#1
2694
(已翻译) 应该有能力以真实货币出售乐和游戏的硬币,就像用户可以用真实货币购买硬币一样。
例如,如果卖出硬币导致每枚硬币 0.000792 美元,那么如果用户有 8000 美元,买入 100000000 个硬币,然后卖出 100000000 个硬币,用户将获得 7920 美元,而乐和游戏公司将获利 80 美元。
然后,通过观看广告获得的金币数量将根据广告价格动态调整,通过赢得游戏获得的金币数量将与观看的广告数量成正比(高精通度结果将导致连续展示多个广告)。输掉的游戏(1 星)可能会显示广告,但不会为玩家提供金币。
现在已经没有人像 90 年代那样从销售软件中获利,因此可以预期现在的乐和游戏主要从广告和硬币中获利。
例如,如果卖出硬币导致每枚硬币 0.000792 美元,那么如果用户有 8000 美元,买入 100000000 个硬币,然后卖出 100000000 个硬币,用户将获得 7920 美元,而乐和游戏公司将获利 80 美元。
然后,通过观看广告获得的金币数量将根据广告价格动态调整,通过赢得游戏获得的金币数量将与观看的广告数量成正比(高精通度结果将导致连续展示多个广告)。输掉的游戏(1 星)可能会显示广告,但不会为玩家提供金币。
现在已经没有人像 90 年代那样从销售软件中获利,因此可以预期现在的乐和游戏主要从广告和硬币中获利。
(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
(已翻译) 用户出售硬币的能力肯定会帮助乐和游戏的经济。但是,还需要修补为玩家提供免费硬币的游戏,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
(已翻译) 另一个例子:用户观看了大量广告,总共赚取了 125000 个硬币。这些广告,在考虑税款后,对乐和游戏公司来说价值 100 美元。然后,用户以 125000 美元的价格出售 99 个硬币,从而积极地从观看广告中获利。然而,乐和游戏公司被动地赚取 1 美元,因此出售硬币的能力为 @Novel Games 带来了额外的利润!
我很确定乐和游戏公司目前是亏本的,因为卖软件很多年都没有盈利,所以卖硬币的额外收入是 @Novel乐和游戏 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
(已翻译)
为了让 @Novel Games 能够安全地推出金币销售功能,必须先修复一些问题。
以下是保持金币盈利的方法(假设用户可以0.0008美元购买金币,并以0.000792美元出售金币):
1. 用户游玩《数字积木》。目前用户可获得 29 个免费金币。在拟议的转售系统下,用户可将这些金币转售为 0.022968 美元,即约 2.3 美分。但这对 Novel Games 公司而言是不可持续的。
解决方案是降低“5”号方块的生成频率,和/或将2星评级的“最大数字”标准从5提高到6。随后应进行游戏测试,确保在轻松游玩的情况下,用户仅获得1星,因此得0枚金币。一旦出现“5”或“6”号方块,游戏应播放足够数量的广告以覆盖2星奖励的成本。 Novel Games 还可以通过记录玩家操作数据,并将这些数据转售用于游戏 AI 训练,从而覆盖 3 至 5 星奖励的成本。
2. 用户试图出售价值相当于所有玩家所持金币总数0.001%的金币。然而,该笔金币的转售价值却超过了Novel Games公司为玩家金币预留的内部预算的0.001%(例如,0.0011%)。
修复方案是根据Novel Games实际拥有的内部预算,动态调整金币的买卖价格。 例如,若Novel Games拥有1,000,000美元的内部储备,而玩家总持有1,280,000,000枚金币,则买入价格应调整为0.00078125美元;为维持1%的销售利润率,卖出价格应调整为0.0007734375美元。 用户所有与金币相关的操作都会根据需要调整预算(例如,如果用户观看价值 1 美元的广告并获得 1250 金币,则预算将增加 1 美元,总金币数将增加 1250,价格也会相应调整)。
3. 用户利用 Novel Games API 绕过广告,直接提交包含金币数量的分数。这导致用户获得金币,而 Novel Games 公司却无法从中获利。
修复方案是:从“saveResults”函数中移除“coins”字段,并从“updateCoinsPowerUps”函数中移除“coins0”字段。用于赚取金币的函数应改由负责验证广告观看的模块来处理。
通过精通获得的金币应按以下方式计算:
Novel Games 应维护一个专用于掌握奖励的内部金币储备池,用户在游戏过程中观看的广告将向该储备池累积金币(但用户为获取金币而直接请求观看的广告除外,此类情况下的金币将直接添加至玩家账户)。
假设用户 A 观看了价值 $0.01 的广告,用户 B 观看了价值 $0.02 的广告,用户 C 观看了价值 $0.03 的广告,那么用户 A 获得 1 颗星,用户 B 获得 2 颗星,用户 C 获得 3 颗星。 在当前系统下,用户可根据获得的星星数量兑换预设数量的金币。例如,2颗星兑换29枚金币,3颗星兑换58枚金币。但这存在风险,因为兑换的金币数量可能超过用户实际观看广告的价值。 假设用户观看的广告共为预算增加了0.06美元,并为金库增加了75枚金币。玩家获得的金币数量应始终与金库中的总金币数量成正比,并取决于该玩家的掌握值相对于所有玩家总掌握值的占比。 因此,应给予用户A 0枚金币,用户B 25枚金币,用户C 50枚金币。随后,用户B可将25枚金币以0.0198美元的价格转售,用户C可将50枚金币以0.0396美元的价格转售。Novel Games公司由此通过用户的广告观看及金币销售总收入,获得了0.0006美元的被动利润。
(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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