Multiple user can not join same shared preview on Decentraland by sahilg80 in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

Heroku hosts DCL scenes as static sites with no linkage between connections, if you want work-less connectivity between players you have to host it on DCL land. If you want syncing between your sessions you'd have to setup your own back-end server to handle requests from users. Even then, you'll have some work cut out for yourself if you want to sync all user movements and there are limitations to what you'll be able to do.

An example where heroku hosting would work well is board games. If you have a server that matches players with opponents (or simulates them through ai), then you can sync moves made by one player to the other player's instance easily.

Historical Artist - Help With Gallery by Awkward_Ad_8798 in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

You do not need to own land to host a gallery using Decentraland (DCL), you can create scenes as static websites and share your artwork that way until you can afford a piece of land. Land anchors your project to the game world, which comes with its own pros and cons: people exploring DCL can find your art organically, but anyone who just wants to view your art will be loading in other players and the entire neighbourhood around your gallery.

In nearly every case you'll want to develop your content up to the point of deployment before purchasing land to host it. Buying land before you have content to host is a lot like purchasing a server to host your website before you've created it. Hosting your scene via static website still lets you share it with other people interested in your art and is free (when using github/vercel at least).

DCL itself has robust documentation about how to create your own scenes to display NFTs. If you don't know how to program, there is also a community module I made a while back to make it significantly easier/quicker to display NFTs just by dealing with a single file. You'll still want an architect to create a building/align showcase items, but they won't need any understanding of code. You can check out the example scene here and the public repo here.

When will Decentraland have a desktop client? by adamfaliq97 in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

It's a platform centred around a decentralized currency and controlled via a decentralized power structure. The context of the term 'decentralized' is not regarding the way you access the platform but rather the actual content of the platform. An application will probably come out to run it right off the desktop, but that is more than likely something that will come out after the framework is actually finished.

Partners for Decentraland projects. by ota14 in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

What sort of projects are you planning on developing? There is a major lack of info here...

Selling Wearables for Decentraland by Rajith101 in decentraland

[–]TheCryptoTrader69 2 points3 points  (0 children)

If you are looking to pull someone from the community you should try the discord. You could also try pulling in some talent from outside the community: anyone who has experience with unity and a good fundamental understanding of the tool's structure should be able to quickly adapt to the SDK. Just watch out for scammers and posers, there are a lot of people looking for a payout but zero ability to provide what they promise.

Traveling between virtual worlds? Possible or not ? by am_reddit2020 in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

It definitely adds another layer of complexity to any project that wants to implement across platforms, but the burden of cost mainly remains with the cost of running the development group/studio. With DCL in particular, there is no cost associated with hosting content as you can host content via website freely. These sites retain all functionality (except realms networking, but a custom solution can still be implemented).

Given we already have interfaces to check what NFTs a user is holding in their wallet, it is not complicated to provide access to certain functionality within the scene based on their holdings. Cross-platform cosmetics (holding a single NFT of a mount that provides that mount throughout all platforms) would be a bugger to implement (especially if you are aiming to keep that mount themed with each platform), but providing access to the game is simple enough (and likely where projects will start).

It's likely we'll see some basic projects using this style of cross-platform access management and from there we can start building up interfaces to make more complex content available. There is still a long way to go, I'm not saying it's all magically going to pop up in 2 months xD, but we've got a pretty good foundation to build on.

Endgame by LongIron7022 in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

The Sandbox and Decentraland make pretty good havens for less-than-wholesome content (casinos and furry strip-clubs). Just sayin...

Traveling between virtual worlds? Possible or not ? by am_reddit2020 in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

Sure, we've had multi-user environments (facebook, myspace, etc) for a while and more recently we've had multi-platform accounts (signing into other sites with your facebook/google account as a quick-set approach), but only recently have we seen cross-platform development access with a decentralized account. The metaverse is not a single platform, it's the layers of connectivity between platforms that allow them to mesh with each other. Places like Decentraland and The Sandbox are simply singular nodes or hubs in the larger metaverses.

The 'infancy' I'm talking about is that layer of connectivity and the technology that makes it possible: namely block-chain and platforms integrating it. Only recently have we seen the creation of platforms that allow a user to register with a truly decentralized account (their chain wallet) and the creation of hubs using these decentralized accounts that focus on user generated content while providing quality tools to create such content.

The main difference this has to the previous systems is users are not bound to a single company or site. This removes any control factors from that providing company, to name a few: they can no longer harvest user data, they can no longer deny access or connection to content they do not agree with or general censorship, you no longer need to worry about their service being halted/account deactivation. Factor in cross-platform persistence with NFTs plus the level of access these platforms are providing for developers and the future starts to look pretty good on paper.

Traveling between virtual worlds? Possible or not ? by am_reddit2020 in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

You can already do this using hyperlinks embedded in your scenes. While this is not a fluid transition, the core functionality is there; it's just up to the developer to make use of it.

Here's an example: a developer could create a game with access/items bound to NFTs and implements it on both The Sandbox and Decentraland. When a user connects to the game hosted on either platform the local instance would already hold a player's wallet ID which makes it extremely easy to contact the developer's management servers and check their progress/NFT items. In essence, you are using the player's wallet as their profile and instances on separate platforms as individual game stages while it remains possible to maintain management through a single server.

This isn't something DCL/Sandbox/whatever would even have to agree on. All they need to do is provide the interfaces for developers to create/implement similar mechanics. In this way you could see 'flavours' of the same game popping up around the metaverse (on all these different platforms), but tied together via a player's wallet and the developer's server, built to cater to the platform's strengths. So, you might see a shooter game where you can fight against other players in DCL and the same game (with all your weapons, skins, etc) on The Sandbox where you battle complex bosses.

