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26th September - News

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MarcdeKoning - Administrator
Traffic Value: $468,983.12758 Netherlands
79 like this post 0 people
26/09/2016 22:18
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The long awaited news is here.
We had to sort out the specifics and close the final deal.

In the past 9 months the slovenian office has worked on a side project.
They funded it themselves and built it in their spare time.
We never had any kind of investment in it as it was meant to be a test project to learn how to build and monetize a freemium game.
After a while they really started enjoying it and getting good progress on all ends.
Without marketing it and simply putting a link on reddit and a few other forums that talk about freemium gaming they managed to get 14000 players in (Not all active of course).

Hats off to them!

To further expand and market it we've decided to team up on this project.

Right now they're working on a huge update of shootout champs which will take approximately 1-2 weeks more and thereafter they will work full time on the other freemium game.

All the investments they've made in the past 9 months are completely on their behalf and will remain that way.
We will pay 66% of the hours they will make during the next 2 months to get the game to its first final version.
The revenues will be divided the following:

MTV gets 60% of the revenues and Gamex gets 40% of the revenues (They took the risks, built it themselves and would like to earn from their own project as well)

During those 2 months they will build various idle elements which will make the game much more enjoyable for people who wish to play it for longer periods per day and will make the game a lot more "complete".
They'll also add various upgrades that you can unlock by watching video ads and such. (Once we start marketing it on MTV/Paidverts it will get huge exposure and therefore better advertisers/more money per 1000 views)
Their shop already offers paid upgrades but there will be added more during those 2 months as well.

They also need time to add various processors which all of you are familiar with, which they didn't add at first as they simply dealt with freemium gamers alone.
It also offers Paypal.

All processors will be set up through their office and will only be available for in-game purchases, there's absolutely no risks attached for mtv.

I will not give the name of the game/website as of now for a few very good reasons.

-We want to give you the first full version for you to judge the game as it's meant to be. A first impression can be everything.

-They are currently running on a very small amazon server and we're thinking of adding the website to our own MTV server so it can handle much more traffic

-Without Paypal and many other processors it won't serve our community that much

-The game will be much more profitable if we start marketing it as a full version and it will look far more professional


This means that once we finish the first version that we'll suddenly own/have 3 freemium games.

-Shootout Champs
-Coinflip Evolved
-??Mystery as of now


The goal is to monetize them all to their full potential and make apps of the games and aim on the mobile market as well.
The potential is huge and it's an entirely new market to conquer.

Coinflip evolved, shootout champs and the 3rd project will all become standalone, fully monetized, freemium games.

The beautiful part of freemium games is that once you built the core engine (the code) that you can simply change the design/idea of the game and produce "new games" far cheaper and quicker, which is exactly what we'll be doing.

You'll be able to share this game with all of your friends and just ask them to try it out. It will work like any other, qualitative, freemium game.
Only with this one.. You'll earn! smile

A very select group of you know what the name of the game is, but please respect the fact that we wish to keep it anonymous as of now, it's in the best interest for all of us. Really.

--

We're currently working on a bitcoin faucet.
It will be an app and it will offer a number of fun games to play.
Playing fun, short games while earning money is a perfect combination for everyone who's "on the go".
More specifics will be released soon, but we're working on a great concept!

--

We'll be adding a number of features to Paidverts to further monetize our traffic.

-Video ads
-Extra offerwalls
-Faucet game
-And much more


More specifics will follow soon.

We've also built a tool that shows you when you have new tasks to fullfill on the offerwalls as many of our offerwall users would only visit it once and do all of their country's offers and never return again.
Offerwalls keep adding new offers almost daily and it will show the number of available new offers for you.
This will definitely stimulate more people to repetitively use them.

--

We're building a simple Poker Tournament on Paidverts which will be held weekly (Until we get enough users to increase the frequency of tournaments).

More specifics will follow soon.

--

We've finished the specifications for the temporary funding page.
This will show specific projects for you to invest into and earn a part of the revenues for that certain project.
MoneyMyGame will most likely be the first project on the funding page but it will need thorough investigation, specifications, proper preparations, a well estimated budget that we'll need and a specific casino license that we wish to use.

