I've spent a total of exactly 41.491 Steem on DrugWars.
Sounds like a lot until I realize that's $12.
This is a big deal because I have never ever considered paying for a pay-to-win game in the past. I've played several of them:
- Allies and Empires
- Farmville
- Candy Crush
- Evony
- League of Legends
- Hearthstone
- Etc.
Every time I hit a wall and can't progress farther I just quit playing. Not this time. I hit the ground running and figured I should donate a few dollars to developers working on games here.
I've already received back 5 Steem from the Daily Payroll.
When it really comes down to it the game creator siphons 20% all of the money to himself and adds the other 80% to the prize pool. Therefore, when this is all over, I would hope to get back 80% of that $12. We'll see! I need to make 28 more Steem from this game to make that happen.
Traditionally in a pay-to-win game like this, once you spend the money it's gone forever. However, in this case there is going to be an 80% return. This will probably make it a lot more addictive then it's predecessors. The positive feedback loop of winning money back after putting money in will hook a lot of people.
Daily Prize Pool
Everyday players receive their fair share of this daily prize.
7% gets distributed to drug producers
1% is given to the Bank Heist investors.
Bank Heist
If you're worried about getting your drugs stolen you can dump them into the bank heist and they will be protected from theft. The Heist pays out at the same time is the player's share, which appears to be around 4:30 PM Pacific Standard Time.
Total prize pool.
This game is increasing in popularity quickly. Using simple math we can see that the total prize pool is 11,435 Steem ($3316). Simply multiply the Heist payout by 100.
Edit:
After going to sleep and logging back in I see that the prize pool has risen to almost 20000 Steem, and it's almost starting to increase by 1000 every hour.
Mechanics
The game is very simple. There are three resources:
- Drugs
- Weapons
- Alcohol
These resources are used to upgrade buildings and hire henchmen to defend said resources. The main purpose of the buildings is to increase the amount of resources you get over time.
Combat
Henchmen cost a certain amount of weapons and alcohol. They can be used to either defend your stash or attack your competition to steal it. Each unit has an armor/attack value. The exact combat algorithm is unclear. There are a few bugs. I attacked a few people but never saw the outcome and the outcome didn't appear in the history. It also seems to take a while for your troops to return to base after an attack. Unclear.
Hopefully a bit more strategy is added to all this. I've got a turn based combat system I've been brainstorming that might work well with games like this. I'll write about that later.
This game is clearly in alpha stages but it might become something very interesting.
Some features I'd like to see added:
- A turn based combat system that active defenders can launch.
- Allies and Enemies lists.
- The ability to gift resources and/or building upgrades to friends.
- The ability to defend an ally with your own troops.
- A World map.
- Something that promotes scalability in the event of more people playing.
- Better organization of information. (Who to attack/defend/etc)
Broken economy (reward share idea)
None of this really matters until the payout structure gets fixed. As it stands now it doesn't matter much if drugs get stolen from you. 87.5% of the payout is allocated simply for accounts that are producing drugs (doesn't matter if you lose them).
I would propose changing this to a system where the payout is granted to users through a reward share system. It would pretty much be the same thing as the heist, except reward shares are the things that get stolen in combat.
For example, say 1,000,000 drugs were traded for 1,000,000 reward shares. The daily payout for that day is $1000. Therefore, at the end of the round, everyone gets paid 0.001 Steem for each reward share they are holding at the cutoff time. Once the round is over, all the shares are destroyed and we start a new round.
Disadvantages
Right now, the system we have in place provides a much better feedback loop to new players. You spend money and you get a kickback immediately. Under a reward shares situation where everyone is fighting for shares, the competition would be much more fierce and perhaps turn new players away.
Perhaps it would be better to change the payout percentages:
- 1% - Heist
- 2% - Drug Production
- 5% - Unsecured Reward Shares.
Other iterations like 1/3/4 might also work well. Just spitballing some ideas.
