ShadowCoins
So if you wanted to take the coins out of the game, it would only let you take a certain amount, to help avoid abuse. A lot of ShadowCoins features are online too, don't forget about that.if you put them into your wallet they reduce, or you do a "game tax" sort of thing.How would you go about implementing this? This matter is 3ds-side.
Is that quote supposed to be the answer to "which one (in which game would SC be worth less)?"? It does not clearly answer the question.in one game ShadowCoins would be worth ---LESS---- in that paticular game.Which one? And, do you see that as a problem?========AS IN: Killing 1000 slimes to earn SC for doomsday weapon would either have to be unlocked or unavailable for a period of time, earn more ShadowCoins to get it, or have your game broke. Same with the 50 slime, maybe you earn the same.
And no :) should be fine as we move along and are better prepared for it.I take it this is your answer to the second question - that SC being worth less in one game than in another does not appear to be a problem to you. As I described earlier, if I develop a game where after hours of gameplay the player can afford a laser gun, it does seem like a problem to me if there could be another game where ten times as much can be earned in a single round of rock-paper-scissors. You're not likely to win followers if you deny the problems they perceive.
In order to ease the Intensity of everyone, i will say have a good day. Also Shadow Fury, i love your picture. Lol. Also a random pun: I was wondering why the baseball was getting bigger. Then it hit me.
I just read this ENTIRE thread and it seems there's a LOT of confusion going on here. I really want to clarify for users what this looks like to me:
1. The currency is NOT actual money. These are NOT microtransactions. They are more like Gamerscore, except that you can ACTUALLY spend them in games. Maybe more like Mario Party Points.
2. This is NOT a SmileBASIC program. Everything is server based. ONLY thing you can do with SmileBASIC in regards to ShadowCoins is transfer a key to SB that contains your currency, and be able to transfer ShadowCoins that way.
EDIT: Please correct me if I'm wrong on that.
I REALLY think that to prevent counterfeiting, you should have it so programs will have to specify certain actions for their program. Every specified action would have a title, optional description, number of ShadowCoins to give / take, and a limit (only for giving, but it's required). Changing the limit, number of ShadowCoins, or adding a new action would require verification (probably only for giving). Then, these action titles could actually be put into a logbook so you could see where you got ShadowCoins from.
Example: I could have a game with a "Kill a boss! (Daily)" action that I specify on the website can only be done once a day and awards 100 ShadowCoins. Then I also have "Level 5!" action that I specify can only be done once (when level 5 is reached) and awards 5 ShadowCoins. Then I also have "Defeat slimes" action that gives 1 ShadowCoin each time it's completed. However, even though you could defeat an infinite number of slimes at any time, I HAVE to specify a limit, which I could set to (for example) only be achievable 10 times per day.
I just read this ENTIRE thread and it seems there's a LOT of confusion going on here. I really want to clarify for users what this looks like to me: 1. The currency is NOT actual money. These are NOT microtransactions. They are more like Gamerscore, except that you can ACTUALLY spend them in games. Maybe more like Mario Party Points. 2. This is NOT a SmileBASIC program. Everything is server based. ONLY thing you can do with SmileBASIC in regards to ShadowCoins is transfer a key to SB that contains your currency, and be able to transfer ShadowCoins that way. EDIT: Please correct me if I'm wrong on that. I REALLY think that to prevent counterfeiting, you should have it so programs will have to specify certain actions for their program. Every specified action would have a title, optional description, number of ShadowCoins to give / take, and a limit (only for giving, but it's required). Changing the limit, number of ShadowCoins, or adding a new action would require verification (probably only for giving). Then, these action titles could actually be put into a logbook so you could see where you got ShadowCoins from. Example: I could have a game with a "Kill a boss! (Daily)" action that I specify on the website can only be done once a day and awards 100 ShadowCoins. Then I also have "Level 5!" action that I specify can only be done once (when level 5 is reached) and awards 5 ShadowCoins. Then I also have "Defeat slimes" action that gives 1 ShadowCoin each time it's completed. However, even though you could defeat an infinite number of slimes at any time, I HAVE to specify a limit, which I could set to (for example) only be achievable 10 times per day.This sounds about right, but you can send via 3ds too.
Is that quote supposed to be the answer to "which one (in which game would SC be worth less)?"? It does not clearly answer the question.in one game ShadowCoins would be worth ---LESS---- in that paticular game.Which one? And, do you see that as a problem?========AS IN: Killing 1000 slimes to earn SC for doomsday weapon would either have to be unlocked or unavailable for a period of time, earn more ShadowCoins to get it, or have your game broke. Same with the 50 slime, maybe you earn the same.And no :) should be fine as we move along and are better prepared for it.I take it this is your answer to the second question - that SC being worth less in one game than in another does not appear to be a problem to you. As I described earlier, if I develop a game where after hours of gameplay the player can afford a laser gun, it does seem like a problem to me if there could be another game where ten times as much can be earned in a single round of rock-paper-scissors. You're not likely to win followers if you deny the problems they perceive.
...earn more ShadowCoins to get it...
ShadowCX11: I have had better luck communicating with you than I have with ShadowFury. He has stopped even contributing to the conversation. Perhaps we can pick up where we left off.
