#1
2694
(已翻譯) 應該有能力以真實貨幣出售樂和遊戲的硬幣,就像使用者可以用真實貨幣購買硬幣一樣。
例如,如果賣出硬幣導致每枚硬幣 0.000792 美元,那麼如果使用者有 8000 美元,買入 1000000000 個硬幣,然後賣出 10000000 個硬幣,使用者將獲得 7920 美元,而樂和遊戲公司將獲利 80 美元。
然後,通過觀看廣告獲得的金幣數量將根據廣告價格動態調整,通過贏得遊戲獲得的金幣數量將與觀看的廣告數量成正比(高精通度結果將導致連續展示多個廣告)。輸掉的遊戲(1 星)可能會顯示廣告,但不會為玩家提供金幣。
現在已經沒有人像 90 年代那樣從銷售軟體中獲利,因此可以預期現在的樂和遊戲主要從廣告和硬幣中獲利。
例如,如果賣出硬幣導致每枚硬幣 0.000792 美元,那麼如果使用者有 8000 美元,買入 1000000000 個硬幣,然後賣出 10000000 個硬幣,使用者將獲得 7920 美元,而樂和遊戲公司將獲利 80 美元。
然後,通過觀看廣告獲得的金幣數量將根據廣告價格動態調整,通過贏得遊戲獲得的金幣數量將與觀看的廣告數量成正比(高精通度結果將導致連續展示多個廣告)。輸掉的遊戲(1 星)可能會顯示廣告,但不會為玩家提供金幣。
現在已經沒有人像 90 年代那樣從銷售軟體中獲利,因此可以預期現在的樂和遊戲主要從廣告和硬幣中獲利。
(原文) Selling coins
There should be the ability to sell Novel Games coins for real money, just like users can buy coins with real money.
For example, if selling coins results in $0.000792 per coin, then if user has $8000, buys 10000000 coins, then sells 10000000 coins, the user will have $7920, and Novel Games company will profit $80.
The amount of coins gained by watching ads would then be adjusted dynamically depending on the price of ads, and the amount of coins gained by winning games would be proportional to the amount of ads watched (high mastery results would result in multiple ads in a row being shown). Losing games (1 star) may show ads but will not give coins for the player.
Nobody profits from selling software like in the 90’s anymore, so it is expected that nowadays Novel Games would mainly profit from ads and coins.
There should be the ability to sell Novel Games coins for real money, just like users can buy coins with real money.
For example, if selling coins results in $0.000792 per coin, then if user has $8000, buys 10000000 coins, then sells 10000000 coins, the user will have $7920, and Novel Games company will profit $80.
The amount of coins gained by watching ads would then be adjusted dynamically depending on the price of ads, and the amount of coins gained by winning games would be proportional to the amount of ads watched (high mastery results would result in multiple ads in a row being shown). Losing games (1 star) may show ads but will not give coins for the player.
Nobody profits from selling software like in the 90’s anymore, so it is expected that nowadays Novel Games would mainly profit from ads and coins.
作者 Piotr Grochowski
2024-12-21 02:21:10
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#2
5
(已翻譯) 使用者出售硬幣的能力肯定會幫助樂和遊戲的經濟。但是,還需要修補為玩家提供免費硬幣的遊戲,例如 Star and Coins 和 Ball in a Labyrinth。
(原文) The ability for users to sell coins will definitely help the Novel Games economy. However, it will also be necessary to patch the games that give players free coins, such as Star and Coins and Ball in a Labyrinth.
作者 Novel Games Inflation
2024-12-21 20:42:50
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#3
2694
(已翻譯) 另一個例子:用戶觀看了大量廣告,總共賺取了 125000 個硬幣。這些廣告,在考慮稅款後,對樂和遊戲公司來說價值100美元。然後,使用者以 125000 美元的價格出售 99 個硬幣,從而積極地從觀看廣告中獲利。然而,樂和遊戲公司被動地賺取 1 美元,因此出售硬幣的能力為 @Novel Games 帶來了額外的利潤!
