Yeah, tap-to-earn drops won't be a life-change for anybody other than shillers / farm owners
I know for a fact that DOGS was great for that kind of stuff. So, it's possible, but, overall - the gems are very, -
very - scarce out there.
An old friend who characterised himself as a game designer used to say "never have a rule that you cannot enforce".
Note that does not say cannot
be enforced, as it could in edge cases require decades or even hypothetically centuries (Fermat's famous last "rule", anyone?) just to figure out whether in principle it
could be enforced.
Thus my tendency to suggest that "bots" ought to be part of the game.
Which as it happens today has me reading papers and whitepapers about artificial intelligence, the usefulness of artificial intelligence in markets, and - of particular relevance to my goals around the simulation of markets gamification of markets and marketing of games - the usefulness of markets in artificial intelligence implementation(s).
If I don't want to bother trying to rule out bots, then in essence farm-owning
is the game.
Thus it behooves competitive game-clients to incorporate artificial intelligence.
Thus too hopefully eventually "non-player characters", "un-played nations", "player versus environment antagonists" and such can be out-sourced by the server to other servers or to clients.
A lot of potential upsides, in my view.
That is why "player accounts" in e.g. the
Galactic Milieu's
MUDgaard server permit up to ten characters up to five of which can be online at once...
...Allowing you for example up to five 24/7 workers for when you are away from keyboard, plus a party of up to five adventurer types for when you for whatever reason while at keyboard desire to play the game directly rather than sit back and chortle at how well your characters play it for you.
-MarkM-