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Topic: [ANN][BUCKS] 💰SwagBucks💰|POS 3.0|No IPO & Premine|High Stake & Low Supply| - page 5. (Read 93226 times)

newbie
Activity: 30
Merit: 0
Here is My Staking Wallet with 1,669 SwagBucks. I started my wallet 2017-12-15 (397 days ago) with 1000 SwagBucks, in 397 days i've staked 669 SwagBucks. On Average i've got 1,685 SwagBucks/Day (669/397=1,685138539)  Grin
sr. member
Activity: 495
Merit: 250
Please anyone explain to me how to mine with the current pools?
Also I would like to be a part of your project.

Proof of Work mining is not possible anymore. SwagBucks is now a pure PoS (Proof-of-Stake) coin and can no longer be mined in the usual way. However, you can still mine by what is called Staking. This also serves to secure the network and aid in the various transactions made for all Blackcoin users. Staking will earn you from 1% to 8% (depend on the network weight) of your total amount of coins held in your wallet over the period of a year, and will start as soon as you have unlocked your wallet. Once you start to Stake, you will notice that a certain amount of coins will be placed into your Stake balance (you can see this under the Overview tab on your wallet) and those coins will begin to stake. The more coins you have, the more coins you will earn by Staking.

You are more than welcome to be a part of SwagBucks project you can find me at SwagSociety.Me, IRC channel or Discord channel and tell me what you would like to do.

I'm Also, consider rewarding all help from users with SwagBucks.

So Swag is now only PoS coin, is there may be a plan in the future to have a Swagbucks Masternode network?

Is there any news about the new exchange listing?

So Swag is now only PoS coin, is there may be a plan in the future to have a Swagbucks Masternode network?

Not in the near future, but if it's enough interest, it's possible.

Is there any news about the new exchange listing?

Right now SwagBucks are listed on:
Yobit.net & novaexchange.com
legendary
Activity: 3444
Merit: 3469
Crypto Swap Exchange
Please anyone explain to me how to mine with the current pools?
Also I would like to be a part of your project.

Proof of Work mining is not possible anymore. SwagBucks is now a pure PoS (Proof-of-Stake) coin and can no longer be mined in the usual way. However, you can still mine by what is called Staking. This also serves to secure the network and aid in the various transactions made for all Blackcoin users. Staking will earn you from 1% to 8% (depend on the network weight) of your total amount of coins held in your wallet over the period of a year, and will start as soon as you have unlocked your wallet. Once you start to Stake, you will notice that a certain amount of coins will be placed into your Stake balance (you can see this under the Overview tab on your wallet) and those coins will begin to stake. The more coins you have, the more coins you will earn by Staking.

You are more than welcome to be a part of SwagBucks project you can find me at SwagSociety.Me, IRC channel or Discord channel and tell me what you would like to do.

I'm Also, consider rewarding all help from users with SwagBucks.

So Swag is now only PoS coin, is there may be a plan in the future to have a Swagbucks Masternode network?

Is there any news about the new exchange listing?
sr. member
Activity: 495
Merit: 250
Please anyone explain to me how to mine with the current pools?
Also I would like to be a part of your project.

Proof of Work mining is not possible anymore. SwagBucks is now a pure PoS (Proof-of-Stake) coin and can no longer be mined in the usual way. However, you can still mine by what is called Staking. This also serves to secure the network and aid in the various transactions made for all Blackcoin users. Staking will earn you from 1% to 8% (depend on the network weight) of your total amount of coins held in your wallet over the period of a year, and will start as soon as you have unlocked your wallet. Once you start to Stake, you will notice that a certain amount of coins will be placed into your Stake balance (you can see this under the Overview tab on your wallet) and those coins will begin to stake. The more coins you have, the more coins you will earn by Staking.

You are more than welcome to be a part of SwagBucks project you can find me at SwagSociety.Me, IRC channel or Discord channel and tell me what you would like to do.

I'm Also, consider rewarding all help from users with SwagBucks.
sr. member
Activity: 495
Merit: 250
nice pics lol Grin



I'm glad to hear you like them  Cool, which one did you like the most  Wink?
sr. member
Activity: 495
Merit: 250
I was thinking about what combat system you would like to see in our future MUD (Multi-User Dungeon) game?

