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            <title><![CDATA[Illuvium Dev Blog — December 2021]]></title>
            <link>https://paragraph.com/@crummypaella7/illuvium-dev-blog-december-2021</link>
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            <pubDate>Thu, 12 May 2022 15:57:43 GMT</pubDate>
            <description><![CDATA[Firstly, I want to thank all of our supporters for the last year and wish everyone a Merry Christmas and Happy New Year from the bottom of my heart. It’s incredible what can happen in such a short amount of time if everything goes just right. I can certainly think of some challenges and setbacks that we have had, but this has been a smooth year if I’m honest. Many things could have gone wrong that didn’t, and we should be thankful for that. I would also like to thank all the Core Contributors...]]></description>
            <content:encoded><![CDATA[<p>Firstly, I want to thank all of our supporters for the last year and wish everyone a Merry Christmas and Happy New Year from the bottom of my heart. It’s incredible what can happen in such a short amount of time if everything goes just right. I can certainly think of some challenges and setbacks that we have had, but this has been a smooth year if I’m honest. Many things could have gone wrong that didn’t, and we should be thankful for that.</p><p>I would also like to thank all the Core Contributors, even those no longer working on the project. Kieran had a vision early on that hiring experts exclusively and giving them ownership would be the best way forward, and he was right. Many of them came either directly through connections Grant has made over the years or by word of mouth. We have some great leaders on the team now. I think some of them are even a bit shocked at what they were capable of. They have pushed themselves hard and shown that even the impossible is possible. My contribution to the project continues to diminish simply because the output from everyone else continues to ramp up. But I’m committed to managing this project as best I can and adding some small insights here and there.</p><p>So thanks again for all your support. And here’s to 2022 — the big one.</p><p>DAO Governance Dashboard</p><p>We continue building out a DAO dashboard to make governance more transparent. Recently some interviews have focused on getting to a fully decentralised state. It will take a lot of hard work and more than a bit of time, but this is a step in the right direction.</p><p>Governance Update</p><p>It’s the start of a new epoch, and for the first time, a Core Contributor (Kieran) is on the Council. I think this is a great thing. Having a single seat on the Council means that control is still firmly in the hands of the community, but with some more intimate contact with us as a team. This is important to lowering the friction and creating the game.</p><p>DAO updates</p><p>Some cool things are happening in the background that I can’t go into here. Still, as time goes on, more and more governments will start to recognise DAOs, giving us some certainty around exactly what our rights and responsibilities are. In the end, this will mean only good things, no matter what restrictions are in place.</p><p>We believe this will have some cool knock-on effects regarding additional revenue streams outside of the main games.</p><p>Capital Raise</p><p>We are building a platform that allows investors to purchase locked tokens. This should stabilise us through the game’s initial launch and give us some additional capital to pull forward the game’s mobile version. We want to do two things, but we can’t purely because of the timing. Extra funding means that we can start both early. All I can say is that the game will vastly improve once we get these things done, and we can’t wait to start.</p><p>Guild Partnerships</p><p>We have started partnerships with many new guilds, including Merit Circle, Polemos, and YGG and are working with them to build a system that will allow seamless onboarding of scholars into their system.