Soulbound NFTs and their earning potential

in Holozing Community3 months ago (edited)

Some things we've been thinking about the future of @holozing and player earnings I wanted to discuss in this post, which both rewards those being active in different ways and ensure's there's "something to lose" were they to start doing things we deem unfair towards other players.

This is something I've been thinking about quite a lot looking at web2 games, let's take for instance counter strike global offensive/cs2. They have an xp system where playing games grants you xp, it's limited by how much xp you can earn per week as to not have players play just for the levels which is a good thing. Then there's rewards in terms of loot boxes or very low odds for good weapon skins, most of the time it's junk. The loot boxes require keys to open, keys can only be attained from purchasing this from Valve directly and those loot boxes have of course higher chance for better skins, albeit still not great. This encourages gambling in a way but not going to get into that in this post. The reason I'm comparing CS is because unlike most other games, they allow you to sell these skins, of course on their own market only (doing so outside of their markets isn't officially allowed and may get your account and skins banned) for which they take a 15%! trade fee and with the $ you get all you can do is purchase other things in their market, even outside of the game itself such as other games or ingame assets there.

So why am I bringing this up. There always felt like there wasn't much "to lose" when you progressed through the levels and attained achievements and reputation in the form of people commending you after a match, etc. This was at most just novelty things that didn't give players anything of real value. All the value was locked up in skin assets, which can be traded at an instant.

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Let's take this scenario. Player A has ingame assets worth $10,000, he decides one day he really wants to win this tournament he's playing at, maybe he's made some side-bets (e-sport sportsbooks) for his team to beat the odds and win this specific match. He realizes there's a chance he may get caught, either by the software or by spectators noticing he's cheating through aimbots/wallhacks (something that's plagued most FPS games in forever and there still is no real solution to). He chooses to sell all his skins or trade them to a different account, now this other account has no connection to him, Valve can't know if it belongs to him or not, so even if found cheating and them wanting to punish him, all they can do is ban the account he's playing on which only has levels, achievements and his username, all worthless in terms of tradable value. They can't also go and ban all the skins he had because there could've been a legitimate buyer on the other end, the user could even have used their market to pay the 15% fee to purchase all those skins on his second account, etc. It escapes the reach of Valve as they wouldn't want a legitimate buyer to have his new purchases be banned.

Okay, so how would we change this in terms of @holozing players not wanting to risk their account getting banned. One thing will be that many assets both tradable and non-tradable (soulbound) have earning potential.

As we've already discussed in some previous posts, with the start of the starter sale we'll be enabling "Collection Rewards" for those opening up their Alpha Vials and receiving creatures and items but also a little towards those not opening up their vials but owning them. These items will all have points dedicated to them, if you receive an Infurno that's quite rare, let's say 2% chance to get it, it'll have up to 50x more points than an Infurno you can get 98% of the time (as an example), same would go for items and their rarities.

Now this of course means that collectors purchasing vials and opening them would get a head-start in earning Zing from Collection Rewards until the game is playable, then once beta is out and players are able to encounter creatures and capture them, they'll keep earning points based on the creature's rarity they've caught and how many they have. This will start diluting the Zing in Collection Rewards. If Player A has 50% of the collection rewards and Player B has the other 50%, if Player B is the only one capturing more creatures while playing his 50% will start growing thus earning more Zing.

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Okay, now that you have an overview of that, let's get into soulbound nfts and achievements.

With soulbound nfts we have quite a lot of plans to make the game both more unique in terms of what else exists out there and at the same time more rewarding passively for players. Let's say we make an achievement called "1st day delegator", all the accounts that delegated to @zingtoken on the first day token distribution launched will earn this achievement. We then give this achievement a point value and the players who own that achievement will automatically be able to claim extra zing from Collection Rewards. Now we can make more achievements and give them out to players as non-tradable nfts. "1st creature captured", "1st mana potion used", "1st creature defeated", these are of course just some examples, there may also be harder to obtain and more unique achievements down the line such as "1st player to reach max level" and the achievements would all have specific points attached to them as to how much zing rewards they can earn from the Collection Rewards pool.

