME the item.
it could linger, and be sold across the game, but the lore would remain..
Jefdiesel's Sword of Greenspan Slayer
This is a great idea, but since players will be able to craft (issue) their own item (asset), being able to name something isn't really a perk.

If players can name their own items, rules must be set.
full member
Activity: 350
Merit: 100

Create an incentive to fund the game by providing special items that doesn't give advantage in the game (like League-of-Legend does).
Do not fall into the pay-to-win scheme.


They don't have to be any more powerful than available items, but what about letting the bounty donator NAME the item.

it could linger, and be sold across the game, but the lore would remain..

Jefdiesel's Sword of Greenspan Slayer

This is a great idea, but since players will be able to craft (issue) their own item (asset), being able to name something isn't really a perk.
full member
Activity: 350
Merit: 100
Nxtopia -- MMORPG built on-top of the NXT network

current bounty: 25,500 NXT

5000 - jl777
1000 - swartzfeger (Transaction id: 12550164158045962834)
3000 - chanc3r (Transaction id: 5658009271669858297)
1000 - MyZhre (Transaction id: 8826881503135433086)
3000 - Damelon (Transaction id: 17094914052077797717)
1000 - DrearyUrbanite (Transaction id: 5539495976647418930)
1000 - brooklynbtc (Transaction id: 7928426557842646935)
0500 - rdanneskjoldr (Transaction id: 91193539943795488)
5000 - msin (Transaction id: 3011638676023709764)
0500 - EvilDave (Transaction id: 1103023256425459700)
2500 - LiQio (Transaction id: 17259695350230030848)
1000 - Pandaisftw (Transaction id: 16708576594121402630)
1000 - eb101 (Transaction id: 11083404370711498345)

This is an opportunity to support an online game that leverages many of Nxt's advanced features, one of the highlights being a user-driven crafting economy.

Donations can be sent to 13776816462073143763; please include tx id so I can include it when updating this post and making it easier for James to keep track of incoming transactions.

We're also considering implementing a kickstarter-style tier system for bounty donators. These would be cosmetic rewards that wouldn't be available after game launch. Something like:

10 NXT - badge
100 NXT - cap
1000 NXT - cape
10000 NXT - beta access (?)

Depending on how we handle character death/respawning, these items may be also confer a quicker resurrection.
full member
Activity: 350
Merit: 100
sent 500
txid 91193539943795488

Is there no chance of just introducing the nxt system to an already made game like wow,where objects could have a real value?

Sure, but legality would be questionable, and there's the escrow question (think of Diablo and ebay).
sr. member
Activity: 288
Merit: 250
sent 500
txid 91193539943795488

Is there no chance of just introducing the nxt system to an already made game like wow,where objects could have a real value?
sr. member
Activity: 336
Merit: 250
AKA jefdiesel

Create an incentive to fund the game by providing special items that doesn't give advantage in the game (like League-of-Legend does).
Do not fall into the pay-to-win scheme.


They don't have to be any more powerful than available items, but what about letting the bounty donator NAME the item.

it could linger, and be sold across the game, but the lore would remain..

Jefdiesel's Sword of Greenspan Slayer
sr. member
Activity: 336
Merit: 250
AKA jefdiesel


You want to raise some dev funds for this?

PRE SELL some Assets, IE Vorpal Swords (whatever these are..) Shield of NX, AE Armor, for example.

Say you make a whole set of 1000NXT armor and items,  these items would have a value of 1500NXT once the game starts. Pre investors could put theirs up for sale, and therefore individual investors could make a profit and help the game get started

Might be one day the most expensive digital items in the world Smiley

I love the concept!

Yeah it would have to be pre game only, irreplaceable, and even make each one different, so that there isn't just 100 pre game Vorpal World Killers, that no one else can get..
legendary
Activity: 2156
Merit: 1131

Create an incentive to fund the game by providing special items that doesn't give advantage in the game (like League-of-Legend does).
Do not fall into the pay-to-win scheme.
sr. member
Activity: 336
Merit: 250
AKA jefdiesel
You want to raise some dev funds for this?

PRE SELL some Assets, IE Vorpal Swords (whatever these are..) Shield of NX, AE Armor, for example.

Say you make a whole set of 1000NXT armor and items,  these items would have a value of 1500NXT once the game starts. Pre investors could put theirs up for sale, and therefore individual investors could make a profit and help the game get started

I'm sending 1000NXT too, for my Vorpal Sword purchase.
legendary
Activity: 1512
Merit: 1004
cannt wait to see the updated info. Cheesy
sr. member
Activity: 952
Merit: 253
Things should be for sale in the game but there should also be a concept of work or time spent to create them and this should not just be possible to be bypassed by people with lots of currency.

i.e. someone can craft an item and its value would be based on how hard it would be to craft (time, chance of failure, complexity etc)

of course someone can then buy that item but the person who put the effort into creating it gets the benefit.

so someone with a big-wallet can get the item without spending the time and the person without the wallet can benefit from the time they spent crafting the item - which they can move into NXT and use in RL or re-use in the game for example.

Where games lose out is where people with the big wallets can jump in, bypass the hard work bit with no benefit to the people who are doing it the hard way.. This is why a lot of games lose out and eventually become unpopular.

I would like to see us solve this so people who can spend to advance, do this BUT the benefit goes to the people working in the game not the game owners/producers who can instantly create as many items as they like...

Yes, I should be sleeping as well, but a quick answer before I log off:

The goal is to have a player driven economy, so I think Crafter A who busted his butt making "Supersword" should be allowed to sell his weapon for a hefty sum. So like you said, the crafter is rewarded (in real NXT!)