Overview of combat system concepts

Most MUDs will use some sort of combat system. There are several main variations:

  • Freeform - the simplest form of combat to implement, common to MUSH-style roleplaying games. This means the system only supplies dice rollers or maybe commands to compare skills and spit out the result. Dice rolls are done to resolve combat according to the rules of the game and to direct the scene. A game master may be required to resolve rule disputes.
  • Twitch - This is the traditional MUD hack&slash style combat. In a twitch system there is often no difference between your normal "move-around-and-explore mode" and the "combat mode". You enter an attack command and the system will calculate if the attack hits and how much damage was caused. Normally attack commands have some sort of timeout or notion of recovery/balance to reduce the advantage of spamming or client scripting. Whereas the simplest systems just means entering kill over and over, more sophisticated twitch systems include anything from defensive stances to tactical positioning.
  • Turn-based - a turn based system means that the system pauses to make sure all combatants can choose their actions before continuing. In some systems, such entered actions happen immediately (like twitch-based) whereas in others the resolution happens simultaneously at the end of the turn. The disadvantage of a turn-based system is that the game must switch to a "combat mode" and one also needs to take special care of how to handle new combatants and the passage of time. The advantage is that success is not dependent on typing speed or of setting up quick client macros. This potentially allows for emoting as part of combat which is an advantage for roleplay-heavy games.

Source


I myself think i´ll vote for the Twitch concept  Cool


Swa:Polybius:ety - Come by and see how it goes with the game, maybe try it out and / or why not post what you think  Roll Eyes.
sr. member
Activity: 495
Merit: 250
https://twitter.com/SwagSociety_me/status/1040523183844208640?s=19

Looking for help with Game planing @ http://45.32.233.231:4001/boards/1/2/ #developing a #game for #SwagBucks & get rewarded. #retweetplease & #GetPaid 2 #Bucks #WorkFromHome #altcoins #cryptocurrency #BTC (For 48h)
is this giveaway? if we retweet get 2 bucks

Yes it is  Grin
btw when the payment?

I will go through and pay out all BUCKS during the day tomorrow.
sr. member
Activity: 495
Merit: 250

it's not working for me.
Also, I have a problem with wallet syncing. I am using v1.2.2 version of wallet.
Now I have deleted all other files than wallet.dat and I will try again to sync. I hope everything will be fine

It takes some time for DNS to up date, here you have a Temporary address http://45.32.233.231.

Here you have some nodes to put in your swagbucks.conf
Code:
addnode=104.129.16.120
addnode=104.223.1.109
addnode=107.181.152.200
addnode=155.254.35.113
addnode=155.254.35.114
addnode=188.2.214.201
addnode=188.35.131.171
addnode=195.201.10.19
addnode=195.225.172.213
addnode=212.92.101.74
addnode=213.114.93.152
addnode=54.243.20.166
addnode=78.70.234.88
addnode=83.248.49.210
addnode=88.17.36.104
addnode=94.230.141.253

Source: https://chainz.cryptoid.info/bucks/#!network
member
Activity: 81
Merit: 10
https://twitter.com/SwagSociety_me/status/1040523183844208640?s=19

Looking for help with Game planing @ http://45.32.233.231:4001/boards/1/2/ #developing a #game for #SwagBucks & get rewarded. #retweetplease & #GetPaid 2 #Bucks #WorkFromHome #altcoins #cryptocurrency #BTC (For 48h)
is this giveaway? if we retweet get 2 bucks

Yes it is  Grin
btw when the payment?
legendary
Activity: 3444
Merit: 3469
Crypto Swap Exchange

it's not working for me.
Also, I have a problem with wallet syncing. I am using v1.2.2 version of wallet.
Now I have deleted all other files than wallet.dat and I will try again to sync. I hope everything will be fine
sr. member
Activity: 495
Merit: 250
https://twitter.com/SwagSociety_me/status/1040523183844208640?s=19

