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Created page with "= Trading, Economy and Gameplay = == Introduction == This article puts the management side of the game into the background as it will purely look through the lens of playing as a trader. In this game, users can accumulate digital assets by making trading decisions on club and player influence. Clubs and players will experience varying levels of success in the game, which will affect their value and the amount of SVC (the in-game currency) payouts that they make. =..."
 
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* This 1% is split between all influence holders
* This 1% is split between all influence holders
* The more influence you hold in the club, the bigger portion of the 1% you receive
* The more influence you hold in the club, the bigger portion of the 1% you receive
  (applies to domestic league/cup, continental and world club cup games)
(applies to domestic league/cup, continental and world club cup games)


''* This comes out of the club's balance''<br>
''* This comes out of the club's balance''<br>
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* Influence holders receive an additional 0.05% of the player's weekly wage if that player is in the starting lineup
* Influence holders receive an additional 0.05% of the player's weekly wage if that player is in the starting lineup
  (A minimum of 45 minutes needs to be played)
(A minimum of 45 minutes needs to be played)


* Player influence holders get paid 0.1% of a players weekly wage for each goal  
* Player influence holders get paid 0.1% of a players weekly wage for each goal  
* Player influence holders get paid 0.1% of a players weekly wage for each assist
* Player influence holders get paid 0.1% of a players weekly wage for each assist
* Player influence holders get paid 0.1% of a players weekly wage for the goalkeeper and defenders if there was a clean sheet.
* Player influence holders get paid 0.1% of a players weekly wage for the goalkeeper and defenders if there was a clean sheet.
  (The player needs to have played at least 75 minutes of the game for a clean sheet bonus)
(The player needs to have played at least 75 minutes of the game for a clean sheet bonus)


''* All these bonuses apply to domestic league/cup, continental and world club cup games''
''* All these bonuses apply to domestic league/cup, continental and world club cup games''
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''* If the agent is not active then this payout does not happen''
''* If the agent is not active then this payout does not happen''


''Note: If the user is not active in the game, then he/she will not receive any of these payouts''
'''Note: If the user is not active in the game, then he/she will not receive any of these payouts'''


== Game Theory - Social interaction ==
== Game Theory - Social interaction ==
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The basis of being the most successful trader in the game is:
The basis of being the most successful trader in the game is:


firstly know your real life football players and who is good or will become good in real life.
Firstly know your real life football players and who is good or will become good in real life.


then you need to research into the clubs and player in the game; what clubs are the players at, what are the prospects of those clubs and the players at those clubs
Then you need to research into the clubs and player in the game; what clubs are the players at, what are the prospects of those clubs and the players at those clubs.


Finally you need to socially interact with other users in the game to ensure that your best interest is what's going on with the clubs and players that you hold influence in, to maximize your payouts.
Finally you need to socially interact with other users in the game to ensure that your best interest is what's going on with the clubs and players that you hold influence in, to maximize your payouts.
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=== Managers will maximise their SVC payouts if: ===
=== Managers will maximise their SVC payouts if: ===
* Manage a club in a higher division
* Manage a club in a higher division or higher paying country


=== Agents will maximise their SVC payouts if: ===
=== Agents will maximise their SVC payouts if: ===

Latest revision as of 22:38, 24 March 2025

Trading, Economy and Gameplay

Introduction

This article puts the management side of the game into the background as it will purely look through the lens of playing as a trader.

In this game, users can accumulate digital assets by making trading decisions on club and player influence.

Clubs and players will experience varying levels of success in the game, which will affect their value and the amount of SVC (the in-game currency) payouts that they make.

Real Life Player Prediction Game

The essence of the game is predicting how football players are going to perform in the real world. Linking the real life performance of football players with their in game ratings is a key element of the game. The biggest rewards will be from scouting youngsters before they become known future stars and from correctly predicting current stars who have an extended career. Users can scout and research players in the real world as little or as much as they like, adding immense depth to the game without the need to add complexity to the product.