我很確定樂和遊戲公司目前是虧本的,因為賣軟體很多年都沒有盈利,所以賣硬幣的額外收入是 @Novel樂和遊戲 迫切需要的。
(原文) Another example: User watches lots of ads, and earns a total of 125000 coins. Those ads, after taking into account taxes are worth $100 to the Novel Games company. User then sells 125000 coins for $99, therefore actively profiting from watching ads. However, the Novel Games company profits $1 passively, therefore the ability to sell coins generates extra profit for @Novel Games!
I'm pretty sure that Novel Games company is currently at a loss because selling software hasn't been profitable for many years, so the extra income from selling coins is something that @Novel Games desperately needs.
作者 Piotr Grochowski
2025-04-21 22:05:48
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#4
2694
(已翻譯)
為了讓 @Novel Games 能安全地推出金幣販售功能,必須先修復某些問題。
以下是維持金幣盈利性的方法(假設用戶可以 0.0008 美元購買金幣,並以 0.000792 美元出售金幣):
1. 玩家遊玩《數字磚塊》。目前玩家可獲得 29 枚免費金幣。在擬議的轉售系統下,玩家可將其轉售為 $0.022968,即約 2.3 美分。然而,這對 Novel Games 公司而言並不可持續。
解決方案是降低「5」方塊的生成頻率,並/或將 2 星評級的「最大數字」標準從 5 提高至 6。隨後應進行遊戲測試,確保在輕鬆遊玩的情況下,玩家僅獲得 1 星,因此無法獲得代幣。一旦出現「5」或「6」方塊,遊戲便應播放足夠數量的廣告,以彌補 2 星獎勵的成本。 Novel Games 亦可透過記錄玩家操作數據,並將其轉售用於遊戲 AI 訓練,藉此彌補 3 至 5 星獎勵的成本。
2. 使用者嘗試出售價值相當於全體玩家持有金幣總額 0.001% 的金幣。然而,該筆金幣的轉售價值卻超過 Novel Games 公司為玩家金幣預留之內部預算的 0.001%(例如 0.0011%)。
修正方案是根據 Novel Games 實際擁有的內部預算,動態調整金幣的買入與賣出價格。 舉例來說,若 Novel Games 擁有 1,000,000 美元的內部儲備金,而玩家總共持有 1,280,000,000 枚代幣,則買入代幣的價格應調整為 0.00078125 美元;為了維持 1% 的銷售利潤率,賣出代幣的價格則應調整為 0.0007734375 美元。 所有用戶涉及金幣的操作都會視需要調整預算(例如,若用戶觀看價值 $1 的廣告並獲得 1250 枚金幣,則預算將增加 $1,總金幣數增加 1250 枚,價格亦會相應調整)。
3. 使用者利用 Novel Games API 繞過廣告,直接提交包含代幣數量的分數。這使得使用者能賺取代幣,而 Novel Games 公司卻無法從中獲利。
此錯誤修正方案是從「saveResults」函式中移除「coins」欄位,並從「updateCoinsPowerUps」函式中移除「coins0」欄位。用於賺取金幣的函式應改為包含在驗證廣告觀看狀態的模組中。
以下是應如何計算透過精通獲得的硬幣:
Novel Games 應追蹤一個專用於「精通」獎勵的內部金幣儲備庫,而使用者在遊戲過程中觀看的廣告將為該儲備庫增加金幣(但使用者直接為獲取金幣而主動請求的廣告除外,此類情況下金幣將直接添加至玩家帳戶)。
假設使用者 A 觀看價值 $0.01 的廣告、使用者 B 觀看價值 $0.02 的廣告、使用者 C 觀看價值 $0.03 的廣告,那麼使用者 A 獲得 1 顆星、使用者 B 獲得 2 顆星、使用者 C 獲得 3 顆星。 在現行系統下,使用者可根據獲得的星星數量換取預設數量的金幣。例如,2 顆星可換取 29 枚金幣,3 顆星可換取 58 枚金幣。但這存在風險,因為獎勵金額可能超過使用者實際觀看廣告所產生的價值。 假設用戶觀看廣告共為預算增加了 $0.06,並為銀行增加了 75 枚代幣。玩家獲得的代幣數量應始終與銀行中的總代幣數量成正比,並與該玩家的掌握值相對於所有玩家總掌握值的比率成正比。 因此,應給予使用者 A 0 枚金幣、使用者 B 25 枚金幣,以及使用者 C 50 枚金幣。接著,使用者 B 可能將 25 枚金幣以 $0.0198 的價格轉售,而使用者 C 則可能將 50 枚金幣以 $0.0396 的價格轉售。Novel Games 公司隨後從使用者觀看廣告及出售金幣的總額中,獲得了 $0.0006 的被動利潤。
(原文)
Some issues will have to be bugfixed in order for @Novel Games to be able to safely introduce selling coins.