Looking for help with Game planing @ http://45.32.233.231:4001/boards/1/2/ #developing a #game for #SwagBucks & get rewarded. #retweetplease & #GetPaid 2 #Bucks #WorkFromHome #altcoins #cryptocurrency #BTC (For 48h)
is this giveaway? if we retweet get 2 bucks

Yes it is  Grin
member
Activity: 81
Merit: 10
https://twitter.com/SwagSociety_me/status/1040523183844208640?s=19

Looking for help with Game planing @ http://45.32.233.231:4001/boards/1/2/ #developing a #game for #SwagBucks & get rewarded. #retweetplease & #GetPaid 2 #Bucks #WorkFromHome #altcoins #cryptocurrency #BTC (For 48h)
is this giveaway? if we retweet get 2 bucks
sr. member
Activity: 495
Merit: 250
newbie
Activity: 30
Merit: 0
Anyone staking SwagBucks here? How do you Think it's going? I'm staking about 1500 BUCKS and getting 2-4 SwagBucks a day.
sr. member
Activity: 495
Merit: 250
Кeep up the great work and this project will become a real succes, I'm pretty excited about the upcoming platform.

Glad you like it I'm excited to
sr. member
Activity: 495
Merit: 250
https://twitter.com/SwagSociety_me/status/1040523183844208640?s=19

Looking for help with Game planing @ http://www.swagsociety.me/boards/1/1/ #developing a #game for #SwagBucks & get rewarded. #retweetplease & #GetPaid 2 #Bucks #WorkFromHome #altcoins #cryptocurrency #BTC (For 48h)
newbie
Activity: 30
Merit: 0
Game planing

Systems
These are the behind-the-scenes features that exist in your game, often without being represented by a specific in-game object.

  • Should your game rules be enforced by coded systems or are you planning for human game masters to run and arbitrate rules?
  • What are the actual mechanical game rules? How do you decide if an action succeeds or fails? What "rolls" does the game need to be able to do? Do you base your game off an existing system or make up your own?
  • Does the flow of time matter in your game - does night and day change? What about seasons? Maybe your magic system is affected by the phase of the moon?
  • Do you want changing, global weather? This might need to operate in tandem over a large number of rooms.
  • Do you want a game-wide economy or just a simple barter system? Or no formal economy at all?
  • Should characters be able to send mail to each other in-game?
  • Should players be able to post on Bulletin boards?
  • What is the staff hierarchy in your game? What powers do you want your staff to have?
  • What should a Builder be able to build and what commands do they need in order to do that?
  • etc.

Rooms
Consider the most basic room in your game.

  • Is a simple description enough or should the description be able to change (such as with time, by light conditions, weather or season)?
  • Should the room have different statuses? Can it have smells, sounds? Can it be affected by dramatic weather, fire or magical effects? If so, how would this affect things in the room? Or are these things something admins/game masters should handle manually?
  • Can objects be hidden in the room? Can a person hide in the room? How does the room display this?
  • etc.

Objects
Consider the most basic (non-player-controlled) object in your game.

  • How numerous are your objects? Do you want large loot-lists or are objects just role playing props created on demand?
  • Does the game use money? If so, is each coin a separate object or do you just store a bank account value?
  • What about multiple identical objects? Do they form stacks and how are those stacks handled in that case?
  • Does an object have weight or volume (so you cannot carry an infinite amount of them)?
  • Can objects be broken? If so, does it have a health value? Is burning it causing the same damage as smashing it? Can it be repaired?
  • Is a weapon a specific type of object or are you supposed to be able to fight with a chair too? Can you fight with a flower or piece of paper as well?
  • NPCs/mobs are also objects. Should they just stand around or should they have some sort of AI?
  • Are NPCs/mobs differet entities? How is an Orc different from a Kobold, in code - are they the same object with different names or completely different types of objects, with custom code?
  • Should there be NPCs giving quests? If so, how would you track quest status and what happens when multiple players try to do the same quest? Do you use instances or some other mechanism?
  • etc.

Characters
These are the objects controlled directly by Players.

