Monsters Are Coming -
Chapter 149 - 94 Definition of Gaming Currency
Chapter 149: Chapter 94 Definition of Gaming Currency
Primordial Altar.
42nd day since the game’s server launch.
At this moment, Qi Sheng was reviewing the data feedback provided by the Guidance statistics.
[Player count: 18325 (online 14238)]
Number of Primordial Traits collected: 22
Player output of sacrificial power per hour (real-time update): 52932.
Average Life Soul Level of players (average Life Soul Level of Star Vein Inlay per player): 18.3
In possession of Domain Nodes: Imperial Tomb Village (rules), Dark Cave (resources), Demon Fall Pit (resources).
...
According to the information from the Guidance statistics, the player output of sacrificial power increased significantly after the Insect Tide occurred.
This also accelerated his pace in recruiting new players.
He now distributes new game qualifications daily, continuously recruiting potential newcomers.
With the increasing number of players, he is considering building a batch of functional buildings similar to the test tower within the Imperial Tomb Village.
If conditions permit, he even has plans to open up land auctions for players to freely build their own shops.
For example, the three Great Demon Sects mentioned by players on forums could set up shops within the Imperial Tomb Village to expand their sales channels.
But at the moment his core focus remains on recruiting players; these ideas do not yet have the momentum to be implemented.
After all, players are the source of productivity.
Each player, through their growth in strength, can stably bring an upward curve in the benefits of sacrificial power.
During the data collection period, he also discovered an interesting occurrence in the game.
Many pay-to-play players were complaining about a significant increase in the price of buying sacrificial power with real money, and difficulties in bulk purchases, only sporadic acquisitions were possible.
At the beginning of the server, the exchange rate of sacrificial power to real money was 1:50; currently, it has increased to 1:175.
The primary reasons impacting this are still related to the game’s special environment.
Out of curiosity, Qi Sheng conducted research on fluctuations in the game currency exchange rates with real money.
He found that the largest factor affecting game currency was the supply and demand relationship.
An excess supply of game currency would cause the total game currency to exceed demands, thus reducing the rate.
Conversely, when the demand exceeds the supply, the price goes up.
There are four main causes influencing fluctuations in the supply and demand relationship.
First is the currency production and consumption mechanism.
Excessive production of currency in the game leads to inadequate consumption, lowering the value of the currency, and vice versa.
Secondly, economic activities within the game, such as the lottery events he introduced, which can cause a significant rise in the price of exchanging sacrificial power for cash in a short period.
In other games, similar events appear as special event dungeons, special tasks, and pay-to-play events, causing massive production or consumption of game currency, impacting the ratio of game currency to real cash and affecting the supply-demand relationship.
The third reason is the player’s purchasing power, namely the number of pay-to-play players.
A higher number of pay-to-play players means greater consumption of game currency, and hence an increased demand.
Numerous brick-moving players would lead to high output, fulfilling demands and subsequent reduction.
The fourth reason involves speculative market behavior, where some astute players leverage fluctuations in prices of spiritual materials and currencies in the game for speculative operations like hoarding resources or engaging in buy-low sell-high transactions, these behaviors further exacerbate the fluctuations in the rate of game currency to real cash.
All these factors that could lead to a rise in game currency prices are fully present in Monster World.
Especially, the number of pay-to-play players far exceeds the brick-moving players.
Even a few high-pay players in a game region can significantly impact the regional economy.
Before reincarnating as Emperor Zhao, he had encountered a few high-pay games where a limited number of high-spending players influenced the regional pricing.
Like "Fantasy Westward Journey", a game with a sense of age from memory.
In it, high-quality equipment could sell for six to seven-figure cash amounts, with 95% of players in a later phase being multi-account brick-moving players, serving the 5% high-pay players, providing them with enriched content experiences.
Or an even older game, "Legend".
In this game, there were even occurrences of single-digit high-pay players sustaining the whole region’s brick-moving players.
Even supporting an entire region’s players single-handedly.
Such games are characterized by free trading, as well as high consumption and low output; pay-to-play players seeking strength have to purchase game resources from brick-moving players.
The situation in Monster World is more severe than those pay-to-play games Qi Sheng experienced before reincarnating.
The number of high-pay players is extremely high; at that time, to meet the real-world needs of brick-moving players, he specifically recruited several super pay-to-play players willing to invest heavy real cash into the game, exchanging it for game resources, which caused sacrificial power to be in a perpetual state of undersupply.
As for the output from brick-moving players, it was utterly incapable of impacting the rising price of sacrificial power, nor fulfilling the needs of pay-to-play players.
Early in the game, there were methods such as brick-moving players using multiple accounts to accelerate efficiency.
However, in Monster World, all players control only one character each, eliminating the possibility of multi-account money farming.
Guidance had performed calculations.
Even if the number of brick-moving players increases tenfold, they still cannot meet the sacrificial power consumption demands of pay-to-play players.
And brick-moving players in Monster World also need to consume sacrificial power to become stronger; otherwise, they may not keep pace with the growth of the Insect Tide and Black Tide, hence they can only sell small amounts of sacrificial power, the rest must be converted into strength.
And the sale of small amounts of sacrificial power has managed to meet the real-world needs of brick-moving players, with a surplus.
Search the lightnovelworld.cc website on Google to access chapters of novels early and in the highest quality.
If you find any errors (non-standard content, ads redirect, broken links, etc..), Please let us know so we can fix it as soon as possible.
Report