This is how to keep coins profitable (assuming that users may buy coins for $0.0008 and sell coins for $0.000792):
1. User plays Number Bricks. Currently user may earn 29 free coins. Under the proposed resale system, user could resell for $0.022968, which is almost 2.3 cents. However, that is not sustainable for the Novel Games company.
The bugfix is to reduce the frequency of '5' blocks spawning, and/or increase the 'Largest Number' criteria for 2 stars to 6 instead of 5. This should then be play tested to ensure that for effortless playing, user gets 1 star and therefore 0 coins. As soon as a '5' or '6' block appears, the game should then play as many ads as necessary to cover the cost of the 2 star reward. Novel Games could also cover the costs of 3—5 star rewards by recording player's inputs, and reselling player input data for the purposes of gaming AI training.
2. User tries to sell coins worth 0.001% of the total amount of coins owned by all players. The resale value however is more than 0.001% of the internal budget of Novel Games company reserved for player's coins (for example, 0.0011%).
The bugfix is to dynamically adjust the price to buy and sell coins based on the actual internal budget that Novel Games owns. For example, if Novel Games has $1000000 in internal reserves and players own a total of 1280000000 coins, the price to buy coins should be adjusted to $0.00078125, and to maintain 1% rate of profit on sales, the price to sell coins should be adjusted to $0.0007734375. All user's operations on coins will adjust the budget as necessary (for example, if user watches $1 worth of ads and earns 1250 coins, then $1 is added to the budget and 1250 is added to total coin count and prices are adjusted accordingly).
3. User uses the Novel Games API to bypass ads and submit scores directly with the amount of coins. This makes user earn coins without the Novel Games company profiting.
The bugfix is to remove the "coins" field from the "saveResults" function, and remove the "coins0" field from the "updateCoinsPowerUps" function. The functions used to earn coins should instead be contained within the modules that authenticate watching ads.
This is how coins earned by mastery should be calculated:
Novel Games should keep track of an internal bank of coins reserved for mastery rewards, and the ads that user watches throughout the gameplay will add to the bank (except for ads that user directly requests for coins, in which case the coins are directly added to player's account).
Suppose that user A watches $0.01 worth of ads, user B watches $0.02 worth of ads, user C watches $0.03 worth of ads, then user A gets 1 star, user B gets 2 stars, user C gets 3 stars. Under the current system, users may earn predefined amounts of coins based on the amount of stars they earn. For example, 29 coins for 2 stars, and 58 coins for 3 stars. But this is dangerous because it may exceed the actual value of ads that users watched. Suppose then that the ads that users watched have added a total of $0.06 to the budget and 75 coins to the bank. The amount of coins that players earn should be always proportional to the total amount of coins in the bank and to the player's mastery value relative to the total mastery value earned by all players. Therefore, 0 coins should be given to user A, 25 coins should be given to user B, and 50 coins should be given to user C. User B may then resell 25 coins for $0.0198, and user C may then resell 50 coins for $0.0396. Novel Games company then earned $0.0006 of passive profit for the total ads and coin sales of users.
作者 Piotr Grochowski
2026-03-26 03:16:54
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