It's a compilation of scattered thoughts while following up on the @holozing updates. I just made a collection of them of them after pondering on some snippets of detail from the posts.
Disclaimer:
Nothing here should be taken as financial advise.
Image below is taken from the Holozing.com stats & Financial report by geographical list of total visits from Dec 16th - Jan 7th. India and Philippines are ranked within the top 5.
How's this even important? well India and Philippines have been reported as the top countries with the highest number of NFTgamers and are within Asia where NFT gaming had an explosive growth during the early Axie hype. The game is reaching the right audience.
Right now, in terms of funding, the project is about 40% art, 40% game and 20% various other developments like website, backend, etc. - Acidyo
Also contained within the latest financial report of the game are a breakdown of their spendings which I'll highlight a reported debt ~50,200 (+11,400) in Hive. At the time that report was published, Hive's closing price was at 0.338$ which is slightly lower than Hive's current market price at the time of this writing (0.032$). The project receives funding from the curation rewards (@zingtoken) and beneficiary rewards from posts shared by @holozing. I consider this detail significant because the life of any project is dependent on the source of funding. A large debt could reported could mean delays in game development and failing to meet the target points within the project's roadmap.
But here's something I looked forward to regarding about the potential time Alpha sales will be released.
And backreading the Roadmap, there's still time to catch up.
I don't mind the roadmaps not hitting the marks on time if it meant launching the game right the first time. Nobody wants to play a game that's janky on launch.
the way we generate funding has been quite limited so far, our account zingtoken isn't even able to fully power down what it earns daily yet. At the same time most of our devs and helpers from the hive side are yet to be paid for their amount of work, something I'm truly grateful for that they've trusted me with their time and effort and something I hope to rectify soon come starter sale. - Acidyo from some thoughts regarding Holozing as the organizer behind it
There's a lot at stake in making a good impression about the project during the starter sale.
I'm repeating the disclaimer that nothing in this post is meant to be taken as financial advice and play the game at your own risk.
ZING is still on its accumulation phase. There's not much action to be expected until we get to see how Alpha sales would turn out. It's the same pattern for the beginning stages of any project until people start to discover the project's value (which may still go up or down).
BTC reaching new short term highs and Hive lagging behind, it's understandable that potential players would prefer to wait and see before they can commit their capital or suffer opportunity costs. It takes 4 cycles and 7 days each before you can fully unstake your ZING.
I like to play my own devil's advocate at look at the chart and be like... hmmm, if this pumps up, I've got nobody else to blame because I had weeks ahead of time to accumulate. I only have like a small amount of ZING staked form delegation rewards.
But then there's still a possibility that ZING would drop have a momentary drop in value during launch as players invested in the liquidity pool SWAP.HIVE:ZING take profits or use the funds to buy starter packs. There's no need to FOMO if you missed out on the sale as there has been other hints where players could still earn from the game scattered across different posts updates.
While there won't be a total supply cap on the Alpha Vial, there'll be a time-based cap where once the Beta starters are nearing we'll stop selling Alpha Vials to prepare for Beta ones. This places the supply in the hands of the community and outsiders. We will also be offering "collection rewards" of zing tokens to claim based on players holding closed and opened vials, i.e. closed vials will get a small portion of the 40k daily zing for holding them and creatures and items will get the majority of the daily zing to incentivize opening them. - Post detailing the starter pack items
The first part is leaving the total supply of Alpha vials to the community. The Alpha vials would offer the best stats and probabilities compared to the succeeding editions. Since the overall supply limit will depend on how many players bought and hoarded the vials, hodling these vials when BETA vials can potentially appreciate in value due to scarcity. A player just need to resist opening these packs and wait for an indefinite time when Alpha vials become rare in the game.
A play to earn gamer will have to decide opening their 20$ Alpha packs now or hodl in the hopes it appreciates in value. Because there is an added incentive to open these vials, this will add more pressure to induce more scarcity as players would choose between declining collection rewards or keep vials unopened especially when BETA draws near.
This will also depend on how fast the game pumps out new content as BETA could mean waiting for several months in between release. What I find interesting about putting more value in collection rewards to opened vials. This puts more incentive to participate in what goes on in the game than lose out taking a back seat.
A player driven economy is just music to my ears.
Professions will have skill levels both in terms of levels and how high you can go to learn certain items to craft for specific level restrictions and also different "talents" in professions where you can focus on certain things to become more efficient at crafting them. This gives you a specialization that makes you stand out from other similar professions when offering your crafting services to players who haven't bothered to level up professions or just haven't gotten to that level yet or are currently on cooldown but have enough materials to want another go at crafting a certain item they need for pvp or pve. - source
I imagine a player driven economy as a complex interdependent system where each player is involved in creating value within their respective niche market and these cumulatively contribute to a robust economy that adjusts itself with little to no need for centralized intervention. I have no idea what I just said there but it sounded nice to describe buy and sell here and there.
I think one of the qualities of a successful play to earn game is players finding their niche in the ecosystem when it comes to capturing value. Since not every gamer has a goal to be competitive in PVP, or have the capacity to pay to win, they can at least create value in maximizing the benefits of their profession and earn from those perks. Some players can just do the investor approach and hoard vials while taking small risks playing. Others can thrive through public relations and enticing potential players out there to try the game, make merchandises about the game offline, fan arts, heck they may just shitpost their thoughts about the game.
I'm sure there are going to be players creating multiple accounts to access all professional perks or ready their bot farms in case this goes live but that's expected in any P2E game. Hopefully there are controls that reduce the impact of these bot farms so we can have nice things.
It's hard to make a commentary about how good the game is unless there's an actual product. I play mobile gacha games and these are fun outlets to splurge money without getting any kickbacks. My experience with P2E games so far have been suboptimal, there's just a lack of content and user experience to get me invested without thinking about the financial incentives. Like, I'd like to see a P2E game that I don't mind killing time because it's fun rather than be ruled by an extrinsic motivation to play and earn.
I'm buying an Alpha Vial.
Plugging in a post by @libertycrypto27 :
Thanks for your time.