</p><p>Land Sale</p><p>This is an area that we have been steadily improving behind the scenes without manifesting on the surface in a pronounced way. This will change next month since the marketing team has not only been able to build up to the point of being a natural force, but they have also been able to guide us with various projects. You’ll see a lot more content creation, explainer videos, tutorials, and live events from them. I’m super excited to see it.</p><p>Illuvium Zero Trailer</p><p>Grant is currently working on a 30-second trailer. It isn’t on the same scale as the gameplay reveal, but we think it will help people understand the mini-game more clearly.</p><p>Client-side infrastructure for the mining, encounter and harvesting flows is complete. This means that as soon as the backend is ready, we can hook it all up and start playing the game on the blockchain.</p><p>The map and minimap have also been implemented, including a basic fast travel system. Even though the regions aren’t huge, they are still big enough that it can be a pain to travel back and forth. So we give players the chance to set up some teleport beacons so that they can fast travel when they want. Little things like this will increase the player’s quality of life and add to the world’s lore. It may be the case that these inclusions will become pivotal down the road as we increase the size of the game and look towards a more persistent world.</p><p>In addition to this, we’ve made camera improvements as well as implemented a basic inventory and increased the quality of our movement. I’ve instructed the team to build out these functionalities quickly without overthinking about polish for now because we need to get all the pieces together and interacting so that we can start playtesting larger gameplay loops. The great thing I’ve noticed about the team is that their 75% is better than many people’s 100%, so I’m not at all worried about the game feeling rough. Some polishing is needed, but everyone should understand we start as a public beta, and the most important thing is getting a solid main loop that is stable. The rest of 2022 will be about getting the game up to OUR 100% and finalising all the features.</p><p>The move to a hex-based grid is now finalised, and the pathing is much smoother. There are still some optimisations needed to reduce the compute time, but we are already working on those. In addition to that, the visualisation of the battle board has improved, and we now highlight the hexes that an illuvial is placed on. Later on, this will expand to include subtle lighting for zones and beams so you will be able to know for sure if your combat unit is in the firing line.</p><p>There have been several camera improvements to constrain it in intelligent ways. No more seeing the insides of an Illuvial’s skull. That was some solid nightmare fuel.</p><p>The simulation is now also precomputed at the start of the game, which allows us to mitigate some performance loss and gives us the option to do several ‘polish passes’ on the events in the battle. You can smooth out movement and track things in much more clever ways when you know the future. We are probably only utilising 5% of this power right now, but there will be some substantial updates in the future. Most of this will probably happen post-launch.</p><p>We missed the target on Survival Mode. It’s a game, and we play it internally, but we need more Illuvials imported, and the different weapons for the Rangers imported. The backend systems also are not finished yet. And Survival Mode has five versions in our game design document, so technically, what we test in the private beta won’t even be the final form. I guess what I am getting at is that there is still a lot to do even after launch. But we’re committed to getting the first game perfect before moving on to Illuvium: Hearts Ablaze. (The tech required to highlight Rhamphyre’s cheekbones is just not quite there yet. If you aren’t sure if I’m joking or not, good.)</p><p>What remains to be done? Besides importing enough Illuvials, we still need to finish the synergy system and finalise all the UI elements. It’s a lot of work. Although we’re continuously working on optimisation, you’ll probably have to have a decent rig to get into the beta because it won’t be in a state that allows low-level PCs to play with a high framerate for a little while.