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Thanks Pacey. We're always full steam ahead behind the scenes. And these updates went out over the weekend no less.
Yes, we will probably adjust that in the near future when or just after #Hordes goes live. As I have mentioned in the past, the system will change once #Hordes is live moving away from the staking bonuses to another type of system - one much more exciting in my opinion.
The minimum requirement can then be removed because the need for a minimum number of tiles to be staked to ensure minimum reward is met will be obsolete.
While the new system could theoretically reduce rewards, the upside is much, much bigger than the current reward rate. More details will be disclosed as we close in on the #Hordes release, but over all there will be many ongoing benefits available to #Players who stake their properties both for #Hordes & other features.
#Earth2 quietly released #E2V1 0.5.8.2 around 18 hours ago. Please check out the article for full details including some important reminders for #Players gaining first access🌍✌️
https://t.co/UZ4CfOXPO4
For such a major live software deployment involving gameplay systems, multiplayer infrastructure, backend services, APIs & persistent world systems - things went extremely smooth!
Very proud of the team!
Thank you for everyone's patience & support during both the development phase & the subsequent releases!
We will continue to monitor #RT8 as we push forward toward the next Reality Thread!
#Earth2 #E2V1 #OpenWorld #gaming #DigitalEarth #Metaverse $ESS #PlayerDriven #EcoSim
Hi WindMoon. You will need Blue Energy to craft most of the weapons needed for #Hordes. So a strategy for that would be arming yourself with a spear and shield, some good quality cooked meals, then start off targeting smaller properties with a low level, small horde spawn, or a slightly larger property but with a group to work together.
Even though you will craft weapons in the open world outside of the #Hordes game, those weapons will only be usable in the actual #Hordes game. This approach means that #Players will need to build up heroes in certain localities, but in doing so, giving them advantage in those localities as they will have better weapons locally (unless they buy or travel with weapons).
One of the more amusing bugs we came across while testing the beach ball avatar transform feature for #RT8
It was fixed but also wouldn't complain if it popped up again lol..🌎✌️
https://t.co/88CdYS8Gvg for more on #RT8#Earth2#multiplayer#PreAlpha#E2V1#digitalearth#RT8 #gaming #earlyaccess #metaverse
No problem at all & glad to hear you've been looking forward to this release THE ARCHITECT!
We are leveraging cloud providers for a variety of services, but mostly using our own developed BE to run a vast majority of what gets processed inside of Earth 2 at present.
Ray tracing and high fidelity visuals do not really fit into the cloud service approach we are using, so not quite sure what you mean there. But if you just mean general ray tracing, then yes you can already see that active inside #E2V1, most prominently with the sunlight and moonlight systems - the lighting & shadows are pretty breathtaking.
I especially love it when using the wingsuit close the ground and seeing the shadow cast from the sunlight real time at speed - delicious ..
Thanks Jolly Roger!
Without locking anything in too rigidly just yet and keeping a few surprises aside for later, the general direction looks something like this:
1. Full global Hordes system (huge release)
2. Initial shopping system (i.e in game shops Players can place on their properties to sell items)
3. Raw material generation via Weaver (Eco Sim OUs)
4. This will lead to tech style buildings we've displayed in the past - including storage buildings. Would be great to get building blocks live too.
5. Initial app store app release
6. A number of early property based mini-games (I needed Hordes live first before the mini-game systems come online, as Blue Energy from Hordes is required for it).
7. Wingsuit (which also needed Hordes due to blue energy)
8. Some other cool methods of transportation not publicly revealed yet also needed blue energy
9. Global gameplay system using resources from EcoSim (not revealing this just yet but I am very much looking forward to this one as with a number of the other features above)
There are a few other things not in the list which I plan to release in upcoming RTs, so won't take long to find out about those, and I have probably missed something as I don't have notes in front of me so just going by memory, but above is a general indication of what I'd like to get live if we continue getting enough support to keep expanding the team etc.