Now imagine someone who has rare or a lot of achievements, that player is less likely to start botting and maximizing the game in ways we deem unfair. Because while soulbound nfts are immutable and we can't take them away from players once they receive them, we can just blacklist their earning potential on our end. If that top player was earning 0.5% of the daily Collection Rewards through his achievements and stats, suddenly he's banned and isn't earning those zing any longer. This gives players "something to lose" if they misbehave.

This is also a reason why zing will constantly be inflating, some periods less than others, some periods maybe more, but we have other plans on how to combat that inflation. The idea is that players who join early on compared to some that join later, can still earn a good amount of Zing and it won't be too difficult to move up the ranks to still earn the same amount of zing as the first one did. The thing that will matter, though, is total players competing for the Zing. If there's 100,000 players all competing for it compared to 2,000 registered users we have now, naturally it won't be as easy to earn as much Zing as those did early on even though inflation of Zing has remained the same. If however we were to stop inflation completely, all those passive earnings potentials from achievements would go out the window.

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While CS:GO had a good idea with their "Overwatch" system, where volunteers could look into suspicious clips that had been reported by other players to check if someone was cheating or not, there were never any rewards included there neither. We believe that incentivizing a report system for suspicious behavior, especially once the holozing open-world game is out and players can roam to gather and look for creature encounters, with achievements and zing rewards will work better to make sure people aren't cheating and it going unnoticed. Of course it won't all hang onto players being the ones to report things, we will also have tools that could automatically detect activity that goes against manual activity but players will be able to also report to keep the ingame economy in balance and valuable.

We could probably talk a lot more about the achievements and different scenarios but best to leave that for later, I'm sure the community will also have a lot of input on the point system and help us balance them out to fairly attribute how much certain achievements can earn and certain restrictions to weed out alt/sock accounts from gaining the simple achievements just for the passive earnings.

Thanks for reading, let me know what you think!

Images were generated with Midjourney.

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Soulbound cards are a huge reward for the long term and dedicated players - they bring a competitive advantage that cannot be purchased with money. Splinterlands Gladiator and Souldbound editions demonstrate that great. However, they can also prevent people from joining later on, when the advantage is too high. I wouldn't like to face somebody with dozens of cards I can hardly get within a reasonable timespan unless I spent tens of thousands on tradeable card and then played hard to get even the common soulbound ones.

You idea of Soulbound NFTs is interesting. Splinterlands has it as well, and is a constant topic of discussion. While I can see your point of rare achievements being a deterrent, I wonder if it is enough. They can probably create new accounts and bot/cheat from that new account. They can also sell their rare account, and bot on the others. Will scholarships be allowed? Because I can also see them just having scholars play their account instead of them. And if is allowed, how will it be handled if the scholar were the ones who cheated?

I don't think there'll be a need for scholarships with creatures and healers being leasable. I guess you'll have to trust your scholar not to cheat or in that case not risk your accounts being played by unknown people.

That makes sense. Thanks.

I can see that gamer spirit in you and I like that. The counter is very popular, but I feel that the people who are there are there for the sale of skins and knives with real money.
As for holozing I like that players with packs on hold and those who open have benefits.
I really see a lot of hype and potential in the game. It looks like the economic model is interesting. Regards

When Splinterlands added in soul bound cards I was a little iffy on it. However after months if not a good year of it I have to say they do have their value and they do for sure help overall for the player experience I think. They have a purpose and I do like that you have the ability to unlock them for the general market at a later time. However keeping them soul bound might come with a small perk? (Not sure if multi account abuse would happen more then) The reason for being able to unlock them for tokens makes sense to me as you could be injecting value into the card in order for it to hit the open market.

I don't mind soulbound rewards, as I'm here for the long term and I really just want to have fun with these games mainly.

