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
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