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Author Topic: Swappable Gifts Update - Artefact Trading!  (Read 21337 times)
John
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Visited on Melon's 10th Anniversary!John Junior's Easter Egg 01John Junior's Easter Egg 02John Junior's Easter Egg 03
« Reply #45 on: a Spring day » Embed

I've locked my child's Easter Egg Artefacts for now; they'll become available again next Easter!

And I've created a Artemis Badge to commemorate the Artemis II mission!

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« Reply #46 on: a Spring night » Embed

What determines when the locked artifacts get cut off by the way? Because I have a bunch more locked ones than what is shown in my posts.

Also, on the new page, it would be cool to somehow see what unlocked artifacts are in circulation. I would love that so I can find more. The recent artifact thing is really nice though.

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Melooon
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« Reply #47 on: a Spring day » Embed

I was thinking it might be fun to allow artifacts to be "enchanted" enchanting an artifact would allow you to attach a CSS snippet to it that applies to the whole site when you have the artifact "equipped" as one of your top 6 artifacts. Enchanted artifacts could then be traded, meaning you could trade CSS mods on the forum (maybe other sites too) that change how the site functions. @Dan Q largely inspired by your shenanigans.

From my thinking artifact enchantments would only apply to the person with the artifact (not to others seeing that person), but if there's a safe way to expand that, it would be fun.

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Dan Q
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« Reply #48 on: a Spring day » Embed

I was thinking it might be fun to allow artifacts to be "enchanted" enchanting an artifact would allow you to attach a CSS snippet to it that applies to the whole site when you have the artifact "equipped" as one of your top 6 artifacts.

That's a cool concept. I think a limit on the length of the enchantment would act as an interesting limitation (I've enjoyed seeing what I can squeeze into the chat box!), perhaps.

The biggest risk would be the hijinks. If I made an artifact enchanted (cursed?) with body { display: none !important; } and then give it to you as a gift, you wouldn't be able to drop or re-enchant it! So a given gift should never be auto-promoted to the "held" one(s).

But so long as there's an "audition" button so you can try holding an artifact (applies its CSS to the next page load, shows you its CSS, and shows a button to "equip" it indefinitely, that should be safe. And by the time you're that far, you could even allow people to "audition" other people's artifacts (might be useful before they trade for them!). Just a thought!

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Melooon
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« Reply #49 on: a Spring day » Embed

and then give it to you as a gift
My plan for that is to make it so that you can only enchant your own artifacts, e.g. you have to make it yourself, then enchant it, then put it up for swap - you cant gift an enchanted item directly. So whatever it does, you have to suffer for at least a while :grin:

I also think enchanting length could could be swap credit limited. E.g. every 100 chars of enchantment costs 1 swap credit or something.

We still have an economic issue surrounding credits, where once you have them its really hard to get rid of them!

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« Reply #50 on: a Spring night » Embed

I love the idea of enchanted artifacts  :omg:  I don't know how that would work in terms of breaking the site either by accident or on purpose, but at least requiring a user to use the CSS before putting it up for trade helps. Seems fun though!

I was also wondering about the economy thing. I spent all my credits a while back on Dan Q's artifact because I just kinda dig it lol. But I realized then that I ran out of credits and the only way to get more, far as I can tell, is to make an artifact for trade. I don't wanna make shovelware artifacts, though, and want what I put into the system to be unique and special, so I made one just now as a custom sprite of my sona which took some effort. But if I'm not mistaken I won't get any credits unless it is adopted? If I wanted to participate in the system, currently I kinda can't, which means that you have a user (me) that wants to engage with the trading system, but can't, slowing down engagement with the feature. I support the idea of a user's engaging with the site automatically resulting in credit generation, but far as I can tell that isn't a feature (yet?)

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Melooon
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« Reply #51 on: a Spring night » Embed

far as I can tell that isn't a feature (yet?)
Yep, its not in yet, I've done more or less all the backend work to make it easy to add credit earning from interactions, but it kinda needs someone to sit down and figure out exactly what actions should really generate credits, and how many credits it should generate; and it needs to be balanced and take into account how people actually interact with the site, while also not gamifying posting in a negative way.

Its kinda a complex call basically! There were some good suggestions made by people in this thread, so if you or anyone else who's good at stat balancing (its not my strongest point) wants to figure out an interaction-to-credit plan that would be a huge help :ozwomp:

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Dan Q
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Dan Q Cruisin'I DIDN'T meet Dan Q on Melonland!Visited on Melon's 10th Anniversary!
« Reply #52 on: a Spring day » Embed

Yep, its not in yet, I've done more or less all the backend work to make it easy to add credit earning from interactions, but it kinda needs someone to sit down and figure out exactly what actions should really generate credits, and how many credits it should generate; and it needs to be balanced and take into account how people actually interact with the site, while also not gamifying posting in a negative way.

