Josh Zhou

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Josh Zhou

Josh Zhou

@zhouzch

Chief economist & Head of Publishing @SpaceNationOL | Hybrid buidler of game design and economics | Tokenomics buidler and reseacher

Katılım Nisan 2010
258 Takip Edilen11.6K Takipçiler
Josh Zhou
Josh Zhou@zhouzch·
@_FORAB 紧接着闲鱼就会出现卖报告的,标价1元
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AB Kuai.Dong@_FORAB·
一周 77 万人民币。网红分析师洪灝,于上周在微信,开始更新新的订阅付费合集,目前已发出三篇付费观点。 而想订阅该合集,需支付 1 万枚微信豆,按照微信官方报价,IOS 用户为 1428 元,安卓用户为 1000 元,目前已有 778 人为此付费。 按照安卓报价,约合 77.2 万人民币收入。
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Meguro-ku, Tokyo 🇯🇵 中文
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Josh Zhou
Josh Zhou@zhouzch·
@Sur_dragon8306 可能过个2-3天就没了。我之前虚拟卡忘记充值,扣款失败,订阅显示了续订到下个月,但过了几天就没了。
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Josh Zhou
Josh Zhou@zhouzch·
@yyyole 封号压力下,供给的意愿太低。
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沐阳
沐阳@yyyole·
谁能搞个“个人闲置Token交易平台”!! 用不完的Codex、Claude额度可自由交易。 解决好信用和支付问题。 C2C,我觉得是刚需!!!
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Josh Zhou
Josh Zhou@zhouzch·
@sanyi_eth_ 说实话大多数任务场景,多agent不是必须。拆分好原子,定义好任务边界。把这种工作流定义好,比整几个agent更必要。
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sanyi.eth
sanyi.eth@sanyi_eth_·
大家是怎么在claude或者codex里,让多agent自行合作的? 举个例子 你只需要跟产品经理的agent提供想法和实现路径,这个agent可以自动分配任务到全栈,UX/UI,再到测试
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Josh Zhou
Josh Zhou@zhouzch·
@dashen_wang 另外我觉得skill developer不能和的app developer划上等号。至少目前我们看到的skill形态不行。skill更像是npm包,商业化始终是个问题。或许需要以服务的形式封装起来。1)背靠某个服务,卖的是服务;2)封装成agent,卖的是agent。 当然以上都还是在过去经验中找类比。ai native或会给出不同答案。
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Josh Zhou
Josh Zhou@zhouzch·
@dashen_wang 好文读完!感谢分享。非常认同这个残酷的未来分化。好奇未来为“躺平”的准备的产品形态是什么,如能窥见一二,我认为也是最大的机会之一。
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Josh Zhou
Josh Zhou@zhouzch·
@leslie_bit api性价比-国内ai哪家出新的模型用哪家
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Leslie
Leslie@leslie_bit·
90% 的人都不清楚主流 AI 的用法 • 学习一个新技能 — Gemini • 总结复杂文档 — Gemini • 构思和头脑风暴 — ChatGPT • 竞品研究 — Perplexity • 商业模式拆解 — ChatGPT • 决策辅助 — Grok • 写邮件/PR — Claude • 写代码 — Claude • 面试模拟 — ChatGPT • 社交媒体舆情扫描 — Grok • 个人 OKR / 年度规划 — Claude • 后台处理复杂任务 — Claude • 代码审计与 debug — ChatGPT • UI 设计 — Gemini • 长篇翻译 — Gemini • 网站搭建 — Claude • 英语学习 — Claude • 口语练习 — Grok • API 性价比 — Deepseek 基本上都是我自己用下来体验最好的,欢迎指正和补充,不过其实不少工具还是进行 combo 效果更好。
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Space Nation 🛸
Space Nation 🛸@SpaceNationOL·
$OIK has officially launched, marking the beginning of the next chapter for Space Nation! Concurrently, a new season of POC has started, the World Boss awaits! Captains, game on!