More information will follow soon.

--

Polish office update:

In the last week we finished Amazon S3 assets handling on our PV Forum to provide a services integration and cut the maintenance's costs. This solution allows our users upload theirs avatars into Amazon cloud storage. We will also integrate Amazon S3 service into forum attachment features.

We were also fixing some forum bugs related to the forum and we found and handled important error inside one of forum core extension. It was pretty hard to find serious bug, after all day investigation, we found out that one extension was updated automatically during deploy and it caused a big mess.

To increase usability of Targeting Ads we added some improvements which will be available soon:
- there will be possibility to opt out regular views,
- there will be two pricing sheets one for ONLY regular ad views (cheaper) and one for views with at least one banner available.

We started adjusting PaidVerts site to new version of PHP 7 - in order to reduce costs (because performance should be better - this means lower load of server), better security and feature approach.

We also made a few PV fixes, like adgrid unit price for neteller payment.



Much, much more news will follow soon.
gizgaz1616
Traffic Value: $1,754.58925 United States
10 like this post 0 people
26/09/2016 22:41
Great news Marc! I'm especially excited for the weekly Poker Tournaments. Success doesn't come overnight but takes time. MTV is getting there, keep up the good work!!
claudinho777
Traffic Value: $11,862.5317 Chile
8 like this post 0 people
26/09/2016 23:53
Great projects on the following months.
You could integrate a bmf cashout option on some of those projects.

the faucet and faucet games could atract lots of users to bmf and mtv as well.

I want to see that mistery project xD. im anxius :p
carvalho17
Traffic Value: $28.3459 Brazil
15 like this post 0 people
27/09/2016 00:51
"They funded it themselves and built it in their spare time"
They are not a good team, they are an EXCELENT team! cheese
hichammkadem
Traffic Value: $112.33085 Morocco
6 like this post 0 people
27/09/2016 01:36
EXELLENT NEWS
dragonx996
Traffic Value: $13,804.15918 Singapore
14 like this post 1 people
27/09/2016 02:32
"Much, much more news will follow soon."


How about Rp, FTQ, dividend?
dguy
Traffic Value: $15,993.01608 Canada
4 like this post 0 people
27/09/2016 03:53
very encouraging news cool
mbipbux
Traffic Value: $228.85395 Venezuela
2 like this post 0 people
27/09/2016 04:09
Great news. smile
richiem
Traffic Value: $680.27326 Philippines
0 like this post 0 people
27/09/2016 05:54
I would like to bring to your attention that votes for the monitor listing "Pool Investors" has not matured even after more than 14 days.

Please fix this.
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
33 like this post 0 people
27/09/2016 11:27
Some update regarding the user aniskhan196 and his wins/exploits on roulette.

We have temporarily banned the user as we are still performing some investigation and trying to step in contact with him for some explanations.

Please understand that whenever such an issue arises, that we never overlook them, and in most cases we spot them even before you lot do. But when it comes to security issues or exploits you can do more harm or even backfire on our efforts when you post about it on the forum - either by spreading the exploit/issue for others to try, or making the potential exploiter aware that we are investigating them, which can cause them to stop further exploiting in order to "not get caught" or "cover their tracks". All of this can make it much more difficult for us to get to the bottom of the issue, or even ruin the chances of us finding them.

So let this be a request to all of you, that whenever you spot something potentially exploitable, a security bug or some other security issue that you do NOT post about it on the forum, but instead create a support ticket about it.


* I am also preparing a longer post to explain more about the game we have been developing, to give you a bit more insight into what it is all about smile
druth8x
Traffic Value: $22,417.44153 United States
1 like this post 0 people
27/09/2016 11:45
I can't find the reply button for the 19th news, is that b/c it's been 7 days?


Regarding that suspicious user:
"This user is banned!"


IDK the full effect they have regarding Liquidity, but:
1 Less 3mil BAP holder, in fact, 4.8MIL Removed*

111K RP no longer on the market (maybe FBG can sell these to recover illiquidity at a future date?)
$50 in account balances

What's weird is they finally had a bad day, yesterday, at roulette.