</p><p>The final piece of the puzzle is authentication. Remember, we need to allow accounts and connect through Unreal Engine, and we are writing that all ourselves. There’s no plugin for stuff that doesn’t exist! Our authentication will be reasonably robust because we need to cater to many different situations. For example, in the land sale, you won’t need to make an account; just connect a wallet. But for the game, you will need an account. Your game account WITH your wallet will act as a type of two-factor authentication which will be very cool.</p><p>The team working on IZ is only tiny. And the scope of the game has increased, which is why there have been delays with the game. Also, it turns out we don’t like putting things in people’s hands until we are happy with it. There has been a game here for at least a month, but we needed to add more art to feel immersive. One of the challenges is that we planned on only having three regions complete at launch (One region will be live, with two more unlocked soon after). But for IZ, we need to have all regions. So we have had to work hard to get the other regions’ look dev done to complete the backgrounds and tiles.</p><p>Just a warning, it could be that there has been more dev time into the tileset for some regions compared to others. But the gameplay will be the same, and any deficits will be worked on post-launch.</p><p>Authentication is also complete. Unity was marginally easier than Unreal, but we wrote everything ourselves. The UI needs polish, though.</p><p>The final piece of the IZ puzzle is optimisation. Even though it is a mobile game, we use high-quality assets, and at the moment, you need a higher-end phone to play it at excellent frame rates. We haven’t done any work here yet, so we aren’t worried.</p><p>Oh my God, the spreadsheets. Please, I pray to our lord and saviour TensorFlow, save us from the sheets!</p><p>The external audit by QuantStamp is done. We are working with them to resolve the issues. We need to make sure this is done correctly, so we need to be sure that they fully understand what we are trying to do; we also need to test it extensively. The complexity is much higher this time around, and since we are talking about the migration of existing contracts, we have to be extra cautious. But it’s there.</p><p>Because we are doing this as decentralised as possible, there’s a lot of work to do. Our internal audit is finished and resolved, and now the team is helping the backend and web teams integrate it. It’s deployed on Rinkeby and being tested as we speak.</p><p>For those that don’t know, the Land Sale will take place in the IlluviDEX. Effectively, the IlluviDEX is a tremendous app that contains the ability to run events such as the Land Sale and Illuvitars. Over time it will host even more. This means it needs to be robust. It will even need to accommodate the Balancer Fuel Pool. Effectively, if you are doing some transaction in the Illuvium Universe, it will go through this.</p><p>We have done an internal review of the features, including two types of auctions. There have been some hurdles, and we still need to add more functionality, but it’s starting to come together.</p><p>The reason it has taken so long is not that we’ve gone slow, but because I didn’t appreciate just how much work there would be to do on it, especially considering the BEST version includes incredibly tight integration with everything else. We could have just said ‘you can list things’ and be done with it. But that’s not us.</p><p>The internal review has finished, and everything has been resolved. We are now implementing the latest changes to the requirements that have come about because of additions by the concept art team. As a side note, we empower all of our teams to help us design the systems that they create. Illuvitars started as something better than all the other avatar projects but has since become something that isn’t even in the same league. If Illuvitars was a person and I compared it to what else is on the market, Illuvitars would disown me.