Let’s say somebody tries to clone steam cards on a cryptocurrency platform.
As far as I’m aware, in case of original steam cards, number of cards is determined by number of players. Meaning it is (numberOfCardsInSet / 2) * numberOfGameOwners. So, more people, means more cards.
However… how would that work exactly in case of a cryptocurrency platform? In other words… what is a card?
In this case I’ve arrived at two possible solutions:
A card is a number of crypto coins. Meaning to emit more cards you (the developer) will need to buy coins from the platform you’re running on.
A card is backed by a smart contract script somewhere. In this case interacting with the script will cost money (gas in case of etherium), and is not very different normal database.
Am I missing anything?
For example, enjicoin seems to be following strategy number 1. Meaning to create a card you’ll need to pay.
I apologize for this tangential post. But where’d you get your formula for Steam card drops? Don’t want to derail the potential discussion, just curious where it came from.
I have steam games. Steam games drop cards. The number of available drops is always half of the total number of cards in the deck, I believe rounded up.
So the number I specified is total number of cards that can drop from all players combined. If everybody can only get half of the deck, then total number of cards will be (number of players) * ceil(deckSize / 2). However, I have not taken into account gem crafting and booster packs. With those in picture, number of cards is potentially unlimited.
Gotcha. I was confused about your * number of people who own the game. I was thinking you were referring to how many cards an individual user can obtain, so that confused me. All cleared up, thanks…