Hadn't played yet today.


*I wonder how this will show up in My BAP tracking thread. On the surface, I think nothing except one 3mil BAP user isn't even able to maintain, let alone grow, but at ~12,500 BAP/day, not at all noticeable. In fact, the less market activity by them selling to get that 4.8mil was more, and that's not that noticable either.



They bought a membership upgrade and so the account (and thus ad issues) will remain active for 12 months (Sep 24th). I think this means, technically the full % of the Ad Issue will be sent, some filtered like when they were not banned, some (1 or 2) recycled, until they drop enough BAP (cause Ad Issue size % probably won't drop that much), that $0.50 is too high. Well, Group 3mil 2nd Ad IS $0.50 atm, so that may drop under $0.50 soon, and thus then only 1 random lucky Recycle Upgraded member who has ~11,500 BAP will be happy each Group Ad Day (24hrs later). With 4.8mil BAP, 11,500 per Group Ad Days would mean 156 Group Ad Days or 32 weeks. Who knows by then how much 3mil BAP was getting both the biggest and 2nd biggest, same with 1.5mil BAP.


Either way, at least, the money comes from the $1,000 Ad issue anyways, so might as well make Recycle Upgrade Members hit the jackpot for the next year. Spreading that full "$6.40" where it belongs among all 30K of us, wouldn't be all that noticable, compared to hyping up the recycle upgrade and getting all those 5c upgrades for the chance at $.50 and esp $5.75 in 1 lucky lottery ticket of a recycle ad.



All of this is based on if they don't manually clean up this account at some point.


ETA: I was typing this up b4 Andraz's reply.
As this is not a perm ban, yet, if at all, I crossed the stats out, but still wonder in the theoretical case this was perm, what would occur.

slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
33 like this post 0 people
27/09/2016 13:02
A bit more info regarding the freemium game we have been working on:

The project started off as a small side project, after we have noticed a steeply increasing trend in the development and popularity of the idle/clicking/incremental games genre the past 2 years. Something to work on the side, while doing research, learning about the freemium concept in general and then be able to apply that for any MTV game projects in the future.

Between the research and looking into tens of games within the genre, we found out that this new genre has so much to offer, in terms of various gameplay mechanics, monetization options and relatively low development costs compared to other genres.

If you are completely unfamiliar with the genre, you could have a look at some of the most-known games here (such as AdCap or Cookie Clicker), as the basic principle of those games are used in our game as well. Our game will be based on similar mechanics than those, and the potential of incremental and idle games is so vast and unexplored that the company behing the biggest game in the online free game industry (RuneScape) has started treading in that direction with one of their new projects.

In short, a few of the key advantages of the genre:
- offline gain: game progresses even when you are not playing, resulting in one of the highest retention rates, as the game does not „force“ the user into playing, but makes it rewarding every time a user gets back
- Appealing to both simple/casual players, and also to players who like to be heavily invested (unlimited gameplay progress)
- Often considered a stress reliever, as at minimum can require just a few clicks every now and then, and there are no „negative“ sides to playing(losing), as the game always give the feeling of progressing. Perfect for short game sessions.
-It is one of the genres that can involve rewarded video monetization in the most natural way and also due to its unlimited progress, also be able to impose very high limits on those. This results into being able to base most of the game monetization around incentivized rewarded advertising, considered to be not only one of the best converting monetizations, but also one of the most user-friendly.
- As a lot of the games of this genre share a lot of gameplay mechanics, and the math behind them can be tricky at first, once done it can easily be applied or reskinned to a new game. It also has various characteristics that could make it great for faucet games.

In our game, we wanted to expand on this genre, by adding some new elements to it, that are as of yet not really used in other games in this genre yet – community elements and multiplayer.

This is one of the things we have already touched, but intend to significantly work on, as we believe it can help bridge the gap these games often to not – game becoming repetitive after X days/weeks. But when you blend in community and multiplayer elements it adds competition, more re-playability and increase the chances of players staying involved with the game for longer periods because of the included social interactions.

