0xHeimdall

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0xHeimdall

0xHeimdall

@HedgeEconomist

Chief Economist & Co-founder @0xCitadel 𝐄𝐦𝐛𝐫𝐚𝐜𝐞 𝐃𝐞𝐬𝐭𝐫𝐮𝐜𝐭𝐢𝐨𝐧 (Δ = ꝏ)

The Abyss Katılım Kasım 2021
988 Takip Edilen1.7K Takipçiler
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0xHeimdall
0xHeimdall@HedgeEconomist·
The Citadel > Plays in the browser > Runs on laptops > Zero G Gunship combat > Extraction gameplay > Diablo style loot > Social hubs connected by instanced sessions (think Guild Wars) > Megastructure world looks like this
Josh Kirk@joshgkirk

I don’t think most people are fully aware of what this means to the industry as a whole. Biggest MMO since RuneScape, powered by entirely modern technology and graphics, playable by anyone simply by visiting play.pudgyworld.com. Always bet on the web.

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0xHeimdall
0xHeimdall@HedgeEconomist·
Definitely true on all counts. That's why I say to design the economy to function better when people try to mass extract. Selling creates opportunity for arbitrage that then bounces prices back. As for people always needing x or y item, that's really why I take notes from D2 and PoE, they did an amazing job of making even normal white items valuable, etc etc. Taking those lessons and then making sure that there's no slack in excess items. Items will constantly be salvaged, recycled, reforged, and lost in combat. Every item will have a use no matter the rarity. Also inherent PvP dynamics will mean extractors have to be good at the game, and hey if they are good at the game they deserve to extract!
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Yap⚡️
Yap⚡️@Yap452·
the difference between web2 and web3 is that very little amount of web2 players consider their grind as a “job” people grind/buy cool stuff to shine in the community they’re hanging out same as people buy cars/watches irl to flex it’s hard to lose by buying items. you buy, you play, diablo will be here tomorrow, people will still need the item you bought yesterday vice versa, it’s really easy to lose in web3 game. those games attract extractors and as soon as there is no value to extract anymore, they’ll move on to the next one you can wake up to a hack, token manipulation/dump, project’s close or end of attention cycle and you lost. you are loser people don’t want to be losers. to add, rn web3 gaming is not about playing a game itself, it’s about playing it long enough to extract value, guess the top and cash out before others
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0xHeimdall
0xHeimdall@HedgeEconomist·
This is a great viewpoint, but misses the core of the issue. It's not the trading restriction that makes assets valuable, but the content and actual difficulty in attaining/ retaining it. A valuable item in D2 takes countless runs. Exalt Orbs in PoE are reasonably difficult to find in the needed quantities. In both games there are gray markets for purchasing these assets with real currency. However, the items on hardcore difficulties are always worth multiples of their softcore counterparts. 1. I have not seen a Web 3 game with either Diablo style loot or PoE style mod items. This is the holy grail of trading economies. The infinite chase of a perfectly rolled gear set, creates a value distro across marginally well rolled items to perfectly rolled. If you think "rare items" = diablo loot, then you don't understand the game fully. 2. Most Web 3 games are softcore with some PvP opt-in. A game with hardcore as the default mode minimizes inflation. Every session is a competition, higher rewards require higher stakes. Extracting loot is now a battle instead of a button press. 3. Currency should be emitted competitively. Copying the Web 2 model is likely failure mode. If everything you did IRL earned you USD, then the dollar would have no value. Its the same concept in games. Currency should be a battle to earn against every other player in the game. It should require assets that were risked for, time invested in, and skill put to the test. The Citadel has: - Our own versions of Diablo style loot, which includes basic rarity type items with rolled modifiers, but also our own spin on "Set", "Runeword", "Uniques", "Sockets", "Runes", "Charms" and more. - An initial variety of Path of Exile style modifiers items, so you can slam your items into higher rarity to your hearts content. (Including ship hulls) - Competition for the in-game currency through a daily emission pool, which requires sacrificing your hard earned loot. (Also serves as a large sink for all assets) - Hardcore PvPvE extraction gameplay, as you progress through higher difficulty tiers, the loot gets more valuable but so does the danger. The feeling of that first Zod rune or Divine Orb drop is something you never forget. The feeling is not just driven by the rarity itself, but by what those items allow you to do. Your game should have items which drive that same feeling.
Ya_KseniYa@JAM_KseniYa

I’ve made more money in Web2 games than in Web3. ▪️Dreadmyst — selling leveled accounts ▪️Diablo — boosting players for gold and selling it ▪️Quinfall — selling farmed gold ▪️PoE — selling Exalted Orb Here’s the paradox: When trading is forbidden, assets become "rare and valuable". Most people play the game, a small group farms and sells. But when a game launches with blockchain and open markets, 99% of players come only to extract value. And prices collapse. So I keep thinking… Is blockchain actually the solution here? Or do games work better when this market stays unofficial?