  • Can players have more than one Character active at a time or are they allowed to multi-play?
  • How does a Player create their Character? A Character-creation screen? Answering questions? Filling in a form?
  • Do you want to use classes (like "Thief", "Warrior" etc) or some other system, like Skill-based?
  • How do you implement different "classes" or "races"? Are they separate types of objects or do you simply load different stats on a basic object depending on what the Player wants?
  • If a Character can hide in a room, what skill will decide if they are detected?
  • What skill allows a Character to wield a weapon and hit? Do they need a special skill to wield a chair rather than a sword?
  • Does a Character need a Strength attribute to tell how much they can carry or which objects they can smash?
  • What does the skill tree look like? Can a Character gain experience to improve? By killing enemies? Solving quests? By roleplaying?
  • etc.

Wow, this is impressive. Keep up the good work!
newbie
Activity: 14
Merit: 0
A great and very, very interesting idea! Everything is put clear for a person to understand what they invest into. I would like to participate in it, as I really believe it will be profitable and very popular.
sr. member
Activity: 495
Merit: 250
Game planing

Systems
These are the behind-the-scenes features that exist in your game, often without being represented by a specific in-game object.

  • Should your game rules be enforced by coded systems or are you planning for human game masters to run and arbitrate rules?
  • What are the actual mechanical game rules? How do you decide if an action succeeds or fails? What "rolls" does the game need to be able to do? Do you base your game off an existing system or make up your own?
  • Does the flow of time matter in your game - does night and day change? What about seasons? Maybe your magic system is affected by the phase of the moon?
  • Do you want changing, global weather? This might need to operate in tandem over a large number of rooms.
  • Do you want a game-wide economy or just a simple barter system? Or no formal economy at all?
  • Should characters be able to send mail to each other in-game?
  • Should players be able to post on Bulletin boards?
  • What is the staff hierarchy in your game? What powers do you want your staff to have?
  • What should a Builder be able to build and what commands do they need in order to do that?
  • etc.

Rooms
Consider the most basic room in your game.

  • Is a simple description enough or should the description be able to change (such as with time, by light conditions, weather or season)?
  • Should the room have different statuses? Can it have smells, sounds? Can it be affected by dramatic weather, fire or magical effects? If so, how would this affect things in the room? Or are these things something admins/game masters should handle manually?
  • Can objects be hidden in the room? Can a person hide in the room? How does the room display this?
  • etc.

Objects
Consider the most basic (non-player-controlled) object in your game.

  • How numerous are your objects? Do you want large loot-lists or are objects just role playing props created on demand?
  • Does the game use money? If so, is each coin a separate object or do you just store a bank account value?
  • What about multiple identical objects? Do they form stacks and how are those stacks handled in that case?
  • Does an object have weight or volume (so you cannot carry an infinite amount of them)?
  • Can objects be broken? If so, does it have a health value? Is burning it causing the same damage as smashing it? Can it be repaired?
  • Is a weapon a specific type of object or are you supposed to be able to fight with a chair too? Can you fight with a flower or piece of paper as well?
  • NPCs/mobs are also objects. Should they just stand around or should they have some sort of AI?
  • Are NPCs/mobs differet entities? How is an Orc different from a Kobold, in code - are they the same object with different names or completely different types of objects, with custom code?
  • Should there be NPCs giving quests? If so, how would you track quest status and what happens when multiple players try to do the same quest? Do you use instances or some other mechanism?
  • etc.

Characters
These are the objects controlled directly by Players.

  • Can players have more than one Character active at a time or are they allowed to multi-play?
  • How does a Player create their Character? A Character-creation screen? Answering questions? Filling in a form?
  • Do you want to use classes (like "Thief", "Warrior" etc) or some other system, like Skill-based?
  • How do you implement different "classes" or "races"? Are they separate types of objects or do you simply load different stats on a basic object depending on what the Player wants?
  • If a Character can hide in a room, what skill will decide if they are detected?
  • What skill allows a Character to wield a weapon and hit? Do they need a special skill to wield a chair rather than a sword?
  • Does a Character need a Strength attribute to tell how much they can carry or which objects they can smash?
  • What does the skill tree look like? Can a Character gain experience to improve? By killing enemies? Solving quests? By roleplaying?
  • etc.
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