This is horrendously and infamously a hard problem when inventing an artificial economy. You see it a lot in massively-multiplayer games: you "get" gold by doing quests, you can "spend" it at NPC shops to get weapons and gear... and that economy is broken because unlike the real world, the supply of gold is infinite and weapons don't wear out and the players with the better weapons can do the harder quests and bring more gold into the economy and now the player-run part of the economy has a runaway inflationary effect and boom! The economy's broken. Whoops.

So you take the Puzzle Pirates approach and have equipment wear out over time and vehicles need repair. But now you've got a different problem: in the real world, when people die their assets remain real and get divided up amongst the state, their next of kin, or whomever. But in a virtual world a player can vanish for days, months, years, or indefinitely, and you might never be sure whether or not they're coming back, and when you scale that up to large numbers of players... boom! You're got an economic shock risk and the economy's broken. Whoops.

Or you take the Linden Labs approach and charge ground rent for "space" like some sort of Georgist's nightmare. But all you've done is replaced equipment with land and introduced a new problem that land has to be able to vanish (or otherwise be reclaimed) depending on how its "owners" exert their rights (or, indeed, vanish from the game world and stop paying for it). Now you've either got a problem where land has to be valueless (and you've got the same problem as the original world) or where land has value but can vanish from and reappear in the economy on a whim (and you've got the same problem as the second world). Boom! Broken economy again. Whoops.

Basically, it's an unsolved problem. If you make a virtual world mirror the real world, its economic systems are challenged by the fact that virtual worlds aren't like the real world and people don't treat them as if they are. If you make a virtual world distinct and different, you need to manually keep turning the dials on your "sinks" to keep the economy afloat (and there's a whole lot of examples of that!).




Keep it simple. Keep it light. And if need be, add only one variable at a time. That'd be my advice. Add a way to gain currency. Add a way to lose it. Sit back and monitor for a while. Then consider adding others. Slow and steady. There's no rush!

Aiming for perfection while trying to solve a demonstrably-unsolvable problem will lead to heartache. Aim for enjoyment. Aim for personality. Aim for creativity. Those are achievable goals.

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Duck (Ray)
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« Reply #53 on: a Spring night » Embed

If you need a credit grant for use on event rewards let me know, I can pull some string at city hall :wink:
This one works well; I switched things over to this, although some pages like the wiki will still need updating.



I did some sorting on the side-bar to make things more clear and give guilds a sense of standardisation and separation from artefacts. @larvapuppy I also applied the new profile icons you made (you may need a cache clear), and moved them to the top, see if your happy with them!

Arranging is a good idea and Id like to work that in somehow - I need to learn more about how to do this best! (I also want to allow people to reposition info blocks on their profiles)



For etiquette and culture - I think that might be something you have to decide yourself - each artifact is linked to your name, so if you wanna make sure all your artifacts are custom and high quality then you can, if you wanna make shovelware artifacts thats also an option :tongue:


do mine count as shovelware  :ohdear: ive made most of them myself* but my goal is to get a lot rather than make them good


my only rule ive made is to not have any duplicates

*only the minecraft and SDV ones arent by me!
(i lied the ponytown one is also not mine)

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Visited on Melon's 10th Anniversary!Fly agaricAce NeurodivergentBeetle BuddyOnekoComputer
« Reply #54 on: a Spring day » Embed

just posted a lot of minecraft based artefacts, just some pixels i made for my minecraft webclique

ill keep uploading them if they run out. :pc:

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Dan Q
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Dan Q Cruisin'I DIDN'T meet Dan Q on Melonland!Visited on Melon's 10th Anniversary!
« Reply #55 on: a Spring night » Embed

When I clicked the Swap Credit Welfare button this morning I was told I'd been given a random artifact - how cool! - but I can't see any in my collection that I didn't have before. Did it fall down the back of the sofa?

Found it! I was kinda expecting a new one, but this one came from somebody else's collection! That's what fooled me!

« Last Edit: a Spring night by Dan Q » Logged

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cleanduck
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« Reply #56 on: a Summer night » Embed

Hellooo :smile:  I'm still new to artifacts. Is there away to search through all of them?
In case I would upload something that already exists (no idea if this matters).

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Melooon
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« Reply #57 on: a Summer night » Embed

Is there away to search through all of them?
There is no official way to do this, but someone could build an artifact search engine using the ML API if they were so inclined :innocent:

As for your worry though; I would not worry about it, a plank made by you is still unique verses a plank made by me!

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« Reply #58 on: a Summer night » Embed

Hahah yes I agree!
And yeah I suppose it would be useful but it's also not super necessary. Now it feels like a treasure hunt whenever you find a cool one.  :dot: 

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poesu
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« Reply #59 on: a Summer day » Embed

I made a bunch of queer+neurodivergent artefacts—infinity signs in colours of the Pride flags!

Here's a link to a Pixelorama file (attaching it in the post too) in case you wish to recolour them and make your own flags!


* neuroflags.pxo (6.73 kB - downloaded 15 times.)
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