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Lordmatteus
Lordmatteus@Lordmatteus2312·
Everyone's talking about DM's who were poisoned by Critical Role, but what about players who expect the railroad story experience? I have 2. One left the game because he didn't like not having plot armor. The other seems to think rules lawyering is player agency (Not kidding). I suspect he won't last much longer...
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apix🎮
apix🎮@apixtwts·
some notes on GDC this year for @origins_tcg and @dccdotclub we debated for a long time if it can be worth it for us to go, and it definitely was the difference to last years GDC was huge tho compared to this year it felt like last year we were living lavishly not because we as a studio spend a lot more, but across the board there were so many more events and sponsors for all kinds of stuff overall that's not surprising seeing so many studios shut down or layoff people the last couple of months but it was still crazy to see such a big change in such a short time but we made it work well together with @WolvesDAO... we went for a low budget concept of having a small house together to host a afew events and showcase the game to the people there and it was very fun it's always great to see people playing the game, grinding all night, just enjoying the game A LOT... feels special... and it was also cool to share our vision for the DCC and collecting in Origins which i personally think is quite unique the game itself is moving in the right direction and every version feels better, global launch will be big this year but we can do it also the people that showed up were great, it was a smoll group of people but we had good times i would love to talk about other games that were there but the only one worth mentioning was @0xCitadel which had an event at a very unique location, they are still doing cool stuff and i hope their launch does well /end shoutout to everyone that made the trip or showed up online, watching streams, playing the game from home etc. and thanks for all the support
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Murdoch
Murdoch@TheGodMurdoch·
There's 1 web 3 game that I think is really over rated.... I don't wanna say which one but I think we all know which one it is!
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0xHeimdall
0xHeimdall@HedgeEconomist·
@SafeSomeSpot Good point, can't fake demand or a good game and there is some level of baseline player count you need to kickstart the economy. Hopefully we can be the best in the gunship extraction micro mmo arpg genre kekw
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SafeSomeSpot
SafeSomeSpot@SafeSomeSpot·
@HedgeEconomist The problem isn’t hard vs soft. Many Web3 games are just gambling disguised as hardcore. The softcore ones are mostly bad Web2 copies. People play PoE or Diablo not to earn, but because they’re best in their genre. When player numbers are huge, buyers and sellers appear naturally
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0xHeimdall
0xHeimdall@HedgeEconomist·
@RadiantLabsHQ POE is a big inspo for us, will see a lot of similar ideas meshed with D2 systems in our game
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0xHeimdall
0xHeimdall@HedgeEconomist·
@vydamo_ Good game, but loot was always kinda meh to me
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Vydamo
Vydamo@vydamo_·
Is arc raiders still worth playing My tft friend is gone for 2 weeks and I can't bear to endure the masters grind solo
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Butko
Butko@xButko98·
I honestly don’t even remember the last time I played a Web3 game anymore lol
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Clitical Hit
Clitical Hit@SirLicksaTwat·
I have made content promoting 10 different web3 games that have since shut down (MIR M, Crypto Ball Z, Champion Strike: Crypto Arena, Icarus M, Grit, Arena of Faith, Nyan Heroes, Honor of Heirs, Dark Eden, and The Machines Arena) I have promoted 10 that are still going (MIR4, Legend of Ymir, Ni No Kuni, Super Golf Crew, ROM, Rohan 2, Magic Craft, Gods Unchained, Calamity, and MSU) I would put that 50% up against any content creator and win handedly.
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0xHeimdall
0xHeimdall@HedgeEconomist·
@econosopher Think this is the single largest piece of player feedback to pay attention to. Players will optimize the fun out of a game by complaining about gameplay friction, but UX issues should never be ignored.
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Mario, Markets, and Microtransactions
The world's number one enemy are those that pretend that UX friction doesn't exist and make fun of you for paying large sums to remove it.
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taoki
taoki@justalexoki·
claude actually just did all my taxes. baffled. accountants are so done man
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0xHeimdall
0xHeimdall@HedgeEconomist·
@Foxzard_com Players should own everything, even the game itself 🫡
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0xHeimdall
0xHeimdall@HedgeEconomist·
@TipaChubrick Haha I'm just a dude who likes good loot, but thank you brotha, we're gonna do our best 🫡
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TipaChubrick
TipaChubrick@TipaChubrick·
Once again, I’m impressed by this economic genius, but I want to join the discussion since I’ve been playing games for profit for over 7 years now (go ahead and hate me—I play games for the money). My personal opinion is that the main problem with Web3 games is that they’re Web3. Let me explain: the audience here doesn’t have the mindset of spending just to enjoy themselves; the rules are completely different here, and because this foundation has cracked, we’re seeing one shutdown after another. When we talk about RMT or revenue in games, let’s take @JAM_KseniYa Quinfall’s post as an example. The whole concept rested on two pillars: 1 - An audience that wants to be first, the best, and doesn’t want to waste time—the “enjoyers.” 2 - And those who fulfill their needs—the terrible gold sellers. AND HERE’S THE MOST IMPORTANT PART. In Web3, there are no firsts of their kind; everyone here is a second-mover, and no matter how much you play up scarcity, rarity, and other economic strategies, none of it makes sense, because there are no buyers willing to purchase without a profit context—simply because they want to be better, stronger, more beautiful, and so on. The context of mass appeal or popularity can, in a way, attract early adopters, but not in sufficient numbers to keep the market afloat. This problem in the Web3 world is somewhat mitigated by the decentralized nature of the economy at its core; however, if the game is uninteresting, boring, or shoddy, all of that is temporary. I believe in @0xCitadel with all my heart; I want to bring mass appeal to this product, its participants, and the team, because right now, it’s the best thing being built live!
0xHeimdall@HedgeEconomist