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Space Nation 🛸
Space Nation 🛸@SpaceNationOL·
1⃣Token 1⃣0⃣0⃣,0⃣0⃣0⃣,0⃣0⃣0⃣ Players & AI Agents In A Sci Fi Virtual World ♾ Possibilities
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Space Nation 🛸
Space Nation 🛸@SpaceNationOL·
Growth & sustainability of web3 games need to be measured by traditional gaming standards - paying customers contributing to a sustainable revenue stream. This is Space Nation's game related revenue stream ONLY. Not inclusive of NFT revenue, token pre-sales or node sales. This is our bedrock towards building a sustainable web3 gaming future. 👇 You in?
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Space Nation 🛸
Space Nation 🛸@SpaceNationOL·
🔔On ⏰ 3pm UTC / daily Check in everyday for your front row seat to: Space Nation, The Next Chapter.
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Space Nation 🛸
Space Nation 🛸@SpaceNationOL·
What does the future of quality #web3 gaming look like in 2025? ⏰ January 7th, 3PM UTC Find out as we enter hyperspeed with Unfungible & @ice_nfts Set your reminders below 👇
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Jeromeoh.eth
Jeromeoh.eth@Jerome_wu·
The soft launch started on Sept 27 marked a significant milestone for Space Nation Online — the moment we officially welcomed our captains and embarked on the journey to build this vast universe together. But this universe is so vast that everything we’ve accomplished so far is just the first small step. In a previous AMA, I explained why we call it "Soft Launch." As a large-scale online game, Space Nation Online isn’t yet at the level to fully meet the expectations of traditional gamers. We still have a lot of work to do before reaching the Open Beta standards of Web2 games. Over the past month, many of our new users have been Web2 players, and we deeply empathize with the challenges they’ve faced as they step into and play our game. But as a Web3 project, we believe in engaging early with our community — sharing our progress, listening to feedback, and iterating rapidly to improve this imperfect world step by step. Space Nation Online is truly unique. The goal we set for its virtual economy was unheard of. Two and a half years ago, when we started this journey, we were completely alone. There were no benchmarks, no peers walking the same path. Even the reference projects we initially studied became less and less relevant over time. In this uncharted territory, with no guide or precedent, we had to rely on exploration and experimentation — making mistakes, learning from them, and pushing forward. Honestly, I’ve lost count of how many mistakes we’ve made, big and small, some are deadly. Yet, it’s because of the unwavering support of our incredible community that we’ve achieved what we have today. Your trust and belief in this vision have proved we’re on the right path. Web3 MMORPGs and virtual economies in MMORPGs are destined to become transformative forces in this industry. Back to the Soft Launch topic, since some players are asking -- 1. The soft launch is separate from the TGE. We’re working tirelessly to advance the TGE process and finalize all related preparations. 2. The soft launch will conclude when the game is ready to welcome a massive wave of Web2 gamers. At that point, large-scale Web2 user acquisition will kick off — and that will mark the global launch. Until then, the soft launch period has been extended. Let’s keep building together. Let’s get ready to welcome even more captains when the global launch finally arrives. Cheers!
