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RE: 12 Facts about the Yamato module

in #nextcolony5 years ago

I agree on all of your points.

We are watching all the dApps on this blockchain. I'm a big fan and this motivates me.

"I like the ideas I just read about the Yamato module, but they lack the ability to integrate the whole community into the new wars that will be fought."

You're right and I can't promise whether this will work the way we plan. We'll see about that. Of course it's not a 360-degree-solution, because for NextColony there's no such thing as a 360-degree-solution, there's just a lot of small elements that could be a solution as a whole.

There are a couple things that we have to solve that make our work more difficult. For example 99 out of 100 options (to distribute rewards) are no solution as they can be infiltrated by bot farms too easy. Of course, we don't want to give out rewards to bot farms.

The Yamato module is not a 360-degree-solution, it is as a further step.

The Yamato update is of course also the fulfillment of a promise we made at the start. Legendary planets will soon have a worthy place in the game.

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The Yamato update is of course also the fulfillment of a promise we made at the start. Legendary planets will soon have a worthy place in the game.

This is what I like about Nextcolony the most, you guys make big efforts to comply with your self-stablished goals which is great.

Regarding bot farms, I think that the scenario where we have some small and powerful groups is unavoidable... Why? Because there are some people with huge pockets and there are people who will form effective alliances and create powerful armies... But those ones will not be the majority of the players, hardly the 5-10% of them. The game needs to keep 100% of their userbase engaged with the game. My proposal is to accept the fact that premium features and successful cluster of players will gain an unbreachable gap and grant the majority of the players a way to play a role in that scenario and also get some rewards on the process.

For instance, if the market I proposed does really gets released. You could create the incentives for big pocket players to buy stuff from average players...it can be allowing some sort of crafting that requieres a material which can only be crafted from some item linked with the id of each active account, how to minimize the effect of bot farmers? Add some randomness to the selection of the accounts, boters will always have and advantage but the game would not be broken.

Also, allowing some kind of merchant role. For instance in order for big pocket players to claim big rewards let them deploy to the Earth some material which can only be transported by other active account, randomly selected from a list on a market... Also, letting offer and demand drive the price of the rewards obtained from the active players factoring in the fee they charged in the potential reward they could get from the big pocket player...

I dunno if any of this is doable, you're the tech savvy guys...just keep enjoying the work you do because doing so you will have your creative boosted and will surely come up with a great idea to address this issues.

Best regards.

"My proposal is to accept the fact that premium features and successful cluster of players will gain an unbreachable gap and grant the majority of the players a way to play a role in that scenario and also get some rewards on the process."

This is exactly the path.

I'am so happy, that we have such smart players on board.

Thanks for your input!

I can't talk about bot farms that much in public. They read along.