Specifically, we are currently using the appeal of combined country efforts, to be able to complete certain game missions and gain rewards that help you in single play. Along various existing rankings and also PvP elements we intend to add in the future.

It's surprising how some simple addition like that can make even the most basic mechanic such as “clicking to destroy a unit” much more engaging for users, and also gets them to share the game further.

Quick overview of the current game structure:

Single Player
1. Unlimited attack missions -> involves active clicking to progress through waves (battles) of enemies, but is currently limited by fuel consumption. Also a small upgrade that helps user click automatically/passively.
2. Daily defense mission -> Player has to defend against a wave of enemies every day in short time periods. Not being able to finish results in some loss of score.
3. Various power upgrades, that increase your base damage, and some consumables that help you temporarily.
4. Various daily incentive rewards (daily rewards, daily tasks, spin the wheel chances)

5. Various ways to “refuel” and being able to progress the game – daily refuel, spin the wheel, collectable fuel drops (promoting active play), a mini game that gives better rewards to more skillful/faster players.
6. Reaching various achievements rewards you with extra spendable game currency.
7. “premium game currency” can be gained via playing/performing some of the daily tasks, and allows users to buy various convenience items or helps them speed up the waiting times. It also adds some basic strategy/management to the game, as it can be spent in various ways.


MultiPlayer/community
1. Country Invasions – each country has to progress through daily invasions, in order to claim spoils, that every country member can claim. Being involved in the invasions grants members bigger rewards. Emphasis is given on combined efforts here, as strength lies in numbers here, not on a specific player's power.
2. Users are therefore incentivized to refer their friends and countrymen to be able to complete these invasions as effectively and consistently as possible.
3. Users can also use excess of their “invasion chances” to help “store damage” for the country, which will have interesting gameplay options with future updates. Voting rights, ability to challenge other countries, additional rewards, etc.
4. Country chat encourages users within a country to connect, collaborate, discuss strategies, potential future easter eggs, hidden bonuses...
5. Various rankings entice competition
6. Public profiles allow players to show off/brag, and will also introduce additional player customization options in the future.

Monetization
1. In-game shop where users can buy various convenience & speed items via premium currency. Premium currency can be gained via simply playing the game, but users can also pay real money to speed the whole process up. Outside purchases however don't give any clear advantage to paying users, merely allow them to progress through the game faster/more efficiently.
2. Completing offerwalls for premium currency
3. Preroll video on loading screen
4. Rewarded video ads on user request to gain extra premium currency or other in-game boosts/rewards.
5. A lot of potential future monetization options (memberships, customization, being able to unlock/speed up game actions by viewing a rewarded video, partnerships with hardware companies...)

Future updates
Although a good portion of the game is already developed, and we have just performed a major code re-base in August, to optimize the game, speed up future development time and reduce server load, there are two major updates we need to work on first, to make the game “feel full”, and make it genuinely playable, to as a wide crowd as possible (even though we already have great support by some faithful members!).

1. Idle gameplay - “Training grounds”

Currently the game progress is based on active clicking, and pure idle gameplay is the thing missing most, to enhance the user experience, increase retention rate and just generally make the game a lot more playable for majority of users. With addition of idle gameplay, we will transfer the focus from active clicking to idle (similar to the likes of AdCap), which will give a much more familiar and simple first impression to majority of users. In essence, the idle gameplay will be part of the game where users will ”train units”, and active clicking will present “war state”.

There will be “manager upgrades”, unit level ups, a prestige system in the idle part as is usually in such games. What is more, we also intend to do some heavy inter-connectivity between the idle and active game parts. This will add a lot more depth to the gameplay and ultimately what sort of strategy and management a user should pick. Something that most of similar games lack. But we want to go one step further, as the creation of units, will also open us up to various minigames or even PvP fights (either on player or even country level!) in the future, potentially adding a huge strategy and management elements to the game.