Space Nation 🛸@SpaceNationOL

🚨Soft Launch has been extended 🪂1,150,000 OIK tokens per season continues Let me tell you why. First, 4 bullish numbers to remember 1⃣ 0.64 2⃣ 14,000 3⃣ 42,773 4⃣ 494,170 Since Soft Launch started on 27 September, you, our gamer, has reshaped the growth trajectory of Space Nation, and what we humbly believe, the defining goalpost for all web3 games: Real Product Market Fit How did we walk down this path in the last 3 months? 4⃣2⃣,7⃣7⃣3⃣gamers captained your spacecraft into the depth of Oikos as mankind struggles to find a new home after Earth's desolation 1⃣4⃣,0⃣0⃣0⃣ gamers play the game daily 6⃣4⃣% of gamers are actively playing the game after 14 days 4⃣9⃣4⃣,1⃣7⃣0⃣ transactions in our ingame Auction House The first 3 data sets demonstrates a healthy trajectory on user acquisition, daily active users and user retention. The last set (4⃣9⃣4⃣,1⃣7⃣0⃣ transactions) proves why MMORPG is the best genre to succeed in web3 gaming - the growth of an ingame virtual economy where gamers have equal and fair opportunity to craft, upgrade, own and most importantly freely trade their ingame assets. At Space Nation, every ingame asset from blueprints, weapons to Tier 2 Templar Combat Ship can be crafted, owned and traded by the gamer either in the ingame Auction House or in the OKX x Space Nation NFT marketplace. In 3 months, the Space Nation auction house processed 494,170 transactions to the value of 71,540,000,000 CHR. 1 million CHR is priced at $13USDC, you can do the math on the value of empowering our gamers with asset ownership in a decentralised economy. For web3 gaming to achieve mass adoption, we chose the hardest but the right path. Creating a gaming experience for gamers who want to engage and grow with the gameplay and willing to contribute and be rewarded for their time and resources spent ingame. In short, the best practice for a MMORPG, regardless of putting a 2 or 3 behind the word web. We had 2 objectives that defined a successful Soft Launch. 1⃣ Dominate the web3 MMORPG conversation 2⃣ Onboard +ev mainstream gamers. We've accomplished great things together in the last 12 weeks, and our goals are lofty. By extending the Soft Launch, the time is FUEL (excuse the pun) that gives our development, product and growth teams the ability to make this the first web3 game that successful and sustainably bridges the web2 and web3 gaming divide. In the coming weeks, you will see Space Nation gaming experience 1⃣ Improve the new user ingame onboarding journey 2⃣ Create more game content and social features 3⃣ Reduce the friction points to onramp web2 and web3 gamers Soft Launch will end when together, we open the door to mainstream Web2 gamers that share the same +ev traits as you. 🔔Stay tuned & turn on your notifications

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Space Nation 🛸
Space Nation 🛸@SpaceNationOL·
A Brave Dawn We're excited to unveil @rolandemmerich's first foray into using NFTs as a transmedia IP to bridge the value & utility gap for all collectors & sci-fi fans, web2 & 3. NFT Codename: #Independence44 A Collectible IP For Sci Fi Fans Independence44 is crafted from the heart & mind of the director of sci-fi hits @IndependenceDay, Stargate & The Day After Tomorrow. This collectible not only represents an ownership of Roland’s creative process but also first step of actualising Roland’s transmedia vision to expand the Space Nation's intellectual property beyond the game and into mainstream consciousness through its own TV series. Check out @Variety's coverage here: x.com/Variety/status… A Utility First In Game Asset for Space Nation Gamers Independence44 heralds the first Tier 3 spaceship in our game, an ingame asset that enhances your gaming experience and introduce new combat mechanism. 1. Each NFT comes with a 1x Roland Spaceship Blueprint Fragment. 44 Roland Spaceship Blueprint Fragments assembles ONE Independence44 combat ship blueprint, which can be used to construct the first Tier 3 (not the rumoured T2) combat ship in the game. 2. Only 50 Independence44 battleships will exist in the game, of which 5 (220 NFTs) will be temporarily kept in the Space Nation treasury. Each NFT introduces new & different earning mechanisms for gamers and NFT tradorrrs. 1. Each NFT will increase your weekly OIK distribution by an additional 1,500 Feats of Strength Achievement Points in our Proof of Contribution system. 2. Receive an airdrop of up to 3,200 OIK tokens by burning the Independence44 NFT after OIK TGE. 3. Each NFT includes 1 Roland Spaceship Blueprint Fragment. The blueprint fragments can be traded in the game via in-game Auction House. NFT Details Total Supply: 2,200 NFT Name: Independence 44 Mint Price: 499 USDT Mint Date: 10 November Turn on our notifications for the next 2 weeks, Hollywood is coming.
