Serfdom & Sorcery: Development Roadmap

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Current Update:

We recently raised the withdraw fee from 1% to 5%. Though this is subject to change, the current constitution allows for 3% to be paid to all the castle owners, divided evenly, and the other 2% to be burned within the game itself. We are contemplating adjusting the withdrawal fee depending on the player's level. Currently on the drawing board is to have no ability to withdraw within the first 5 levels in the game. The second is to have tiered withdrawal rates depending on your level past level 5. For instance (and this is not determined yet), we are considering having a withdrawal fee of 15-25% for those under level 10, 7-10% for those up to level 20, and a 5% for those above level 20. Again, this has not been decided, but we are considering the pros and cons of instituting these changes. The purpose is to encourage people to level up in the game, where even more wonderful attributes and possibilities become unlocked. It also discourages bot use and multi-account use. This is one of several updates and changes, so we wanted to lay out a map for you of some potential future adjustments or adds to the game:

The Roadmap

We have certainly been hard at work, developing Serfdom & Sorcery so that it continues to be the best Discord game on Hive. With that, we were asked about how much work we're putting into Psyber-X. I decided this meant we needed to write a new post to get you updated on all things Serfdom & Sorcery which will then shed some light on Psyber-X. What I am about to share with you are forward-looking and, coming from me, will be very positive leaning goals and aspirations. We feel like we have done a good job in delivering to our players, but keep all news I'm about to share with an ounce of curiosity and with a large grain of salt and reality. Anything could happen. The bear market could get worse or go the exact opposite direction into a bull market. These, however, are what we hope to happen in what we consider to be a realistic timeline.

Q3 2023

We just placed a deposit to hire a developer to work on some functions we would like implemented into Serfdom & Sorcery. Some of the things we hope to implement are your ability to search for objects and items that will help you to build and develop within S&S. These items could be herbs, spices, wood, iron ore, clay, mud, straw, sand, etc. What can you do with these building materials? The plan is that there will be several roles, unlocked by level attainment, that can take raw materials and turn them into useful items that will in turn be used to create buildings or to renovate an existing building to repurpose it. For instance, to make a home or a shop, you will likely want four walls and a roof, with perhaps a window. In the Medieval era, you would need wood, mud, straw, clay, etc. to make a building. We already implemented the role lumberjack last week. Using the !chop command, a lumberjack chops wood and currently sells it to the game. As the supply increases, the price he/she gets from the wood will decrease. As players buy wood from the game, the wood becomes more scarce and the lumberjack will get more value for their wood again. It's a market system.

This is what we hope to implement in Q3. Developers pending.

Q4 2023

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We have many ideas for entering sorcery into Serfdom & Sorcery. Mysticism, magic, and sorcery are all parts of that. We hope to incorporate various mystical items that can be used in fights or in daily use in the life of a knight, baron, duke, etc. Dragons may fulfill multiple purposes. Some will come to light in Q3 and some in Q4, but we're keeping this information close to us.

If we have not implemented NFTs by the end of Q3, we fully expect to have them by the end of Q4. These will be items that will enhance stats or daily use within the game. Some items may be limited in their use to different levels. For instance, we may have a sword that can be used between levels 1-7, but must be sold to someone else after that. There could be shields, darts, bows, etc. that could also be used at various levels of the game. The higher the level, the better the item. However, we want these items to be limited to levels to encourage the trading of NFTs one player to another, as well as guilds that find use in sharing items amongst guild members.

Q1 2024

We may already have guilds fighting each other in Q3 or Q4; however, if not already implemented by then, we hope to have them implemented within Q1 of 2024. We also have monsters that are scheduled to come in and destroy all kinds of things we take for granted in the game. We'll all have to work together to destroy them or they'll destroy us. Guilds fighting each other may join together to destroy these large beasts and reap the rewards

Tournaments and contests are a favorite on Hive and they will be within Serfdom & Sorcery. Expect to see plenty of these as well. Carnivals and contests like you'd see at a modern day Rodeo or bullfight may also creep into S&S as pillagers learn how to trick audiences into seeing the World's Fattest Bearded Lady, The World's Tallest Man, or other attractions you would have expected to see in the Medieval world.

Continued...

There will be many more things we'll add that we haven't thought of now between now and post Q1 2024. Keep your eyes peeled and save your DBLN! It may become a little more scarce as you need to buy other materials to progress in the game. Also, commands like !mine may take on a new color, where instead of mining DBLN, you may mine iron ore or other necessary items to create things as mentioned above. As I said... Keep your eyes peeled!


What of Psyber-X?

We are far from leaving Psyber-X behind. As a matter of fact, as we build our developer team, Psyber-X will get the attention it deserves. We will make a separate post on the Psyber-X blog to fill in the details. As Serfdom & Sorcery continues to increase in its popularity, Psyber-X will start to get more and more attention. Take a look at the @psyber-x blog to learn more.

Good Luck!



Liquidity Pool DBLN:LVL

Serfdom & Sorcery has been linked to LVL via the Liquidity Pool DBLN:LVL. That means you can purchase DBLN with LVL, or you can swap LVL for DBLN. In either case, you will be ready to play any of the games provided by the Psyber-X team. I personally swapped some LVL to !claimthrone in order to get my own castle in Serfdom & Sorcery. Perhaps you will earn some DBLN in the game and trade it for LVL in preparation for placing a wager in Psyber-Decks. You could also use the LVL:Swap.ETH Liquidity Pool to get some ETH or to start moving ETH to DBLN. Imagine that...DBLN for Ethereum. Makes me want to go !mine and !fish some more.

- Gone Fishing -



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Go Pick Up Some DBLN Now

There were 2500 farms available for purchase in Serfdom & Sorcery. Each one has a daily payout of 500 DBLN which you can use to buy more potions, a pickaxe, or a myriad of other things. There may be upkeep to keep those farms pumping out DBLN at such a high rate in the future, but for now, they are wonderful little plots...We will be turning all farms and castles into non-fungible tokens (NFTs) on the Hive blockchain so that all of you who missed out on the sale will be able to purchase one on the second hand market in the near future. Keep your eyes peeled. The castles in particular get a very specific NFT. Are you fit to wear the crown?


Want to become the King?

The King is the top player. If you get there, you'll earn taxes from all the peasants below you. Not the King? You'll pay taxes to the King...muwahaha...get to work!

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Serfdom and Sorcery was created by the makers of Psyber-X. It is a very new game, yet it is already the fasted expanding and best Hive game on Discord! It is just a game, even though it is an awesome game. If you choose to play, remember that it is in an alpha stage where crashes may occur on occasion. Please inform us of any bugs you may encounter via our room for this purpose. It is not an investment. It is fun. Lecture over...Enjoy!


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AMAZING BOB 🔥

AMAZING GAME 🔥

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I love the mechanic of players mining resources and the game being the middleman. The dynamic pricing should be really interesting.

I hate the withdraw fee. I don't see any reason to burn 2%. And I don't think having a super high withdraw fee for newer players is going to encourage growth as much as it will encourage not playing. Make the withdraw. Make the withdraw fee 2%. half goes to castle owners.

Don't make the Splinterlands mistake of punishing lower level players to encourage them to move up. And don't make their other mistake of skewing rewards so heavily to the top. Most of your player base will never be a top player and they know that.

Top players on the other hand will push to be there because they want to be the best more than they will for direct financial incentives. That said, everyone paying the king is another bad idea.

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cada vezz es mejor todo

!pizza

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