Idle gameplay will also completely open us up to “unlimited gameplay/numbers”, and help us remove some of the current restrictions on the active gameplay part, again giving us room to tender to the really involved players (or even players who like to use autoclickers in such games).

It will also allow us a much smoother transition to future move to app/mobile version, as the idle gameplay is much more favored there.

2. Repackaging the game in HTML canvas
Currently the game is built purely using HTML elements, which results in poor performance on slow computers, as it needs to render hundreds of elements and effects. It also makes it a lot harder for us to “resize” the game to various screen sizes and more importantly mobile devices, and publishing platforms such as kongregate. Not to mention all of this also limits the scope of complex animations and rendering we can do if we want to maintain cross-compatibility.

So the next big step is to re-code the way the game is rendered, by re-coding it to use HTML canvas, which helps us get rid of most of these issues. Definitely something we want to do at some point, as smooth gameplay and also having cool effects, is something that can attract and maintain a huge part of our users for extended periods of time.

I will stop there, as going into too many details without being able to see the game, can be a bit overwhelming/difficult to understand. But I will be happy to answer to any other questions you might have.
killa-007
Traffic Value: $11,038.09657 Slovenia
1 like this post 0 people
27/09/2016 13:29
hahaha i have no idea what this cookies are, so I checked on youtube. rofl
https://www.youtube.com/watch?v=sqqTIeDdRGI

this streamer is so funny/retarded rofl grin
gugakip
Traffic Value: $739.34329 Belgium
2 like this post 0 people
27/09/2016 13:31
Would it be an idea to "sell" the game on Steam? I saw that that game from Jagex/RuneScape is being promoted there too... and that's a place to find a lot of gamers.
slosumo - Administrator
Traffic Value: $28,438.4426 Slovenia
16 like this post 0 people
27/09/2016 13:44
That's also one of the things move to canvas would bring us closer to - as it uses much more "traditional" game coding techniques, so once that is done it would be far easier to convert it to some other language/engine. And even with that it would likely require quite a rework, so before attempting anything like that it should be researched thoroughly. Also note that freemium games are typically NOT games you would put on Steam, as most monetization options can't be utilized in the same manner.

It is something we could potentially think about at some stage, if it would make financial sense.
druth8x
Traffic Value: $22,417.44153 United States
1 like this post 0 people
27/09/2016 21:10
I agree, let's not hijack the thread.

Deleting, after c/p the posts over to the correct thread makes sense.
Don't just delete and let those posts go into the ether.

BTW, while there is no rule breaking, I think Admins can say something to the effect:
"I know there are no rules in place as of yet, but that is just b/c we haven't addressed this situation before, and are going to look into how to address it at future date. In the meantime restrict yourself to no more than 10 active bids per day at the same price. If found in future contempt, you may incur a punishment, with future contempt charges resulting in even bigger punishments. The exact punishment(s) are unknown at this time. We don't want inflict them. They will be fair if handed out. This is a community and as such we should all respect it, even if the action does not have a rule written regarding it, if the community largely rejects it, rest assurred, that likely means you should stop."
dragonx996
Traffic Value: $13,804.15918 Singapore
0 like this post 1 people
29/09/2016 03:51
and I ask something related to Future Business Group, and got disliked on my previous post?
no offence, but really long time no news regarding rp and ftq, only news regarding pv, game, and some new idea about crowdfund.
ok btw there's something happened on 1st Sept 2016, but hey what will happen upcoming this 1st Oct 2016?
casio8978 - Forum moderator
Traffic Value: $14,531.83197 Slovenia
1 like this post 3 people
29/09/2016 06:28
dragonx996
what news regarding RP would you like?
when they will reach 1c? 10c?
dragonx996
Traffic Value: $13,804.15918 Singapore
8 like this post 0 people
29/09/2016 07:13
@casio8978
no, you wrong, i will not ask this kind  (when will reach 1c or 10c) of question
I will ask for example, dividend, market response or any other future plan?
enamul0321
Traffic Value: $1,223.3901 Bangladesh
1 like this post 2 people
29/09/2016 11:41
Maybe divident would not never seen january 2017.
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