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Jeromeoh.eth
Jeromeoh.eth@Jerome_wu·
The very first level 50 player in @SpaceNationOL is SS.MrLiu from the Guild Starry Sky (CN:星空座)! Who knows how many hours he's already spent in Space Nation — it's only been 15 days since the Soft Launch began. Please note that players who reach level 50 during the first phase of the Soft Launch will be rewarded with a total prize of 250K future OIK. And there are still 3.5 weeks left to compete!
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Jeromeoh.eth
Jeromeoh.eth@Jerome_wu·
Battleships & Earning in Space Nation CB2.0 The first POC settlement cycle for Space Nation Online’s Closed Beta 2.0 has arrived. Nearly 4,000 players participated in our tests over the past week. We are incredibly grateful for your enthusiastic participation and strong support, especially given the technical issues and numeric design related issues during the first week that impacted the game experience. Space Nation Online的Closed Beta 2.0第一个POC结算周期已经到来。在这一周的时间里,近4000位玩家参与了我们的测试。我们非常感谢大家的热情参与和大力支持,特别是在第一周还有不少技术问题和数值相关问题,大家的游戏体验并不完美的情况下。 In recent days, several players have reached out to me, primarily those who have invested heavily in Battleships and hope to earn returns through CHR farming. People all have high expectations and provided strong support for Space Nation, and we are deeply appreciated. Many based on the experiences in CB1.0, chose to enter with battleships. However, the P2E returns in the first week may not have met users’ expectations. 这几天一些玩家陆续与我交流,主要是那些在Space Nation中积极投入战舰资产,并希望通过Farm CHR获得收益的用户。大家对Space Nation抱以厚望,并给予了极大的支持,在CB1.0的经验基础上,选择以战舰入场。但确实,第一周的战舰P2E收益可能不如部分用户的预期。 This situation was actually within our expectations. Although we have explained the economic system and P2E logic of Space Nation through various channels and methods, it is evidently not enough. Therefore, I would like to take this opportunity to explain in more detail from a new perspective: 但这一情况其实在我们的预期之内,虽然之前已经通过各个场合和方式对Space Nation的经济系统和P2E逻辑进行了说明,但显然还不够。因此我希望借此机会再从新的角度进行详细说明: My ultimate and sole goal in founding Space Nation Online is to leverage Web3 technology and tools to see if we can build a massive virtual economy beyond imagination. In Space Nation Online, we aim to create a comprehensive economic system and ecological framework where all players can start from scratch, slowly build, grow, and develop, achieving high circulation and eventually dynamic stability and long-term prosperity. Our users will gradually produce, co-build, and develop the economy within this ecosystem, from zero to one, from nothing to something big. In this process, we should not control or interfere with the in-game economic cycle but rather play the role of the Initial Builder and the Watcher. 我创办Space Nation Online的最终目标也是唯一的目标,就是借助Web3的技术和工具,看看能否构建出一个超越人们想象的巨大的虚拟经济体。我们在Space Nation Online中试图构建一个完整的经济体系和生态框架,让所有玩家在这个基础和平台之上从零开始慢慢构建、成长和发展,同时实现高速的流通和流转,最终实现虚拟经济的动态稳定和长期繁荣。是我们广大的用户们在这个平台、框架和规则之上,逐步地生产和共建和发展这生态中的经济,从零到一,从无到有。在这个过程中,我们不应该控制或者干涉游戏内的经济循环,只应扮演构建者和监督者的角色。 Therefore, the economy of Space Nation Online will be slow-growing, requiring the in-game economic system to start slowly and gradually accelerate, which usually takes a week or even several weeks. The first week of CB2.0 is completely different from the first week of CB1.0: 1. In the first week or even the first few weeks of CB1.0, everyone started from scratch, went through, and participated in the early construction and growth phase of the economy together. This process wasn’t very perceptible, and people didn’t think about whether they could get immediate returns. 