You are viewing a single comment's thread from:

RE: AnimalCards: Wie funktioniert das?

in #animalcardsyesterday

Hi, thanks for checking it out!

However, I don't understand exactly how that works with the cards. As far as I understand, the person who burns the most STEEM/SBD in a block might receive a trading card.

This is correct. There are two potential card winners for each block: the account that burns the most STEEM and the account that burns the most SBD. Depending on how many null transfers happen, each block can generate 0, 1, or 2 cards.

So, the leaderboard image that you posted shows that you won a fish card for a rare species along with the post promotion.

You don't see the card yet because I haven't filled out the details of the Fish cards, and you're seeing a placeholder entry, instead of a card. As soon as I add the card, it will show up in your collection.

If you check the "Portfolio Search" page, you can see that over your entire burn history, these are all of the cards that you'll be receiving when I populate them.

image.png

However, it's still in test, so the current generation of cards is considered "unstable", and things might still change. You won the blocks, so you'll definitely be receiving that number of cards, but I'm not 100% sure that I won't be redoing the card selection algorithm again before things stabilize.

Therefore, the types of cards in the list might still change. A rare fish might switch to a common bird, for example. As soon as I'm sure about the final algorithm, it will be locked, and cards from the past won't be able to change any more.

One final caveat:

provided your stars look good, you can win a trading card:

At the beginning, they're only collectible cards. I hope to add trading eventually, but I think that's still pretty far away. It's in "Phase 3" of the tentative roadmap that was described here, in the post you also linked above.

Sort:  

Thanks for the explanation!

To prevent potential spam transfers and also preserve the value of the cards, maybe there should be a minimum threshold above which a card is won. I'm thinking of bots that might make a lot of 0.001 transfers. Just an idea.

I thought about this earlier, but decided not to for now. The bottom line is that it's definitely possible, but I want to see how card issuance evolves before implementing. Here's my reasoning:

1.) Any app using this technique can set its own minimums and other constraints (start date, memo contents, etc..). So different apps will inevitably make different decisions.
2.) The blocks are coming every three seconds anyway, so a dust transfer or two in each block is insignificant in terms of storage space.
3.) 28800 blocks per day still works out to ~864 STEEM and SBD burned per month if every block gets 0.001 STEEM/SBD transfers.

In the end, at least for now, I decided not to implement a minimum. If any games develop popularity, the competition for winning a block should drive amounts up, anyway - it only takes one successful game to drive up prices for all of them.

To me, the main thing is figuring out how to manage card scarcity and appeal so that competition emerges. I added start/end date options to the cards for that purpose, If all of the blocks start getting filled, I guess we'll have to shorten the generation lifecycle and/or add a minimum with a future start date. Thinking about it some more now, maybe even a per-card minimum?

TEAM 5

Congratulations! Your comment has been upvoted from sc-07 account.

1000093596.png

Curated by : @ sduttaskitchen