</p><p>For anyone who doesn’t know, these systems usually work because you have a single base template from which you hook up all the random features. The difference is that with Illuvitars, we don’t have a single base template; we have over 150. Remember, we have to make one for each Illuvial, and THEN we need to add enough randomness to make them unique. We have added expressions that help with this, which means that the base portrait has many variations PER ILLUVIAL. We’re also incorporating borders, finishes, and many backgrounds. This is in addition to the fact that you can get accessories to customise your Illuvitar.</p><p>We are nearly there. I still get nightmares from that beta registration channel. A discord channel would never cut it, and we apologise for those we confused. What we’ve been working on is better. And will serve as the foundation for all our registrations. Remember, we plan to release many games and have many private betas.</p><p>Although mainly done since the start of the month, there have been alterations to the user experience and user interface. The front end is almost complete, and the team is currently focusing on connecting the UI to blockchain and the backend.</p><p>The user experience is done. And it was tough to turn something very complex into something easy to understand. We learned a lot about sticking to the agreed-upon language. I’d like to think this is something that I have helped the team with. Often they just want to plough forward with features, but sometimes it is best to take a step back and make sure everyone is on the same page. In chat, you’ll see we are cautious about explaining what things mean and the definitions. This will go a long way to solving the issues we had with Staking v1. Not to mention the tutorials that marketing is cooking up.</p><p>The new authentication system is being rolled out. It is refined for security and integrated across all services. You’ll see it first in the public beta registration. (As a bonus feature, we managed to fit nicknames into the initial release, but sorry, Squeakypuff is taken)</p><p>This is one of the things that has slowed us down a touch. I mentioned it last month, and we are still looking for some good people. I will say that some of the people on the team that don’t specifically work in this area DO have this experience, so we’re also trying to find ways to bring on people for unrelated projects so that they can hop in and help out with the backend.</p><p>I will say that in their defence, there is one feature that I demanded early on, which technically doesn’t NEED to be there. But for various reasons I can’t get into right now, I think it will be critical in the months to come. The average player will never know about it, and that’s how it should be. But it will make their experience better and give us some agility.</p><p>Performance is a huge focus. There will be thousands of people using it, and we want their experience to be as smooth as possible. We’re working on introducing some new techs such as elastic search to make sure we’re striking a good balance between speed and flexibility.</p><p>EDIT: And just like that, Elastic Search is integrated… on Christmas Day.</p><p>This is always the area I find the hardest to write about. One reason is that it’s the area I have the least experience with, but the main one is that it’s not the sort of ‘sexy’ thing that players care about. I’m committed to learning more from the team. I don’t think I’ll ever know enough to help their decisions much, but I want to become more conversant in their language.</p><p>But make no mistake; These guys do a lot for the game and effectively make development much easier for the rest of the team. Things like automated builds of the games, patches, etc.… will all be organised here. They also take care of much of the web security, which they have ramped up in recent weeks.</p><p>It’s also the case that I can’t tell you about many cool things they do because it relates to our security strategy. This is something we would prefer to stay internal.</p><p>In short, they are the glue that holds the rest of the dev team together, and long term, they will be the people making sure your experience is as seamless as possible.</p><p>We’ve completed the next steps in implementing our AI training in the cloud. This will allow for estimates of AI quality vs training costs. In conjunction with the simulation optimisations, this means we should be able to do a lot more training.