2. The first week of CB2.0 is different. We limited it to old users who hold assets to join and to build various components and modules of the economic system together. Our primary goal is to ensure game build stability and the preliminary completion of the economic system, ready to welcome a large number of new users later. 所以,Space Nation Online的经济将会是慢热型的,需要游戏内的经济系统慢慢转起来并逐渐加速,这通常需要一周甚至几周的时间。CB2.0的第一周和CB1.0的第一周有着完全不同的情况: 1. 在CB1.0的第一周甚至前几周,大家都是从零起步,一起度过并参与了经济的前期构建期和成长期。这个过程没有那么多的感知,大家也没有去思考是否能马上获得今天明天的收益。 2. CB2.0的第一周则很不同,我们限定了只有持有资产的老用户来一起构建经济体的各个环节和模块。我们的首要目标是确保游戏版本稳定,以及经济系统初步完善,以迎接后面的大量新用户。 In the second phase of CB1.0, the in-game virtual economy was already very active. Even without any expectation of OIK, many users earned considerable returns in CHR by actively participating in the in-game economic cycle. After the launch of CB2.0, users, based on their recognition of CB1.0 and expectations for CB2.0, actively participated and increased their investments. Some users concentrated their investments in battleships, hoping to farm CHR through battleships for immediate returns similar to those in CB1.0. 在CB1.0的第二阶段,游戏内的虚拟经济已经表现得非常活跃,即便没有任何OIK的预期,大量用户通过积极参与游戏内的经济循环,在CHR上获得了相当的收益。CB2.0开服之后,用户们基于对CB1.0的认可和对CB2.0的期待,积极参与CB2.0并加大投入,部分用户的投入集中在战舰之上,以期通过战舰去Farm CHR来获得如CB1.0中的即时收益。 However, since the economic system was still being built in the first week, the overall economic volume was reconstructed from scratch. Additionally, a bug with the exploration ship disrupted the economic cycle of mining ships, exploration ships, and battleships within the game. Technical issues and numeric design related issues in recent days have also caused some troubles. As a result, many battleship users found that, solely from the perspective of CHR, short-term returns were not significant in the first week, and they raised concerns to me and asked questions about the immediate CHR returns of battleships in the future. 但由于第一周的经济系统仍在构建中,整体经济体量从零开始重构,加上探索船的BUG,导致游戏内矿船、探索船和战舰的经济循环尚未有效运转。前几天的技术问题以及我们忙中出错导致的数值相关问题也造成了更多的影响。因此,不少战舰用户发现第一周下来,单从CHR层面来看,短期收益不够显著,向我提出了担忧,也关心我们后续战舰的CHR即时收益的问题。 These were anticipated, and we made preparations in advance. Considering the economic stage of the first week, we invested a large amount of OIK in the POC system to incentivize core old users and asset holders. Due to technical and experiential issues, we also increased OIK input for twice as additional compensation. 这些都在我们的预期之内,所以也提前做了准备。考虑到第一周的经济阶段,我们在POC系统中投入了大量的OIK,对核心老用户和资产持有者进行了激励。鉴于技术问题和数值体验问题,我们还额外2次增加了OIK的投入来进行弥补。 As the second settlement cycle begins, the economic system gradually improves, new demands continue to join, the economic circulation accelerates, and numeric design adjustments are completed. With the influx of massive new users, the economic system of Space Nation Online will soon enter rapid growth, achieving high activity and prosperity. The CHR yield and stability will have excellent performance once CB2.0 stabilizes (estimated around one week). However, what I personally care most about is whether the Velocity of CHR in CB2.0 can surpass what we achieved in CB1.0. The attached graph shows the CHR liquidity performance in the CB1.0 test. 第二个结算周期马上开始,经济系统逐步完善,新的需求持续加入,经济循环流转逐渐加速,数值设计调优完成,再随着大量新用户的进入,Space Nation Online的经济系统将很快进入快速增长,实现高度的活跃和繁荣。CHR的收益和稳定性在CB2.0稳定后(估计1周左右)都会有极佳的表现,但我个人其实最关心的是CB2.0中CHR的流速是否能在CB1.0的基础之上再创佳绩。