In Game Social Interaction

In order to benefit from these predictions, users then need to focus inwards into the game world and what's going on within it. This will require interacting with other users in what effectively boils down to 'getting the right player to the right club'. This is the case for the club's influence holders and managers who want to build and maintain the best squads they can, allowing them to win more games and tournaments. Also the case for player influence holders who wish to maximize their SVC payouts, and they can appoint agents to be their spokesperson. The transfer market and player contracts are the tools for this.

The Trading Side - How it Works

Users can yield SVC from influence and sell it to other users. This is creating a supply side for SVC.

Traders can purchase influence in clubs and players and receive an SVC yield payout from them each matchday. There is also an SVC payout to the club and player influence holders at the end of each tournament, with the amount based on how well the club did in that tournament.

The club and player influence can be sold to other users for an agreed price and from then on the new owner will yield its SVC.

If you purchased club influence, the payout is based on a fixed percentage of the club's matchday income. This income will increase the better a club performs - more fans, higher incomes in higher leagues and more club prize money. The income can also decrease from bad performance - less fans, relegation and less prize money. This is why it is important for the club to appoint a good manager.

The price of the club influence will be priced by the free market and usually on its projected SVC payout over a season. Future prospects of the club can also come into price consideration, for example looking at its squad - is it full of young and up and coming players?

If you purchased player influence, the payout is a fixed percentage of the player's current wage. There will also be payouts every time the player plays in a match, scores, assists or clean sheets (GK & DF), again a fixed percentage of the wage. The players wage will increase as the players rating increases (although only when a new contract is signed). The player's rating is linked to his real life performance. The opposite happens if the player's rating drops. Is this player on the up or going down in real life?

Player influence can be bought from the game with the price set in SVC. The price is a calculation of what the player can be expected to payout over the remainder of his career plus the yield. This yield can be negative or positive and is determined if the player plays and gets the playing bonuses.

Player influence can also be bought from other users and when doing so the real life future prospects of the player can also come into the price consideration, as everyone will have a different opinion on the prospects of each player.

There is a fixed maximum amount of SVC that can be yielded from all the club and player influence in a season (note: it can fluctuate slightly).


Users can buy SVC off other users. This is creating a buy side for SVC.

The main reason to buy SVC is to inject it into clubs to improve their balance. With that the club owners (influence holders) can use it to buy better players. The motive for this will be to improve the performance of the club in the tournaments, which will increase its income and hence the SVC payouts to the club influence holders.

The game economy and also the core loop of the trading is in effect a farmer consumer model. The influence holders in clubs and players are farming (yielding SVC) and some of the club owners (also influence holders) will consume SVC by buying it and putting it into clubs.

Game Economy - How it Works (three views)

One way to understand the overall game economy is to view it through the lens of the three sources of a club's income; matchday, prize money and cash injections.

Matchday Income

In a season, the new money going into each league is equal to the amount of player wages going out of that league.

The new money is created through club gate receipts and tv revenue.

The money going out is through player wages.

However, the overall amount of money within the game world (and indeed within each club) can fluctuate both up and down over time depending on how the users manage their clubs finances.

The intention is to keep the amount of money in circulation in the clubs more or less the same from season to season, whilst allowing enough liquidity for clubs to operate.

Club Prize Money

All clubs receive league prize money at the end of the season. The amount depends on the quality of the domestic league that the club is in and the position it finished within it. There is also cup prize money for winners and second place. This is for domestic cups, continental cups and the world club cup. For most clubs the prize money is not required for it to operate on a week to week basis, such as paying wages. This access money is not inflationary because all players eventually retire and the clubs therefore will use this money to buy replacements. The amount of prize money entering the game world is in effect setting the price of the players as there is nothing else for the clubs to spend it on. The access money is eventually burnt away as it circulates around the transfer market because of a 5% burning fee on each player deal between clubs and a 100% burning fee when buying from the free bench.

