If I wrote that title a decade ago people would think I'm talking about a horrible car crash, but here we are and I'm sure most readers would kind of understand what I mean with it.
To elaborate.
Ingame token burns should be pegged to a dollar amount.
While we're not there yet, I've come to the conclusion that this is probably the best way to move forward. I.e. if certain things in our game have a cost it should be based on fiat value.
Naturally we'd also need to reward players with tokens, and this is where most of the abuse is going to take place, or at least attempts to abuse, bot, farm, sybil, etc. The need for this is to avoid people needing to invest to be able to progress in the game but be able to use earned tokens to do so.
The main reason to this is to avoid having to rebalance the costs over time. If Zing currently costs 0.00001$ then you may have to spend 1000, i.e. $0.01 to evolve a creature or 10 cents to freeze it so it becomes tradable, etc. If Zing ever goes up you're not going to think too much about how much zing you spent to progress as you can just think about how it really only cost you $0.01.
This scales, if there's 1000x more players later it's still 1 cent for each of them, and keep in mind these are burns so they completely remove tokens from the supply and lower inflation possibly. That's where you want to find the right balance later along with price adjustment. This also means that inflation can remain static, if there's 1000x more people playing, they'd still only get let's say 30k zing tokens per day for playing, price kind of has to catch up for their earnings to match the burning they may require.
It's still early to get into more details about it, but thought I'd mention some plans.
For holozing:wilds, we do also have plans on implementing h5 gaming rewards and have decided against using zing for "convenience" burns.
A lot of mobile/web games usually let you pick, either you watch an ad or you pay a one-time fee to skip ads and get the same benefits, i.e. they go for the moneygrab over longterm adrevenue. We could've easily opted for a one-time zing burn or burning zing to avoid watching ads when getting the same convenience benefits, i.e. instead of waiting for your roster to revive you can just burn 10 cents of zing or watch an ad. We decided however that we'd prefer the game not to become a "whale's game" as we've seen how that affects a lot of games in the past.
Now this doesn't mean that players who like to spend can't get advantages in other ways, but they're still going to have to wait and watch ads if they don't like waiting. Even if we were to make the burns 5x more expensive than what we earn from adrevenue, it'd be better to try and keep things fair in this instance to all players.
Adrevenue is something we hope will increase some of our funding to continue developing games and assets so we don't have to only rely on hive, eventually however if we're doing well enough and have managed to secure funding from other sources, it'd be easy to turn ad revenue generation into consistent zing burns.