I really like the mention of CS:GO's old "Overwatch" system. Having a system like that for Holozing, but with rewards, could be revolutionary.

I have mixed feelings about soulbound nfts: do agree with all the advantages you have stated, but there's always the possibility to provide almost impossible to counter advantages to anyone that starts playing later on. And it's hard for any newcomer if there's no even playing field; that's painfully obvious now in Splinterlands, where it's basically impossible to any newcomer to battle against decks with gladiators and sb cards, which likely explains the near zero new player retention nowadays. Maybe a balance between sb and tradeable nfts could be the way to go.

I don't think we'll be providing playable soulbound items, it'll mostly be about achievements and stats for passive earnings, potentially with tiers and other fun stuff.

Oh, misunderstood; that's actually cool!! Even for braging rights alone, collection achievements that are account linked do provide extra fun and incentive to play, if they on top provide an income source, even better! !BEER


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I am just getting informed about Hive and its ecosystem, besides the games clearly and I have been recommended Spliterlands and Holozing, but I am aware that you have to make a considerable investment to be able to start playing. With this system you mention in your post, the experience would be very good, in fact I think it would be the first game where they reward people who report cheaters, that's great to encourage good play and eliminate every malicious.

I think it is very good what is being thought. I think it is worthwhile to continue to wait patiently. There are many details that need to be taken into account to ensure the smooth running and transparency of the game.

Having something to lose is a good decision. It is something that invites those who want to misbehave to think twice. Still, I wonder if there is a way for him to defend his action. There are some that will obviously show malice. But I think of those who do not have much experience and maybe commit some bad action, which is considered serious, but because of ignorance, he failed to read, or did not know, whatever.

Maybe you have to think about those possible cases.

As for the rest, I congratulate you for everything you are doing in the launching of this product @acidyo

I think achievement NFTs being soulbound is nice. I played a mobile game called Nikke and they have these world records on the top 10 players who cleared this stage and it's going to be there for the rest of the server to see. But the servers are separated into mini-servers of shards in the record keeping, SEA server having multiple sub categories and players are lumped together based on the time the account was created. This lets beginners play competitive among their peers that started during the same time.

Since Nikke was released more than a year ago, it's impossible for me to get any top 10 on clearing anything but because of this system, I'm lumped with other players that started around the same time and I can make the records as the first person to clear the stage among this batch. It doesn't affect the other batches because they have their own top 10 but it gives new players some motivation to set their own world records. Well, this is why I'm hooked into the game even if it doesn't pay me back anything, I'm the currently rank 1 on some achievements and that's just personal bragging rights.

Yeah personal records are probably a great idea too!

Not sure if I asked this before, but would there be ways to undo the soulbound, like burning some substantial amount of ZING just to pass the perks of that NFT to another player?

nice to see ur going to combat alt accounts / bots. if i read that right. lets goo im ready to open some vials . the question is when :P u said end of this month now im guessing it wont be anymore? but just give us a 3 days heads up so i can withdraw hbd from savings

Will definitely alert in time on @holozing.

Thank you boss

It sounds like a great idea to me. It will definitely discourage bad behaviour if there are real consequences, plus it will encourage players to actually participate.

I like soulbound idea, it was always money against time you spend with game.soulbound reward your time, money invested give power after you made a purchase . However its always most difficult to keep the balance of power and usage. It would be nice at the end of a day exchange(burn) assets to recive a piece of reward for your time spend. Whole market is still looking for balanced model;)

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That reminds me. Till today I am still wondering what happened to the Nft world that it actually went completely off

This post actually made me think of something else. Have you guys considered hardcore or permadeath items? So the rewards might be higher, but you risk your asset getting burned? That could be an interesting metric.

nice thinking sir! hope we deter abusers as early as the game launch

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How wonderful that even collecting and investing in this game has its own exciting, complex and fair gamifications.
Just like the fight against cheaters and exploiting bots which somehow has the same forethought and creative adventurous arrangements for you..
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