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 Grambo need your input mate!

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Amount $ entered in every Week
1. 100k
0%
 0% [ 0 ]
2. 200k
66%
 66% [ 2 ]
3. 300k
0%
 0% [ 0 ]
4. 400k
0%
 0% [ 0 ]
5. 500k
33%
 33% [ 1 ]
Total Votes : 3
 

AuthorMessage
theshadowinc



Number of posts: 133
Age: 28
Location: Cold and Frosty
Registration date: 2007-11-16

PostSubject: Grambo need your input mate!   Fri Mar 07, 2008 9:04 pm

Thinking of a way to help townies out in a perticular way that is dealt with money! Grambo had a great Idea back when, but now seems like inflation and people need the marbles to buy mats, cloths, keys, etc, etc.

I was thinking on the lottory idea that Grambo came up with picking a lotto that not only one person could view but all could view on the net.

We need suggestions to help this for our townies, always cost money to make money so what do you all think would be good for a lottory to use and for the amount of marbles put into is to let it carry over in to weeks and weeks ahead till won. If this goes over good we should hold this all the times not only does it help the rich but also helps the poor to who hope to do enchants etc.

P.S Amounts are per ticket!

Example say everyone agrees on 200k ~ I want to purchase 10 tickets that would be 2m In to the pot to win, so on and so on. Pot builds up to like 10m it just keeps going till it is won from someone and more than one winner than hmm, the pot would be split! So on and So on!

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Grambo



Number of posts: 49
Location: NS, Canada
Registration date: 2007-11-21

PostSubject: Re: Grambo need your input mate!   Tue Mar 18, 2008 5:21 pm

there is a lot of variables with lotto.

For example, the only way to make legit in-game lotto is to use real-life lotto draw to get the numbers, BUT real life lottos use an amount of numbers which makes good probability for a population of millions. This must be scaled down to fit the in-game population and there is many ways to do it.

Let's say we use the classic 6/49 lotto, so players have to pick 6 numbers from 1 to 49, and depending on how namy numbers they have, their prize varies. Using a system like this in GoonZu will not work because it could take literally forever for someone to hit the jackpot.

There are other types of lotto however, think of the Massechusets daily lotto (i think thats the one) it only uses 4 single digits from 1 to 9, that might leave more fair odds if used in a in-game lotto.

Back at the time of conception, it was thought that 20,000[M] was appropriate price for a draw.
What happens is the player gives their money to the Lotto official and can either choose their numbers or get them random. The numbers would be sent to the buyer by post as proof and recorded by the lotto official and it is up to the winners to claim their prize should they win. Then the records would be referred to for confirmation.

The only thing that makes putting together an in-game lotto difficult is to choose the source of the numbers and how to use it. In a 6/49 situation for instance, lets say we decide 6 is too many and 2 will suffice. What do you do? you could say that only the 3rd and 4th numbers of the 6/49 draw will be used

so lets say its 11, 23, 32, 35, 42, 43 and we're using only the 3rd and 4th numbers. that makes 32 and 35 the winning numbers, BUT you know what the numbers are always listed in numerical order so you know what range they will more likely come from. You also know that for 1, 2, 48 and 49 will be impossible to win.

While this would be hazardous in a real lotto, it works well for our needs.

anyhow yeah if you do it, go 20k. players get 20k from half a charcoal these days. you should really say 100k on that thought lol. 100k is nothing/
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Grambo need your input mate!

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