</p><p>We’re running on incomplete data right now because not every Illuvial has been implemented, and as such, we need to do some clever things for balance. I’m always impressed with the amount of thought that goes into this stuff.</p><p>Have you ever thought about how we choose which 20,000 land plots will go in the first sale? There are 100,000 total, and they are spread across several regions. I mean, seriously, just sit down and try to work out how you would do it. I’m sure you’ll come across a vast range of hurdles that you wouldn’t have thought of at the start. We’ve gone through this process, and the result is a ‘gravity effect’ that clumps the plots together while still giving a nice organic spread. This means you’ll be able to buy land with no neighbours OR buy clumps of nine. (You might want to get in quick to secure a 3x3, though!)</p><p>Spawning waves for Survival Mode requires its own algorithm. It also needs to be done to manage new versions in the future efficiently. There will probably be two long — term modes of the game — one with a fixed set of waves each day and one with a random wave generator. The second will probably be faster paced and tied to in-game yield.</p><p>We have a small QA team that looks for bugs and has systematised much of that work. This is crucial to get right before private beta to quickly push out updates when people find issues in the wild.</p><p>This is another ‘unsexy’ area, but we are making great strides. We have several outsourcing studios doing work for us, and integrating them in a way that allows seamless communication without any wasted time is hard. But we’ve done a lot of that legwork now.</p><p>Our push to become more project-focused is underway. We have dedicated people for the more complex, multi-discipline projects such as the IlluviDEX, and for everything else, I try to hold it together myself.</p><p>I’m going to be coy and say, ‘more to come later’. Also, my fingers hurt.</p><p>We are fleshing out the illuvitars even further. There are only two bases left, and we are working on the backgrounds, borders, and accessories.</p><p>We finalised the storyboard for the Illuvitar promo video, and production will start in January.</p><p>We have finalised the concept art and documentation for four regions. I can’t even tell you how cool this is. Originally I wrote these descriptions and made them as vague as possible so that the art team could have some leeway to create magical biomes that come to life. But since then, Rogier has added a great deal of detail to each region. I do the final edit, but I can tell you that his writing is just so easy to polish because he takes you there. These will all be available on the website long-term for you to read. Remember, Illuvium is just the LOCATION of a story. The story itself is a very personal one. It doesn’t focus much on the gameplay and instead tells a tale that we think is worth telling. But without having vibrant places in which to tell the story, it wouldn’t be half as good as it will be.</p><p>All the buildings are done and made in 3d. The ground textures and set dressing are left for the concept team. I think you’ll appreciate the art.</p><p>While doing everything else, they still find the time to pump out fantastic artwork for partnerships. I mean, seriously, show me ANY other project has artwork as good as ‘Atlas at the movies’ or ‘Dash Bond’. Don’t worry; I’ll wait…</p><p>We finished almost all the Iluvials! What a journey it has been. Some you won’t see for a while, but the sheer audacity of trying to get 200+ models of this quality in this short a time is just ridiculous.</p><p>We are starting to work on character customisation. This will not be a fantastic procedural thing because that takes more time than we have, and we want to do it right. But you will get some choices of the size of your character and a few other details. Don’t expect much, and just know that something much better will replace it later. Probably not before we move to Unreal Engine 5.