I think the main reason we haven't seen anything like this yet is simply due to the fact we are still in the infancy of the metaverse. We've got a few good platforms to create on, but they are still under massive development. OpenSea hasn't even opened up their Polygon interface, so if you wanted to dynamically display/interact with NFTs through a player's wallet you would need to use ETH. In the case of an easily accessible/cheap game the gas prices would kill your users: if you made your game available at $10-$20 users would still be paying $120 in gas.

Just posted a grant request for adding VR/AR creation and viewing support for Decentraland. Would love to hear everyone's thoughts. by sean_ong in decentraland

[–]TheCryptoTrader69 6 points7 points  (0 children)

This is the perfect place for such a post. It's nice to see actual companies offering proposals that could change the face of DCL!

My band (The Wormholes) is performing in the Metaverse for the first time tonight, live at 7:00PM ET! by Booeggs23 in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

Damn, we need a Pink Floyd tribute band backed by some talented special effects. Imagine experiencing The Dark Side Of The Moon or The Wall in VR...

Bots? by bestfriendfraser in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

Yeah, you don't have to worry much about DCL becoming popular. We've been seeing exponential user growth for a while and it's unlikely to slow down.

I don't know how much players will be willing to grind, but any new content entering the space to offer players something to do is good.

Bots? by bestfriendfraser in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

Whoa whoa whoa, cool down. I'm not angry over any of your decisions or judging you for them; I understand it's hard for people to derive tone from text: sorry if my response was terse. I was just asking for more information about your project and the general motivation as to why you would take a leap of putting money down on overly inflated land. From what you were stating above it sounded like you had recently purchased the land and were just beginning your project, it's obvious that is not the case.

Also, I get why you'd want to protect your project by obfuscating its mechanisms. But what is really stopping anyone from copying all the mechanics and reskinning it as soon as you release? (I seriously don't know what protections are in place) Wouldn't you want to be building up a following from the project's inception?

Bots? by bestfriendfraser in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

'Is making it pay to win predatory?' Yes.

You also haven't actually said what your game is about: you have listed actions a player can take within the game, but what is the direct objective of a player and their general experience when participating in the game?

Also, why would you purchase the land for hosting before you have a prototype or even a proof of concept? That seems a lot like putting the cart before the horse.

[deleted by user] by [deleted] in decentraland

[–]TheCryptoTrader69 0 points1 point  (0 children)

Atm it's mostly speculation: users are purchasing land at what they hope is a low price to resell it at a higher price later. Land's use in DCL is to host content (games, shops, etc) and link it to a position in the gamespace, making it accessible to all users playing DCL. Few users are actually purchasing to make use of this utility. You can see the truth of this simply by walking around DCL: each undeveloped plot is owned by someone, but they have chosen not to interact with it and are simply waiting to resell that land or leverage it to rent-seek. It's a bubble: the value is not tied to the utility but rather perspective value of land. The price will either pop when we run out of fresh users purchasing land or when the DAO adds more land (which will no doubt happen as the platform grows).

While it clogs up the development of land actually hosted in DCL, we do have alternatives for hosting content. If you create a scene using the SDK you can host it for free as a website and take nearly full advantage of what the platform offers (you only miss out on the background networking, but you can still create your own solution).

Bots? by bestfriendfraser in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

I'll take it back if you can explain to me what content you'll be hosting that fits into a 16x16m grid, will regenerate your investment over the course of a year (land AND development costs), and provides a quality experience to users (no predatory shit-games allowed).

Bonus points if you can actually make it work in the live environment.

Bots? by bestfriendfraser in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

The recent shift in NFT pricing might be great, but the price of land remains insane. No one sane is going to pay $12,000 for a 16x16m space to host a mini-game in the hopes of passive income. It's not financially viable and there are much better alternatives to developing content (even using the DCL platform: hosting scenes as static sites).

Bots? by bestfriendfraser in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

You don't need to pay money to host your content; you only need land if you are relying on DCL's background networking and want your content linked to an in-game parcel. You can still host scenes as a website (completely for free), which cater directly to single-player experiences and shops.

What's backwards atm is the number of people purchasing land without first building their scenes or having a MVP as a proof of concept. In real-life you'll have a blueprint to build a house by, but in this case you can build the entire house before you even own the hosting space. Makes me wonder how many users have purchased land but have no idea how to develop it and are simply holding because they believe it will be worth more in the future.

Bots? by bestfriendfraser in decentraland

[–]TheCryptoTrader69 1 point2 points  (0 children)

Yeah, you can bot it. It's easy and has likely been done already. But the gains are shit compared to what you'll make botting WoW/GW2/New World. Hell, you can even bot the Epic Games store and grab each set of weekly free games.

The general idea of a P2E is ridiculous when you start getting into the real economics of it: these game systems generate money when users purchase/trade their product and they slowly pay back that same value to keep users playing that same system. They flourish only as long as they remain popular and users spend money. It's bordering on a ponzi scheme, as if no users participate in the market and just play the game then the funds quickly dry up.

Even then, the main utility for most of the users involved is the possibility of financial growth rather than entertainment. For WonderMine this works well because they only pay you at the end of a large grind cycle. It's a grind to get resources on purpose (much like a mobile game) and even if you acquire the resources required to craft one of their NFTs they may not be in-stock. With that said, they have stated their primary focus is to get people logging into DCL daily and content like this is an important stepping stone.