User Payouts and Cash Injections

Users receive SVC payouts by owning influence in clubs and players.

There is a maximum cap on how much total SVC can be paid out in a season. This can be used to buy more influence in clubs and players from other users, put into a club or sold to another user who may wish to put it into his club. It is not exactly inflationary because ultimately it will find its way into the clubs and eventually be burnt in transfer deals. Jack Walker scenario. One possibility of this is a user buying a club, buying a lot of SVC that other people have yielded, then putting it all into his club to buy better players. There will always be a demand from clubs and their influence holders to have more SVC in their clubs to buy better players.

User SVC Payout Numbers

Trader

Selling Influence The value of influence in clubs and players can increase (or decrease) based on the demand for that influence in the market. You can make SVC buying and selling influence.

Club Influence Payouts

Matchday Income

  • Club influence holders get paid 1% of the matchday income
  • This 1% is split between all influence holders
  • The more influence you hold in the club, the bigger portion of the 1% you receive

(applies to domestic league/cup, continental and world club cup games)

* This comes out of the club's balance
** If the club is in debt before the game then this payout does not happen

Domestic League Prizes [Inflation]

  • Club influence holders get paid 10% of a club's league prize money
  • This 10% is split between all influence holders
  • The more influence you hold in the club, the bigger portion of the 10% you receive

* Some or even all of this will go to the club if the club has a debt
** The clubs % size of the league prize pot depends on where it finished in the league

All Cup Prizes [Inflation]

  • Prize money is paid to a club if it either wins the cup or comes second
  • Club influence holders get paid 10% of what a club receives from cup prize money (if any)
  • This 10% is split between all influence holders
  • The more influence you hold in the club, the bigger portion of the 10% you receive

* Some or even all of this will go to the club if the club has a debt
** From the cup prize pot, the club gets 25% if the winner; 12.5% if the runner up

Player Influence Payouts

Player influence holders have 4 ways to receive payouts:

  • Matchday player wages
  • Matchday bonuses
  • Domestic league prizes
  • All cup prizes

* If a player is not at a club it will not receive a wage (or prize money), and therefore there will be no payouts for that player

Wages

  • Player influence holders get paid 0.2% of the player's weekly wage
  • This 0.2% is split between all influence holders
  • The more influence you hold in the player, the bigger portion of the 0.2% you receive

* The wage is directly linked to the player's rating and the player's rating is linked to that player's real life performance. Therefore players' wages can go up/down (and as a result so can the player influence holder payouts

Player Bonuses [Inflation]

  • Player influence holders receive bonus payouts if their players play, score, assist or have a clean sheet. (applies to all types of fixtures)
  • Influence holders receive an additional 0.05% of the player's weekly wage if that player is in the starting lineup

(A minimum of 45 minutes needs to be played)

  • Player influence holders get paid 0.1% of a players weekly wage for each goal
  • Player influence holders get paid 0.1% of a players weekly wage for each assist
  • Player influence holders get paid 0.1% of a players weekly wage for the goalkeeper and defenders if there was a clean sheet.

(The player needs to have played at least 75 minutes of the game for a clean sheet bonus)

* All these bonuses apply to domestic league/cup, continental and world club cup games

League Prizes [Inflation]

  • Each player in the club gets a bonus that equates to 0.1% of the clubs prize money
  • This 0.1% is split between all influence holders of that player
  • The more influence you hold in the player, the bigger portion of the 0.1% you receive

* The players rating is further used to discount the payout; e.g. a 50 rated player will get half of that 0,1%
** The clubs % size of the league prize pot depends on where it finished in the league

Cup/Shield Prizes [Inflation]

  • Prize money is paid to a club if it either wins the cup or comes second
  • Each player in the club gets a bonus that equates to 0.1% of a club's cup prize money
  • This 0.1% is split between all player influence holders
  • The more influence you hold in the player, the bigger portion of the 0.1% you receive