</p><p>The new textures are more efficient and look fantastic. We will need to go back over the first few characters later. One crazy thing is we think there will be a way to have real-time fur as an ‘experimental’ setting in-game. Initially, we did this only for the Cinematic Render mode, but it’s looking like high-end cards can pull this off. Don’t expect a high frame rate, though. There will be hair cards for everyone else, which look damn good too.</p><p>This requires much more work than the standard attack system, but it also looks better. I can’t tell you how excited I am about these. You’ve seen some, but you have no idea what we have planned. We’re talking about an alternate attack sequence, crit sequences, and layered animation so that you can ‘feel’ that a unit is hurting when they attack. It’s going to be nuts. It won’t all be there at launch, but we’ve set ourselves up to be able to add these things over time in ways that don’t require extensive rewrites. The end goal is to have a battle look about 90% as good as if a small team purely scripted and animated a custom battle sequence.</p><p>Private beta animations are 90 % done, with the last few pieces on the way. We have also rigged all the Lynxes and Tier 0.</p><p>What we have looks great, but it can be improved with time. It just takes more animations for the various states of the game. Things like different animations for falling from different heights, better inverse kinematics, dynamic change of direction, acceleration, and slowdown improvements. Plus, a whole bunch more new animations that I’ve been thinking of that our lead doesn’t even know about yet. Sorry, Alex!</p><p>Still, a few more kinks to work out. It hasn’t gone as smoothly as we would have hoped, but as always, we will get it done. This will help us a lot in the long term, so it’s worth a bit of pain now.</p><p>More than 90% of assets are complete. You’ve heard many of them. They sound amazing. Remember, for many of these sounds, these are ‘75% quality’, which I think is just stupid. They are already lightyears ahead of other blockchain projects. But that has never been our main competition.</p><p>This is progressing faster than ever with the help of a new composer who works as a music producer on the team. We love the iconic sound signature we have created, but it needs help to become something worthy of being called AAA. We believe we now have that.</p><p>We have made a list of all the elements of the VFX systems that we need to be procedural, which means that the data structures we use for the Illuvials determine the look. Things like the width of a beam or the shape of a zone. We want these to be made once and then given to the game design team to play with. Most of that work has been done now, allowing us to prototype Illuvials rapidly. It will also fall into your hands in time when we give the community the tools to create and propose their own Illuvials.</p><p>We have finished most of the weapons and only have a couple to go. This is one of the last things we need for the private beta one.</p><p>Two new outsource studios will complete the Abyssal Basin and Brightland Steppes. This will allow the internal team to finalise the Crimson Waste, used in private beta 1. We just released a video today, so hopefully, you approve. Keep in mind that once the other teams are done with Illuvials, they will focus on animations, VFX and sounds for the props in the environment and bring it to life. That’s my way of saying that you haven’t seen anything yet.</p><p>The modelling team is working towards creating new assets for the regions. And we are starting to work on the ‘story’ elements. Illuvium is a world of mystery, and we want to convey a sense of scale and WONDER. We need you to look through the world and think: “What the hell happened here?”. You haven’t seen too much of that yet, beyond what is hidden in plain sight. But there will be more, including a ‘finish’ that will get you scratching your head.</p><p>Two battle boards are nearly complete, not including the Survival Mode board. These need to be just as unique and detailed as the regions, as you will spend a lot of time here. I’ll be excited to see how everyone reacts.