The opensim currency will not include a currency broker. It will be up
to others to create the payment systems that meet the regulatory
requirements.
Linden Lab will presumably strive to offer its services to the open
grid.
-- Peter

On Dec 14, 9:21 am, Lc <[email protected]> wrote:
> but the main issue with currencies is liabilities. Don't forget we can
> HyperJump to any grids. That means the currencies should have the same value
> across the metaverses.
> Who will be the "Metaverse Central Bank" ?
> What will be the admissions fees for the grids ?
>
> lot of questions and not so many answers...
>
> Sacha
>
> On Sun, Dec 14, 2008 at 2:48 PM, Peter Quirk <[email protected]>wrote:
>
>
>
>
>
> > The underlying opnesim platform is developing an in-world currency
> > system. The proposal is covered inhttp://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- Hide quoted text -
>
> - Show quoted text -
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