* The players rating is further used to determine the payout; e.g. a 50 rated player will get half of that 0,1%
** From the cup prize pot, the club gets 25% if the winner; 12.5% if the runner up

Workers

Club Manager

  • Managers get paid 0.0004% of the club's weekly TV money (it's about 0.0002% of the club's matchday income on average)
  • You can only be a manager for one club at a time
  • Managers are appointed (and fired) by the club influence holders

* If the club's manager is locked or not active then this payout does not happen

Player Agent [Inflation]

  • Agents get paid 0.002% of the player's weekly wage
  • You can be an agent for one or more players at any time
  • Agents are appointed (and replaced) by the player influence holders

* If the agent is not active then this payout does not happen

Note: If the user is not active in the game, then he/she will not receive any of these payouts

Game Theory - Social interaction

The basis of being the most successful trader in the game is:

Firstly know your real life football players and who is good or will become good in real life.

Then you need to research into the clubs and player in the game; what clubs are the players at, what are the prospects of those clubs and the players at those clubs.

Finally you need to socially interact with other users in the game to ensure that your best interest is what's going on with the clubs and players that you hold influence in, to maximize your payouts.

Club influence holders will maximise their SVC payouts if:

  • The club is in a higher division and ends the season as high in the league as possible.
  • Wins a cup or shield
  • Does not go in debt (as a club in debt does not pay its influence holders)
  • Buys and sells players at the right time
  • The club keeps its players happy on the right contracts and playing enough to satisfy agents

Player influence holders will maximise their SVC payouts if:

  • Their player is playing regularly
  • At a club that ends higher in the league
  • Wins cups or shields
  • Players rating goes up (as the wage on a new contract will eventually follow up)

The influence holders can hire people (by voting in managers and agents), to help them manage their interests in their clubs and players. These are in the form of manager and agent roles. It is important to hire good people for these roles.

The club's influence holders can hire managers to run the day to day operations of the club in their best interest; win games, build/maintain the squads, transfer market etc.

The player influence holders can hire agents to ensure the player is at the club that they consider to be in their best interest; on the right contract, playing regularly, in the big tournaments.

Managers will maximise their SVC payouts if:

  • Manage a club in a higher division or higher paying country

Agents will maximise their SVC payouts if:

  • Players rating goes up (as the wage on a new contract will follow up)

Below is a link to a video with an interesting explanation on what is game theory:

What Game Theory Reveals About Life, The Universe, and Everything

The Core Transaction

If there was one core transaction in the game that affects everything then it is the in-game player transfer market.

All users in the game who hold influence have an interest in having the football players at, what they consider to be, "the right club".

Clubs (and their influence holders) want the best players and best young players that they can afford. This will help them do better in tournaments.

Player influence holders will want their players at what they consider to be the best club for the player; which is playing regularly, the club ends up high in the league and wins tournaments (higher payouts).

Adding Value to the Game Assets

The users, or most users, will not be fully aware that the game in its current state (or Era) is just the first phase and it will evolve into a different state (Era) over time.

The economy and the user payouts will be tuned up to 'correct' numbers. The soccerverse team currently has the control to change game parameters (payouts, inflation rate, prize money). Once the team is happy that all these numbers are balanced and correct, it will give up this control.

Clubs will eventually be able to raise SVC into the clubs by creating and selling influence, creating a stronger demand for SVC.

Restrictions on the transfer market will aim to be removed; e.g. transfers per season, price caps etc, once cheating is harder due to more people playing the game.

All the source code required to run the game will be fully open sourced.

Setup instructions so people can run their own node of the game will be made and released.

This focus on first tuning up the gameplay and economy numbers, then giving up control of the game, passing it to the community through decentralization and open source, will make it all more robust and add more value to their game assets (influence, SVC and user profiles).

The game is also built from the ground up to be fully on-chain, ensuring that the game can not be turned off, ensuring the games assets maintain value.

This state or Era is 'Nirvana' for the game and what we are aiming to achieve in the coming seasons.