All this relaunching talk is at risk of being a wash as long as it's mostly talked about here.
Maybe a non private slack or ryver chat would be feasible as far as keeping the flow of information logical?
Also neat ideas so far fellas
One question, and I still think the conversation needs to take place in a ryver/slack channel - we keep saying 'basic economic engine' and I don't think I've seen that well defined anywhere. Could someone put together a list of what they think a 'basic economic engine' is along with a 'advanced economic engine' or whatever other tiers of economic engines exist in ck?
Agree on the private slack: public is better. But don't worry, there has been very little activity on there and it's main purpose has been to try to get in touch with PJ as far as I can tell. I myself used it today to offer PJ payment to put the into place a database and game logic cloning for CK:R.
Just to provide a little more detail on the current concept: ideally, we'd want the "fork date" announced ahead of time, then a pause in the cryptokingdom.me site for site cloning, and then cryptokingdom.me can continue as it has been or be retired. All assets and items would move over to the CK:R implementation.
About the only item of concern would be M3/XMR, but if everyone chooses to go with CK:R, the depo can just move there. Otherwise, iluvbitcoins/saddam is welcome to open a XMR (or any other cryptocurrency) depo on CK:R.
There is the CK IRC channel at ##cryptokingdom which is more active. That is open to everyone. Until someone makes a public slack or other sort of easily accessible channel, I would recommend this for live discussion. Again, if someone wants to create and maintain an open slack channel for CK/CK:R in general, they are welcome to.
In terms of 'advanced economic engines' I think that is more in line with things that were planned down the road, like different professions for players that also had a use to other players. Honestly I spent a few hours recently going through the old CK wiki (
http://cryptokingdom.wikia.com/wiki/Crypto_Kingdom_Wiki) and was really surprised to see Risto talked about many of the the things we always wanted right from the start. Just too much to really cover.
Ideally, CK:R will be modular where people can create their own mods/aspects in a non-techie friendly fashion (or at least with very clear technical hookups and API items). The original problem with CK is that there was too much reliance on Risto. Games have always done best when opened up to the world at large to create.
On the 'basic' side, that would be getting the game going again in bug-free fashion with the rent and labor pools up, as well as possibly some minor consumption needs. Overall, maybe going back to some of the gameplay of the early "Ultima" implementation. Any comments or economics suggestions here are welcome, especially from older players.