The underlying opnesim platform is developing an in-world currency system. The proposal is covered in http://opensimulator.org/wiki/Money. Search the opensim-dev archives and inspect the code to see what has been done so far and what still needs to be done. -- Peter
On Dec 14, 4:21 am, Mark Malewski <[email protected]> wrote: > Is there currently an "in-world currency" system with realXtend? Is > this being worked on, or is there a viable solution to this at the > current time? > > Also, is there any way to create an "in-world Karma" system? > > These are my thoughts on such a system. > > 1) Users are given a specific default Karma (maybe 100 pts by > default). Then their Karma goes up or down based on in-world > behavior. > > For example, an avatar uses a gun, and shoots/kills another avatar > (this in turn would result in a hearing/trial/conviction) and the > avatar's Karma points would be deducted/reduced. > > Some events could be done automatically. For example a user hits > another user with a baseball bat (assault), and this could result in > an automatic 20 point Karma reduction (for the user committing the > crime). > > Also a user driving a vehicle could strike objects (thus reducing his > Karma by maybe 5 points for every object hit) and if the user struck > or hit (or "killed") another user (hit them with their vehicle) then > this would result in a "murder" and therefore the user's Karma would > be reduced by 50 points. > > I would like to have 2 different systems. I would like an "in world > currency" and also an "in world Karma" system. > > Any ideas as to how this could be done, or implemented from within > realXtend? > > I believe it would help make the Virtual Worlds more accurate > (especially with gaming and rating users) as each user would have a > "Karma" ranking. > > The owner of the world could give certain organizations (such as > churches) maybe 1,000,000 Karma points, and then these churches could > give out the Karma points (to virtual users) like maybe give them 10 > Karma points for attending a Virtual church service on Sunday, and > users can accrue Karma points (for good behavior). > > Some users may help with public building, or help with "peace keeping" > of the virtual world (and be assigned/given additional Karma points). > > It would be similar to like a "Positive Feedback" system that you see > on E-bay. > > You purchase something from someone, and the seller could give the > buyer a Karma point (for a good transaction). > > I supposed the "Karma points" could be given to one another (as > tokens?) similar to a currency. Not to be confused with currency, > because in-world currency would be completely different, but this > "Karma" system would just be a way to gauge people's in-world behavior > (as good vs. bad). > > So users that use foul language, or are disruptive, or participate in > fraudulent business practices they could be given "bad Karma" > rankings, so that other users see that these users have a LOW Karma > ranking (or even a NEGATIVE Karma number). So they know to be > cautious, and stay clear of some of these "bad users". > > We have "good people" and "bad people" in life. Such is life. But > how do we rank users in a Virtual world? > > I believe a "Karma points" system would at least help differentiate > some of the good/better citizens from the not-so-good citizens. Just > as online feedback is used to rate products, or rate sellers, or even > rate buyers... I believe an "In-world Karma" system, could be used to > rate citizens. > > Any ideas as to how I could implement such a system from within > realXtend? > > I'd like to implement both a in-world currency system, and an in-world > Karma system. (That could be used later for gaming, trading, and > various other things in-world). > > For example in gaming, if you run over, or strike an object (possibly > give all objects a "bump value"), so if you strike an object, then you > get a certain number of Karma points deducted. > > Like if you hit someone (punch, hit, or hit with a baseball bat, or > shoot with a gun, etc.) then each object you hit, would subtract Karma > points (based on the "bump object properties"). For example, if a car > was given a "bump object value of 20 karma points" and you hit the car > with a baseball bat (a sound effect could be played upon bump), and > also visible damage could be displayed (upon bump) and also 20 karma > points could be deducted from the user's score/Karma point rankings > (for damaging a vehicle). > > This could be applied to guns, baseball bats, or various other in- > world weapons (even fist fighting, punching, kicking, etc.). > > Like maybe there would need to be two different fields, a "bump value" > and also a "lethal value". So a fist would have a much less "lethal > value" than a gun, or a baseball bat. But also certain objects like a > car would have a much higher "bump value" than somelike like a garbage > can (less valuable). > > So that way if you kick a garbage can, you may only lose 1 Karma point > (very little damage to the garbage can, and the garbage can is of very > little value). But if you kick a car, then you cause a little bit of > damage to the car, but the bump value of the car/vehicle is much > higher than a garbage can (car is more valuable), so it would affect > your Karma ranking more. So maybe kicking a car would result in 2 > Karma point reduction. > > A baseball bat would have a much more "lethal value" thus if you > strike a garbage can with a baseball bat, it would display more > damage, and it would also subtract 2 Karma points (instead of 1 Karma > point) because you have used a much more lethal force (higher "lethal > value" based on the weapon). > > So basically every object, and every weapon in the world could be > assigned a "bump value" and a "lethal value" (for weapons). > > Standard weapons such as foot, kick, punch, hit, slap would all be > assigned a "lethal value" of 1. > > But using various weapons would have a much higher "lethal > value" (assigned to each of the weapons). > > So in-world "gun shops" could actually sell weapons to citizens. Good > honest citizens could actually tote a weapon around (responsibly). > > But if that weapon were used to shoot a Garbage can then they would > lose 1 Karma point. If the weapon were used to shoot a car, then the > person would lose maybe 10 Karma points. If the weapon were used to > shoot a person, then the person would lose maybe 50 Karma points. If > the weapon were used to shoot a police officer, then the person would > lose maybe 100 Karma points. > > Do you understand what I am saying? > > Is there any way to implement some form or "Karma System" (for in- > world behavior) and also an in-world currency system? > > So that way users could give each other in-world currency, (which > could be used to purchase things like a car, or furniture), and also > an in-world Karma system (which could be used to reward users for good > behavior and punish users for in-world bad behavior). > > Any ideas on how such a system could be implemented? > > Thanks, > > Mark --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