Conclusion
Skimming 20% off the top of the reward pool is too much. Even Steem only skims 10% to the witnesses who provide a much more meaningful and complicated/trustworthy service.
Regardless, @drugwars provides an excellent starting point in the race to the bottom. It is the beginning of an evolution. One that will continually cut away greed and give more power to the users of Steem rather than allow the developers of these products to suck out all the value for themselves.
Yes, 20% is a lot, but I'm glad we have another game that doesn't rely on delegations to fund itself :-)
Also: they were mentioning using the upvotes on their daily posts as an addition to the price pool - a way to close the gap and maybe earn back the total of your investment? :D
Curious to see where this goes. Spending money was quite easy with some liquid STEEM sigh.
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The game looks interesting, but as you say, 20% fees is way too high!
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You don't have to pay anything though... Edicted spent money on speeding up construction of buildings and/or buying the resources to construct buildings. You can just wait until the building finish upgrading naturally... and you get a portion of the payouts for playing. It's not much, but y'know... pay for playing.
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ah good to know!
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I'm breaking bad! Got crack houses and hydroponics! Hell yeah! I'll keep playing and did dump some funds into beginning with a little start. But play to win!
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What!!!???
You spent $12,000 on Drug Wars?
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I can worry about that when I'm a multimillionaire.
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^_^
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Better than 36 million on two pizzas!
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haha! time will tell
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It's not a pyramid scheme, it's multi-level financial marketing.
Trust me we're all gonna be rich :D
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Bet my unborn kids college education fund on it....
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Nice description of the game status. I started yesterday but found it way too slow. Most of the operations just stuck and kept prompting writing to block chain. They should place a progress bar to know if its progressing or its stuck.
Also I sent my troops to battle but don't know what happened. I lost interest on the very first day. Probably too heavy user interface makes it super slow.
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The game is likely more popular than the creator thought it would be an the server that handles everything is getting taxed.
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I could see battle history and other buggy features fixed while I wokeup the next day. That was amazing to see. I.hope they keep working aggressively till everything gets butter smooth. I'm loving it already.
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Acutally sounds like a pretty solid game. This remembers me a little bit of a game i used to play when i was in highschool. It had a similiar playstyle. Instead of drugs it there were bums lol.
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Very good improvement ideas! :)
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Most Excellent Analysis and info on DrugWars. Love the game so far!!!
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I fell for it too, it definitely needs some more twitching, but still it’s fun to play and earn some Steem while playing...
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Going to check it out since everyone is playing this... But I'll probably not enjoy it very much, I hate games that I can lose everything in a moment! Especially pay2win games... But let's see, never played a pay2win game on a blockchain, might be different I gues...
BTW, how the hell is League of Legends paytowin xD I haven't played in a long time, but it isn't pay2win, there are no runes anymore or anything...
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Ah you got me LOL isn't pay to win I just wanted more bullets on my list.
The strategy of this game is totally broken. I think I've figured out a way to hack it and make money over time. It takes an initial investment of about $5 per account.
Unfortunately I have no bot army to attack this game with my strategy, so I'll just see if it works on a small scale.
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Damn... you already trying to find a loop ahaha
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Not really. I would much rather that the game was awesome and balanced and full of real strategy. So, I took the time to figure out the game and it turns out it's super basic and easy to exploit.
That's fine... apparently they've only been developing this game for 3 weeks so it has a lot farther to go.
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This really helped me understand the game more than where I was so thanks. I like it but still somewhat hesitant about the pay to win need. Steem Monsters did a good job in balancing that would need to happen here so that new players are not demotivated from playing without having the resources to compete.
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It's actually becoming blatantly obvious that the rules of this game are going to change drastically in less than a month most likely. If they don't change, the game will die a very quick death.
I'll be posting about this much more in depth very soon. It will include a strategy of how to beat the game and get a positive ROI.
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I wish I could play this on Android.
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This post has been included in the latest edition of SoS Daily News - a digest of all you need to know about the State of Steem.
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