To elaborate:

The only time a big whale can jump ahead of other players with no work is if the game has a "cash shop". In this case, the money goes directly to the company, while cheating the players.

Because literally all of the game's items (minus things that have no market value) can be sold on the Asset Exchange, there will be no cash shop. A big whale would have to purchase this "Supersword" directly from the crafter. And I think we can all agree that if the crafter put in a lot of time hunting down the materials, recipes, etc. he should be rewarded. A crafter is reward, and a whale is happy with his new sword.

The same goes for consumables such as food, potions, etc. all of these must be purchased from gatherers and crafters. Therefore, the people who put in the time and energy are fairly rewarded.

Yesss this is what we need Smiley
sleep well.
finding IRC client Cheesy
full member
Activity: 224
Merit: 100
Things should be for sale in the game but there should also be a concept of work or time spent to create them and this should not just be possible to be bypassed by people with lots of currency.

i.e. someone can craft an item and its value would be based on how hard it would be to craft (time, chance of failure, complexity etc)

of course someone can then buy that item but the person who put the effort into creating it gets the benefit.

so someone with a big-wallet can get the item without spending the time and the person without the wallet can benefit from the time they spent crafting the item - which they can move into NXT and use in RL or re-use in the game for example.

Where games lose out is where people with the big wallets can jump in, bypass the hard work bit with no benefit to the people who are doing it the hard way.. This is why a lot of games lose out and eventually become unpopular.

I would like to see us solve this so people who can spend to advance, do this BUT the benefit goes to the people working in the game not the game owners/producers who can instantly create as many items as they like...

Yes, I should be sleeping as well, but a quick answer before I log off:

The goal is to have a player driven economy, so I think Crafter A who busted his butt making "Supersword" should be allowed to sell his weapon for a hefty sum. So like you said, the crafter is rewarded (in real NXT!)

To elaborate:

The only time a big whale can jump ahead of other players with no work is if the game has a "cash shop". In this case, the money goes directly to the company, while cheating the players.

Because literally all of the game's items (minus things that have no market value) can be sold on the Asset Exchange, there will be no cash shop. A big whale would have to purchase this "Supersword" directly from the crafter. And I think we can all agree that if the crafter put in a lot of time hunting down the materials, recipes, etc. he should be rewarded. A crafter is reward, and a whale is happy with his new sword.

The same goes for consumables such as food, potions, etc. all of these must be purchased from gatherers and crafters. Therefore, the people who put in the time and energy are fairly rewarded.
full member
Activity: 350
Merit: 100

Chanc3r, I think both Panda and I are close to going to bed (I'm east coast, he's west, and it's already 7:30 AM), but sometime today/soonish you should really start bouncing ideas with us on IRC. You raise critical points.

I'm UK and at work Smiley
If someone cane tell me how to reach you on IRC - I'm not really a user of it..
I'll get set up while you sleep.

I wasn't either, until today Smiley

server: irc.foonetic.net

#nxtopia is the room
newbie
Activity: 29
Merit: 0
Wow this is awesome Cheesy I've been thinking about using NXT in gaming too. But more in the sense of micro transactions using NXT.

Good luck guys! Please set up a kickstarter like page if you have the time and the efforts. Would be very handy ^^
sr. member
Activity: 952
Merit: 253

Chanc3r, I think both Panda and I are close to going to bed (I'm east coast, he's west, and it's already 7:30 AM), but sometime today/soonish you should really start bouncing ideas with us on IRC. You raise critical points.

I'm UK and at work Smiley
If someone cane tell me how to reach you on IRC - I'm not really a user of it..
I'll get set up while you sleep.
full member
Activity: 350
Merit: 100
Things should be for sale in the game but there should also be a concept of work or time spent to create them and this should not just be possible to be bypassed by people with lots of currency.

i.e. someone can craft an item and its value would be based on how hard it would be to craft (time, chance of failure, complexity etc)

of course someone can then buy that item but the person who put the effort into creating it gets the benefit.

so someone with a big-wallet can get the item without spending the time and the person without the wallet can benefit from the time they spent crafting the item - which they can move into NXT and use in RL or re-use in the game for example.

Where games lose out is where people with the big wallets can jump in, bypass the hard work bit with no benefit to the people who are doing it the hard way.. This is why a lot of games lose out and eventually become unpopular.

I would like to see us solve this so people who can spend to advance, do this BUT the benefit goes to the people working in the game not the game owners/producers who can instantly create as many items as they like...

Chanc3r, I think both Panda and I are close to going to bed (I'm east coast, he's west, and it's already 7:30 AM), but sometime today/soonish you should really start bouncing ideas with us on IRC. You raise critical points.

edit -- just using EVE as an example, a rich player would not be able to spam space stations or titans on his own. Anything of value takes a commensurate amount of resources to craft. Some assets, like a fort, would require a corporation (guild) in order to reach material requirements.
sr. member
Activity: 952
Merit: 253
Things should be for sale in the game but there should also be a concept of work or time spent to create them and this should not just be possible to be bypassed by people with lots of currency.

i.e. someone can craft an item and its value would be based on how hard it would be to craft (time, chance of failure, complexity etc)

of course someone can then buy that item but the person who put the effort into creating it gets the benefit.

so someone with a big-wallet can get the item without spending the time and the person without the wallet can benefit from the time they spent crafting the item - which they can move into NXT and use in RL or re-use in the game for example.

Where games lose out is where people with the big wallets can jump in, bypass the hard work bit with no benefit to the people who are doing it the hard way.. This is why a lot of games lose out and eventually become unpopular.

I would like to see us solve this so people who can spend to advance, do this BUT the benefit goes to the people working in the game not the game owners/producers who can instantly create as many items as they like...
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