</p><p>While December was an excellent month for us, several things that we didn’t account for mean that we didn’t hit our targets. Internally we are getting more excited, but we understand that doesn’t help you out much. So we are committed to more videos and leaks next month so you can see for yourselves what we are building. We still have a gameplay video of Survival Mode to post, which will be very soon. I’m also committing to more AMAs on the gameplay side. Kieran has done a great job getting out the message, and I need to do my part too.</p><p>But for now, I wish you all a Merry Christmas and a Happy New Year. See you in 2022. It’s going to be wild.</p><p>Edit: Well, this was delayed in being released, and lots of stuff has happened since then. Not all good. But we will solve it. Who needs sleep?</p>]]></content:encoded>
            <author>crummypaella7@newsletter.paragraph.com (crummyPaella7)</author>
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            <title><![CDATA[超155天未移动BTC占总发行量71%以上 BTC主力仓位全线增持 — 2022.1.12]]></title>
            <link>https://paragraph.com/@crummypaella7/155-btc-71-btc-2022-1-12</link>
            <guid>6LNXOAntkIG3rFbkpZxp</guid>
            <pubDate>Fri, 06 May 2022 05:37:14 GMT</pubDate>
            <description><![CDATA[虽然已经说过很多次，但还是有必要再说一次，纵观BTC的历史，唯一一个和BTC的价格非常贴近的走势就是长期持有BTC的走势，当长期持有的BTC处于阶段性最低点的时候（长期持有人派发筹码），都会是当时阶段BTC的价格最高点。目前长期持有BTC的走势已经在开始回升，说明产期持有者还在继续增持BTC，也就是意味着超过155天没有移动过的BTC在继续则更加，目前长期持有的BTC已经达到了1,359.96万枚，而当前总发行的BTC仅为1,892.61万枚，这就意味着71.85%的BTC是不参加流通的，而且这个数字还在持续增加。 BTC产生共识的主要原因就是在于不可增发不可篡改，而2,100万枚就是硬顶，通过有史以来的BTC长期持有数据，可以直观的发现，长期持有的BTC是越来越多的，所谓的减持后的低点在历史上看也是很长一段时间的高点，所以BTC后期的走势必然是低流通，高价格的收藏品走势。谁拥有更多的筹码，谁就有定价权。 — — — — — — — — — 结论 — — — — — — — — — — — 看了BTC的四个主力持仓数据，这四个主力占了大概80%以上的BTC存量，平时基本都是有增有...]]></description>
            <content:encoded><![CDATA[<p>虽然已经说过很多次，但还是有必要再说一次，纵观BTC的历史，唯一一个和BTC的价格非常贴近的走势就是长期持有BTC的走势，当长期持有的BTC处于阶段性最低点的时候（长期持有人派发筹码），都会是当时阶段BTC的价格最高点。目前长期持有BTC的走势已经在开始回升，说明产期持有者还在继续增持BTC，也就是意味着超过155天没有移动过的BTC在继续则更加，目前长期持有的BTC已经达到了1,359.96万枚，而当前总发行的BTC仅为1,892.61万枚，这就意味着71.85%的BTC是不参加流通的，而且这个数字还在持续增加。</p><p>BTC产生共识的主要原因就是在于不可增发不可篡改，而2,100万枚就是硬顶，通过有史以来的BTC长期持有数据，可以直观的发现，长期持有的BTC是越来越多的，所谓的减持后的低点在历史上看也是很长一段时间的高点，所以BTC后期的走势必然是低流通，高价格的收藏品走势。谁拥有更多的筹码，谁就有定价权。</p><p>— — — — — — — — — 结论 — — — — — — — — — — —</p><p>看了BTC的四个主力持仓数据，这四个主力占了大概80%以上的BTC存量，平时基本都是有增有减的，但是在今天晚上的动作突然都统一了，不论是幼鲸还是超级巨鲸都在增持，而且看增持的幅度还不小，尤其是巨鲸账户，已经可以用大量增持来形容了，但不建议现在就跟，还是先观望两天，如果继续增持就可以跟了</p><p>ETH的四个主力持仓虽然没有 #BTC 那么勇往无前，但是可以发现基本都有跃跃欲试的势头，只有巨鲸账户是实打实的真正在增持，而且看数据来说从ETH跌破3,200美金开始就一直在增持，这也是ETH比较硬的原因，鲍威尔的最新消息出来后ETH跟着BTC上涨汇率也突破了0.075，希望接下来能继续走高。</p><p>— — — — — — — — — 正文 — — — — — — — — — — — -</p><p>BTC今天的走势从价格上是不温不火的，还是在筑底位置上下震荡，看到交易所净流量的时候才发现不对，因为今天的成交量很高，但是净流量几乎看不出大的浮动，特意看了单纯的转入转出才发现，今天的购买力其实还是不错的，相对转入来说大量的BTC从交易所转出。看了下今天的资金，增量也确实是不错的。</p><p>凌晨受到鲍威尔讲话的利好，在BTC的带领下整个大盘都在全线上涨，而在鲍威尔的发言前明显可以看到BTC的主力仓位处于增持状态，所以对币圈来说，最重要的还是信息差。虽然我们没办法第一时间知道各种内幕，但是如果能够第一时间跟着大资金的流通，就一定有更好的机会。这也是数据分析的魅力所在。</p><p>晚间ETH的走势并不好，尤其是和ETH相比就差了很多，不论是成交量还是存量消耗都不是一个等级的。尤其是在价格震荡的时候 ETH 的交易所存量不但没有消耗，反而还大量的增加。在抛压方面也是全天多次大额筹码转入交易所，但转出量就少了很多，晚上的一笔大额转出还不能确定是购买还是单纯转移。</p><p>随着大盘的上涨，ETH和BTC的汇率也在开始增加，目前已经回升到0.075的上方，说明ETH的购买力也在增大，但目前的形式下还有反复的可能，并不建议​马上就追高，多观察一下没有坏处。</p><p>近一周BTC未平合约</p><p>近一周BTC的合约成交量</p><p>近一周BTC合约预估杠杆率</p><p>近一周BTC资金费率</p><p>BTC现货成交量确实很不错，而且价格相对来说挺稳定的，单纯看未平合约觉得还是挺好的，稳定价格的时候很多小伙伴主动减持，但是看完成交量就觉得不好了，相对来说成交量还是蛮高的，对应的两个成交的峰值都是未平合约的高峰，而周内的第三成交高峰带来的是BTC未平合约的周内低点。降点杠杆吧。</p><p>近一周ETH未平合约</p><p>近一周ETH的合约成交</p><p>近一周ETH合约预估杠杆率</p><p>近一周ETH资金费率</p><p>最近ETH的合约走势基本都和BTC差不多，今天又都走出了周内走低的未平合约以及周内第三高的合约成交量，但是预估杠杆率和资金费率上相差还是蛮多的，这里不的不说ETH的合约小伙伴杠杆相对还是健康一些，资金费率上来看又到了空投支付的时候，最近的ETH资金费率上都是和BTC反指。</p>]]></content:encoded>
            <author>crummypaella7@newsletter.paragraph.com (crummyPaella7)</author>
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            <title><![CDATA[51% Attack on Vertcoin]]></title>
            <link>https://paragraph.com/@crummypaella7/51-attack-on-vertcoin</link>
            <guid>8HFgvkBDbJKg8eIxMUkV</guid>
            <pubDate>Thu, 28 Apr 2022 09:22:54 GMT</pubDate>
            <description><![CDATA[A 51% attack is an attack on a blockchain by a group of miners who control more than 50% of the network’s mining hash rate, the purpose is not always to double spend cryptos but to bring a crypto or blockchain into disrepute by interfering its integrity. Its easier to perform when you have majority of mining power, so it’s called “Majority Attack” or a “51% Attack”. Carrying out a 51% attack, a miner will be able to · Double spend his coins or prevent transactions from being confirmed. A mine...]]></description>
