|S.MG incoming and outgoing|
|Copper sale||0||Game server||1.17415952|
|Loot pool provisioning||0.0i|
|Intangibles and goodwill||69.167449967||0.18188796||69.349337927|
S.MG has a total of 88`096`605 authorised shares outstanding. The shareholder equity per share implied value is thus 0.00009956 BTC.
S.MG has Special Stock Warrants outstanding, as follows :
Provisional statement, will be considered accepted within 24 hours. Make any observations or corrections below.
Let's go through some historical retention data, more for future reference than anything.
And now let's look at daily averaged VW/svi :
The total value is about 1.5 bn ECu, which over the interval (starting mid-July 2015) comes to about 60vii ECu/second as an overall average.———
- Note that we intend to commit substantial resources to this line in the coming months. [↩]
- This could have been a lot worse, considering this month we had the largest pop in history - 362 Multifunctional Samovars worth about 50 million ECu. [↩]
- The nominal (ie, what merchant pays) of all owned items plus cash held. The value of skills is nominally 0. [↩]
- The players managed to nominally lose money even though they made gains through playing chiefly on the account of the very successful official auction, which yielded 82 mn ECu for S.MG at an average mark-up of 420% (meaning - 76.2% of that 82 mn ECu, ie about 62.47 mn ECu or 0.62476190 BTC went straight into our coffers). There's another one scheduled for May. Note that the mark-up on these auctions is established entirely by players, and in a sense can be regarded as a proxy for the health of the game economy, and by extension, society. [↩]
- To form your own idea as to the idiocy of the original Planeshift team : compare the code for the table as found below with the code the native administration package uses to render the same data. You will have to take my word that this is a fair selection, representative of the level of conceptual confusion and deep misunderstanding of the structure and structuring of things big and small, abstract or concrete exhibited by the derps in question ; or otherwise you could ask diana_coman. [↩]
- The core of Eulora, as the core of any fulfilling, enjoyable or interesting activity humans ever did or evere will engage in, is the expenditure of known resources for unknown returns. This VolksWagen - by its nature a kin of energy - can also be put in terms of power, for instance as here by taking a day's total W and dividing it by that day's seconds, resulting in a ... VolksWagen per second. More or less, anyway. [↩]
- To give people with in-game experience some idea : a Chetty Stick takes ~7 minutes to fire (depending on skill) and decays 20`000 ECu. This means that firing one stick adds ~47 VW/s to the average of those 7 minutes, and about a quarter ECu to the day's VW/s average. Overcrafting one Doubtful Tome (bv 88`462 ECu), with a blueprint of quality 107, the bundle at quality 247 and the end product at quality 172 means that for about half hour's labour (depending on skill) you add 8`846 * 1.07 + 88`462 * (2.47 - 1.72) + 2`172 + 211 = 78194.72 ECu in total, ie ~43 ECu/s to that half hour's averages or 0.90 to the day's. Without belabouring the math, 60 ECu/s in daily averages comes to something like 250 Chetty Sticks burned by players that day, or a coupla Remarkable claims mined or such heavy business.
Note that a maximum VW/s can't be calculated in the absolute sense, as players can (and do!) regulate its aperture through the overcraft they choose (because the same item takes the same time to process, based on its base value and the player's skill, independently of the OC involved and therefore larger OC drop means larger VW/s thoroughput), but nevertheless can be estimated at around a maximum of 40 to maybe 80 or 100 ECu/s per active player as the game currently stands. Exceptions are possible, but as per the law of averages not likely. This laterally means that currently a player can not risk in excess of about 8ish million ECu in any given day no matter what he does (with the obvious exception of engaging in trade - buying expensive items doesn't take nearly as long as all that). Since we enforce a one account per player policy, this sort of capping is not tenable on the long term - and the higher powered players are visibly pushing against it as it is. Currently increased skill allows the player some respite from this, and a tendency to bankroll and direct new players perhaps even more so . In the future improved tools as well as the ability to hire NPCs to do work for one (after buying a house and properly furnishing it for the purpose) will provide further escape valves. [↩]