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About DartAgain

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  1. Congrats. You survived a content piranha attack. I should start a fund for victims. Meanwhile LL allows sales of major brands that no creator can possibly afford the licensing fees of, nor meet the minimum sales threshold in those types of contracts. Because umm, DMCA. Not that a private company can't set their own policy to request proof of licensing or anything. Glad to hear you're doing ok after taking the plunge though and going full time. I know you were pondering that for quite a while.
  2. Disclaimer that I wasn't bashing the marketplace on the whole, it is an improvement from XStreet. But if you really want to start a geek holy war, bring it! (kidding) I only mentioned the rewrite to Ruby to point out that if there was some cruft left over from XStreet, after an LL rewrite, 2 major DB migrations, and 2 major iterations of Direct Delivery, that XStreet magic box cruft should be long gone and not affecting the current marketplace any longer. Any cruft remaining should be of LL's own making. But here's the thing. XStreet wasn't built on a framework, while the current marketplace in Ruby was. It's always harder to maintain code based on a framework (and Rails expertise isn't fun or as common as PHP). If they'd stuck with PHP, it would have been easier to alter, although they'd have had to do more coding themselves. AND PHP is certainly up to the task, it's seen major improvements and speed increases since that time. Heavier sites than the marketplace use PHP at least as a front end tier with ease. Never used WebDNA, can't speak to it. The thing I miss is that XStreet did better historical data on sales for the merchant. And charts, must have sales charts! And if you reported a significant well written bug report to Apotheus he would toss you a couple thousand L$ privately and get it fixed within a reasonable timeframe.
  3. Missing a step in there. XStreet was written in PHP (I know, I've seen the code), which was later rewritten in Ruby by LL, based on the Spree shopping cart.
  4. Unreal Engine does indeed have solid support for VR. You can even build with the editor itself in VR, if you're feeling masochistic enough. Although it's not predominant as LL is trying to make it. VR is just not taking off in terms of sales and adoption though. To say it's a game engine is absolutely correct as it produces a light version of what a game engine is capable of producing. LL currently says: " Sansar will democratize VR as a creative medium, making it easy for people to create, share, and sell their own social VR experiences " Which basically means: VR game engine for dummies, "Social experiences" is nothing more than marketing speak, it doesn't mean anything to anyone outside of a marketing department. Although I do get the other posters point that because it's "less" than a game engine, it's not a proper game engine. While it is less, it's a semantic argument. On the other hand, you can build something like Sansar using a game engine because a game engine is "more". Case in point, Space (currently also beta by the creator of OpenSim) is very much like Sansar ... probably the closest competitor to date. And it's built using the Unity game engine. Personally I think Unreal Engine would be better suited to build a Sansar, but you get the point. I think what some people will eventually find though, is that if you're going to go through all that trouble, you might as well do it in a game engine to begin with and control your own hosting and distribution.. The only reason not to would be that you think LL is going to deliver you traffic. As far as a market and virtual currency, why would you use Sansar over your own currency and share revenue with LL when you could bank 100% of your revenue? People will have that light bulb moment for themselves at some point.
  5. https://help.sansar.com/hc/en-us/articles/115001877323 Heh.
  6. Being ruthed like some others said. No one seems to take you seriously with full facial hair, hairy chest and breasts. First piece of mainland I bought as a noob sight unseen. Probably the most unbuild-able piece of land in SL on a steep cliff. Poseballs: I learned to hate them. Being stuck floating in the air and not being able to stop the animation. I think they were stray poseballs from a sex bed. Coded a chat relay system and forgot about it. Next thing I know I'm having a private conversation and broadcasting it to everyone on the other side of the sim. Related to poseballs, someone said to try clicking on a rather hideous looking creature. I don't remember who created those things. More on this I will not say.
  7. That's true, it's possible that anyone has legitimately licensed the rights to a particular work, although for bigger brands it's expensive and not likely to be approved without a promised threshold of income in the contract. The less popular the brand the more possible it is that you can license it affordably. Although there is something LL can do about it if they really wanted to. LL could request that any licensed brand be registered with LL, with a copy of the authorization/contract between the brand and the creator. LL could then relatively confidently remove any products that aren't registered with them. Of course that would mean that LL would lose money on the infringed products. But hey, why combat a problem that you profit from?
  8. It goes like this: LL gets bright idea. Idea flops. Time for a new CEO. We seem to be right on schedule. You only need to worry if we stop getting new CEOs after the flops.
  9. Sacrificial goats! The smell of burning goat hair is hard for a Linden to miss. I've sacrificed one for you to see if I could summon a Dakota ....
  10. Translation: As we decline and spend on Sansar and other projects we try to make up for it in other ways. It's far better to take it from you than to dip into our own profit margin.
  11. In SL, anyone can be Rachel Dolezal. Best to keep it virtual though, it's not going well for Rachel Dolezal.
  12. Well, it used to be easier to see when they published quarterly reports, especially when they were more accurate (but still vague) in breaking down sinks and sources. Also, the Lindex is only telling you a fraction of what's going on, such as when sinks exceed a certain pool and new L$ are printed, etc. Remember also, that money that is taken out, must also be replaced. User to user transactions don't touch what happens when you need to print new money. Some years ago they used to say things about how they were trying to float a pool of $100 million USD in the exchange and so forth. I've been designing large economy simulation systems (and AI, weather, and so on) since the 90's on MUDs and then on other projects through the years. We're currently working on one game project now and working out some new currency ideas. One thing I can say though, the best way to deep dive into how to monetize currency is to make up your own fictional game on paper and work out how you make money. Start with seeding currency with easy numbers like backing it with $10,000 USD in initial currency sales to your users in your fake companies bank account and a conversion of $X USD equals $Y ChinRey dollars. Apply some sinks for an understanding of how to keep more of your real money in your bank account. If you're really wanting to do some exercises, mimic SL's exchange and then you'll start to see how strictly user to user transactions are impossible to maintain an economy. Always factor in how it's affecting your real bank account and real dollars. Give a play at churn and what might happen when the money goes from Bill to Betty to Bob in various combinations with sinks and cash-outs and new money purchases, etc.. At any rate, you should see that there's more going on in your system than user to user transactions on an "exchange". LL's system is just needlessly complex in this modern day of monetization in everything from content sales to services to cell phone apps to many variations of F2P models. People don't begrudge a more forthright monetization and we don't have to deal with the liabilities and government regulations and theft and laundering issues to the extent that LL has boxed itself into to the detriment of their users by trying to play "virtual" money-is-but-isn't-real money. Government doesn't like Bitcoin because it breeds the opportunity to do bad things in an untraceable way. Same with L$ although on a different level as you can see with IP theft and people not being able to instantly cash out money that they've legitimately earned without jumping through hoops.
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