本文附图是Space Nation的CB1.0测试中CHR的流动性表现。 It is uncertain whether battleship users will be satisfied with the immediate CHR returns at that time, as they may not be exceptionally significant but rather stable and lasting. Moreover, battleship users will have relatively higher OIK returns. It is necessary to revisit the functional assets within Space Nation Online: 1. Mining ships are the most monotonous but also the most stable source of CHR income, serving as the primary support for in-game economic production. 2. Exploration ships also generate CHR income, but their returns are random and vary widely. They also support battleship CHR returns. 3. Battleships offer the most gameplay, providing fun and social interactions while pursuing both OIK and CHR earning. 不确定战舰用户是否会满意于届时的CHR即时收益,因为那未必会极为可观,而是会相当稳定和持久,且战舰用户会有相对更高的OIK收益。有必要再回到Space Nation Online里的功能性资产: 1. 采矿船是最为枯燥但也最稳定的CHR收益来源,是游戏内经济生产的主要支撑。 2. 探索船也是CHR的收益方向,但其收益具有随机性和较大的跨度,同时也是战舰的CHR收益的支撑。 3. 战舰承载了最多的玩法,既有乐趣又有社交,同时追求OIK和CHR的产出。 We do not recommend viewing Space Nation’s economic system solely based on the CHR earning of the first week of CB2.0 and especially rely on the knowledge and experiences from other Game-Fi projects. Achieving stable immediate returns is not difficult at all, and our mining ship system is proved to be a best solid immediate return provider. Simply increasing immediate returns is even easier. Creating FOMO, using various means to boost short-term returns, then continuously increase asset value, then there will be more fomo and it will attract more Web3 newcomers. But is this approach healthy? It leads to a Ponzi scheme, where early entrants who exit at the right time make money, while many later players suffer losses. Eventually, high entry costs and subsequent yield inefficiencies will become unsustainable. Some might suggest extending the cycle through secondary markets or system-on-system or project-on-project approaches, but the essence remains unchanged, and the eventual collapse will be more severe. Additionally, this process will inevitably over-interfere with the in-game economic cycle, which is not what we want. 我们不建议大家仅根据CB2.0开服第一周的CHR产出价值,并以其他GameFi游戏的经验来判断Space Nation的经济系统。要实现稳定的即时收益并不难,比如我们的矿船体系将是极为稳固的即时收益提供方式。单纯要提升即时收益则更简单,制造Fomo,利用各种手段硬拉短期收益,可以持续带来资产增值,然后就会有更多的Fomo和吸引更多的Web3新玩家进入。但这种做法是否合理呢?这样做就是在向庞氏转变,早期进入并且择期退出的人会赚到钱,而大量后来的玩家则会受到损失。因为终究有一天,高额的入场成本和后续收益的效率将无以为继。有人会说可以通过二级市场,或者系统套系统,项目套项目来持续延长周期,但其本质并没有变化,最终的崩溃只会更严重。而且在这个过程中,必然会过度干涉游戏内的经济循环,这也不是我们想要的。 We aim to create a long-term, healthy, dynamic, and resilient economic system. Such a system is not built on simple investments alone but on a combination of investment, consumption, circulation, and growth. This has been discussed in my earlier articles. 我们要创建的是长期的、健康的、动态的和富有韧性的经济系统。这样的系统不是建立在单纯的投资之上,而是建立在投资、消费、流通和增长的结合之上的。这在我最早的一些文章中就有论述。 I hope the above explanation resolves some players’ doubts. Let’s look forward to a great ecosystem as the economic system gradually spins faster and steadier. Now get back to fix the remaining some technical issues and experiential issues as soon as possible. Once again, we apologize for the less-than-perfect experience in the first week. OT and OT again! 希望上述描述能解答一部分玩家的疑惑,让我们尽情期待经济系统逐渐转得更快、更稳之后的大好生态。赶紧解决遗留的一点点技术问题和体验问题。再次为第一周不够完美的体验向大家道歉。继续加班! @jeromeoh/combat-ships-earning-in-cb2-0-4d07bb1470fe" target="_blank" rel="nofollow noopener">medium.com/@jeromeoh/comb…
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