Thank you to all for you suggestions! I think that we will take in care each one.
Just let me explain how it works now (an how it will works) the system.
On the one hand we have the Redeem Codes system that acts as the engine of Proof Of Playing. The reward block is 10,000 PLACOS per day.
The points scored in each game are adjusted according to the average number of points scored previously in the game and normalized to have a constant value. An easier game and that therefore gives more points what it does is that your points are worth less.
Right now there is a minimum number of points to be scored which is static for each game, but in the future it will be dynamic and will change according to the average number of points scored by the players.
When we have normalized the points of each game, what we call Universal Scores, we take into account the number of redeems performed and the placeholders delivered to adjust these scores to a PLACOS value. Therefore, if you pay attention to the low volume of delivered PLACOS, more PLACOS are given, while if there is a lot of demand the value of the USCore is very low.
There is a maximum limit of PLACOS that can be achieved in a single game. Right now the limit is set at 1500 PLACOS but it can change depending on the volume of people (we didn't expect so much success!).
We have also enabled a number of measures (a very long series) to prevent hacking into the system. In this sense, the testing period during the I. C. O. has been frankly useful.
As you can see, this part only gives PLACOS to the players to comply with the Proof Of Play. The interesting part is to allow payments and collections in the games (purchase improvements, extra lives, etc. or that the gamedev makes tournaments with payments in PLACOS directly), to allow payments BETWEEN players (the gamedev could mount an internal market in their games for example) and of course to buy games and extras outside the game in our virtual market.
This part is the most complex part of the system and requires great care to avoid security flaws. It is no longer just to keep in mind that some gamers may try to pirate a game, it is to assume that there may be gamedevs with bad intentions.
We are working seriously on that part and we already have some proposal of api that allows the gamedevs and security to give freedom to both gamedevs and players.
https://playercoin.world/apidraft.pdfWe thank you very much for your input and please any suggestions you have will be very welcome.
Codo