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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