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What if a token could never go down in price? UPONLY uses a self-sustaining formula: 🟢 Every buy → adds USDC to liquidity 🔥 Every sell → burns 100% of the tokens No dumps. No dilution. Just pure upward force. #UPONLY #DeFi #CryptoInnovation

10,283 görüntüleme • 1 yıl önce •via X (Twitter)

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So a core issues I see with a lot of crypto games is: No in game peer to peer economy. (ie. The game Devs make all the $$ off the items and you buy from them not other players) Couple of things I wanted to experiment with, in regards to on chain gaming is the peer to peer economy. So the way my team set it up, is you mine the token in game, but you sell the items peer to peer in SOL. (see video for a demo) This gives you two different ways to play to earn, you can farm items, from bosses and loot boxes, and sell them to players for solana:So11111111111111111111111111111111111111112 , then other players can buy them and use them to mine the token, and sell the token to traders who will speculate on the price. Or you can just buy the loot boxes, and use the items to farm the token. This should help with the sell pressure, because before the game flow was: Buy item (in token, From devs) --->farm a ton of token---> Sell token to recoup cost of item. New flow is : Player opens loot boxes (paid in token)/ Player Plays game (in game token sinks) ---> gets item ---Lists item--> other player buy Item (From players, In SOL) ----Farms token---> sells token. Now the equation is if the loot box-player spent more game tokens to get the item compared to what he gets for in sol, and it keeps more money in the in game economy, and the market will fluctuate more based on the price of the in game token. So players who play and are "locked in" can make money off arbing and this services the "trader" archetype of player, which I feel is the major player type in web3-games. (also the token name is just a test token so dont buy random shit on pump fun, thats just using the name)

Skely

15,025 görüntüleme • 26 gün önce