This is a great viewpoint, but misses the core of the issue. It's not the trading restriction that makes assets valuable, but the content and actual difficulty in attaining/ retaining it. A valuable item in D2 takes countless runs. Exalt Orbs in PoE are reasonably difficult to find in the needed quantities. In both games there are gray markets for purchasing these assets with real currency. However, the items on hardcore difficulties are always worth multiples of their softcore counterparts. 1. I have not seen a Web 3 game with either Diablo style loot or PoE style mod items. This is the holy grail of trading economies. The infinite chase of a perfectly rolled gear set, creates a value distro across marginally well rolled items to perfectly rolled. If you think "rare items" = diablo loot, then you don't understand the game fully. 2. Most Web 3 games are softcore with some PvP opt-in. A game with hardcore as the default mode minimizes inflation. Every session is a competition, higher rewards require higher stakes. Extracting loot is now a battle instead of a button press. 3. Currency should be emitted competitively. Copying the Web 2 model is likely failure mode. If everything you did IRL earned you USD, then the dollar would have no value. Its the same concept in games. Currency should be a battle to earn against every other player in the game. It should require assets that were risked for, time invested in, and skill put to the test. The Citadel has: - Our own versions of Diablo style loot, which includes basic rarity type items with rolled modifiers, but also our own spin on "Set", "Runeword", "Uniques", "Sockets", "Runes", "Charms" and more. - An initial variety of Path of Exile style modifiers items, so you can slam your items into higher rarity to your hearts content. (Including ship hulls) - Competition for the in-game currency through a daily emission pool, which requires sacrificing your hard earned loot. (Also serves as a large sink for all assets) - Hardcore PvPvE extraction gameplay, as you progress through higher difficulty tiers, the loot gets more valuable but so does the danger. The feeling of that first Zod rune or Divine Orb drop is something you never forget. The feeling is not just driven by the rarity itself, but by what those items allow you to do. Your game should have items which drive that same feeling.

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0xHeimdall
0xHeimdall@HedgeEconomist·
@shadeguh Nothin like dying in hardcore and immediately rolling a new character :hidethepain:
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shade
shade@shadeguh·
@HedgeEconomist I haven't played hardcore but it makes sense. Death is the largest resource sink by far, plus assets are more difficult to accrue. Just totally different economic outcomes. Hey man as long as it's fun and temporary it's fine :p
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Ya_KseniYa
Ya_KseniYa@JAM_KseniYa·
I’ve made more money in Web2 games than in Web3. ▪️Dreadmyst — selling leveled accounts ▪️Diablo — boosting players for gold and selling it ▪️Quinfall — selling farmed gold ▪️PoE — selling Exalted Orb Here’s the paradox: When trading is forbidden, assets become "rare and valuable". Most people play the game, a small group farms and sells. But when a game launches with blockchain and open markets, 99% of players come only to extract value. And prices collapse. So I keep thinking… Is blockchain actually the solution here? Or do games work better when this market stays unofficial?
Ya_KseniYa tweet media
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