We're going to testSo if, for the gameplay I wish to have in my first game, it takes the equivalent of killing 1000 slimes to earn enough for a doomsday weapon, and for the gameplay I wish to have in my second game, it takes the equivalent of killing 50 slimes to earn enough for a doomsday weapon, then you will reject at least one of them? What if it's 980 slimes?
It must have been less obvious than I thought. The one where you kill more slimes would be the one where you earn more ShadowCoins.ShadowCX11: I have had better luck communicating with you than I have with ShadowFury. He has stopped even contributing to the conversation. Perhaps we can pick up where we left off._. Umm
ShadowCX11: I have had better luck communicating with you than I have with ShadowFury. He has stopped even contributing to the conversation. Perhaps we can pick up where we left off.Sorry I wasn't on here, I was asleep. So here's what we'll do. If coins are much too easy to earn (eg., 1 slime = 100 coins), we're probably going to decline the API request. Unless it's only when you beat a certain amount of challenges and it isn't forever, then we'll most likely think about accepting it. See, it doesn't matter how many slimes, it matters how many coins you're going to give the user. If it's simple (eg, 1 slime = 5 coins), then we'll accept it. If it's crazy, it's not happening.We're going to testSo if, for the gameplay I wish to have in my first game, it takes the equivalent of killing 1000 slimes to earn enough for a doomsday weapon, and for the gameplay I wish to have in my second game, it takes the equivalent of killing 50 slimes to earn enough for a doomsday weapon, then you will reject at least one of them? What if it's 980 slimes?
To make it simple:
Roughly, an equal amount of in-game 'effort' will always earn the player an equal number of ShadowCoins.
True or false?
So, say I have a game. - The player starts with no weapons (must fight with bare fists). - Near the starting place, there is a field where easy monsters ('slimes') spawn. - The slimes that appear in this field are always about the same strength. - The respawn rate for slimes in the field is constant throughout the game. - The reward for killing a slime is the same throughout the game. - No monsters other than slimes appear in this field. - The player may travel back to this field at any time during the game. - The effort to kill a slime is typically 5 bare-fist punches. - The player can acquire a sword, a plasma sword, and a laser gun, later in the game. So, in order for this game to be accepted to the SC system where "an equal amount of in-game 'effort' will always earn the player an equal number of ShadowCoins", it must take about 5 swings of a sword to kill a slime, it must take about 5 swings of a plasma sword to kill a slime, and it must take about 5 shots from a laser gun to kill a slime. In other words, weapons are just about useless. Or, I must change at least one of the bullet points above. Sell me on this idea. Why would I want this?To make it simple: Roughly, an equal amount of in-game 'effort' will always earn the player an equal number of ShadowCoins. True or false?Around the same, correct
-the reward for killing the slime is the same throughout the game. For this game, the more op of an item you have, the less you get per slime. So you get 1 ShadowCoin for hitting the slime 5 times to kill him. So if you get a sword, say, it's 2 or 3 hits to kill, you'd get 1 ShadowCoin for every two slimes killed, and so on. So 5 hits equals a ShadowCoin, but the difference is some weapons kill faster making it easier.So, say I have a game. - The player starts with no weapons (must fight with bare fists). - Near the starting place, there is a field where easy monsters ('slimes') spawn. - The slimes that appear in this field are always about the same strength. - The respawn rate for slimes in the field is constant throughout the game. - The reward for killing a slime is the same throughout the game. - No monsters other than slimes appear in this field. - The player may travel back to this field at any time during the game. - The effort to kill a slime is typically 5 bare-fist punches. - The player can purchase a sword, a plasma sword, and a laser gun, when they have enough funds. So, in order for this game to be accepted to the SC system where "an equal amount of in-game 'effort' will always earn the player an equal number of ShadowCoins", it must take about 5 swings of a sword to kill a slime, it must take about 5 swings of a plasma sword to kill a slime, and it must take about 5 shots from a laser gun to kill a slime. In other words, weapons for purchase are just about useless. Or, I must change at least one of the bullet points above. Sell me on this idea. Why would I want this?To make it simple: Roughly, an equal amount of in-game 'effort' will always earn the player an equal number of ShadowCoins. True or false?Around the same, correct
-the reward for killing the slime is the same throughout the game. For this game, the more op of an item you have, the less you get per slime. So you get 1 ShadowCoin for hitting the slime 5 times to kill him. So if you get a sword, say, it's 2 or 3 hits to kill, you'd get 1 ShadowCoin for every two slimes killed, and so on. So 5 hits equals a ShadowCoin, but the difference is some weapons kill faster making it easier.So the reward for killing a troll (500 hit points) with 5 strokes of a plasma sword is the same as the reward for killing a slime (5 hit points) with 5 bare-fist punches. (Assuming, by the time the player gets to trolls, his total hit points, armour, etc., and the troll's attack damage, armour, etc., are all scaled appropriately.) The player gets no more measure of accomplishment for killing a 500-hit-point-monster after hours of gameplay than he did for killing a 5-hit-point-monster after 2 minutes of gameplay. Why do I want my players to feel like they're not making progress?