            <content:encoded><![CDATA[<p>A 51% attack is an attack on a blockchain by a group of miners who control more than 50% of the network’s mining hash rate, the purpose is not always to double spend cryptos but to bring a crypto or blockchain into disrepute by interfering its integrity. Its easier to perform when you have majority of mining power, so it’s called “Majority Attack” or a “51% Attack”.</p><p>Carrying out a 51% attack, a miner will be able to</p><p>· Double spend his coins or prevent transactions from being confirmed.</p><p>A miner with a 51% attack cannot to do the following:</p><p>· Reverse confirmed transactions or create false transactions (that never occurred).</p><p>· Steal funds from a certain address or create new coins.</p><p>Vertcoin (VTC) is an open-source cryptocurrency created in early 2014 that aims on decentralization, it uses an ASIC resistant proof-of-work mechanism to issue new coins and encourage miners to secure the network and validate transactions. The blockchain for Vertcoin is maintained by a decentralised coalition of individuals who mine using modern graphics cards collectively.</p><p>Circumstances of the incident</p><p>The Vertcoin (VTC) blockchain was 51% attacked two times one on October 2018 and other On Sunday, 1 December 2019 15:19:47 GMT where 603 blocks were removed from the VTC main chain and replaced by 553 attacker blocks, where 600 blocks is the current confirmation requirement for VTC on Bittrex — from the project’s lead maintainer, James Lovejoy.</p><p>During the attack, Bittrex, Vertcoin’s most trafficked exchange by real volume, disabled all the withdrawals on the platform as soon as it became sure that the attack was in progress. During which Vertcoin ranked 194th by market capitalization and boasts a market cap of $12.5 million. Vertcoin is a Bitcoin clone that claims to be ASIC-resistant thanks to hardforks that update the mining algorithm on a regular basis.</p><p>The technical details of the issue</p><p>Typically, new coins in a network are created by mining computers that compete against one another to find valid hashes by combining multiple hashing algorithms. Each node or computer aims to be the first to discover a new block. Once a miner finds the correct hashing combination, the freshly mined block is added to the blockchain and approved as authentic by the network. So, the attacker, or the person willing to attack the network needs enough hash power to effectively mine blocks on a copy of the network’s chain that runs in parallel with the original.</p><p>So, what exactly happened here is the attackers replaced 553 blocks in the blockchain, which resulted in allowing them to reacquire cryptocurrency and double spend them. It allowed them to replace transactions that have been mined in to the blockchain. The attackers were able to prevent new transactions from gaining confirmations and allowed them to halt payments between users.</p><p>The mentioned transactions here were invalidated by a single transaction on the attacker’s fork(77864705e247a9df8a427598b874afffc57469f5a79e06215b3d08e3d8c8df61) that had sent 11000 VTC to the (VqqBJ8BLW2q4dpiBTbCSC4PN3DHSKbFUCK) and 24.93491439 VTC to the (3KFkRwvBbZtgBMpm8rPgc5Y545PiesMrdk). This transaction double-spent the coinbase outputs from the attacker’s blocks as well as sweeping the coinbase outputs from the attacker’s blocks. The attacker’s mining address is VmoGb9SRaeTeVYGeoZxWAq71FHSCyPAPbm.</p><p>There is high evidence that this attack was carried out using Nicehash’s rented hashrate. The attack was initially discovered by examining the work being sent from Nicehash’s stratum servers, that were sending work for non-public blocks. This is the link of Nicehash miner’s mining software console output displaying the work given for VTC block 1253804 when at the time the public block height of VTC was 1253800.</p><p>What the impact of the issue is</p><p>During the attacks the miner took more than 50% of the network’s hashpower, allowing them to reorg blocks and double spend coins. The 300-block reorg on Vertcoin’s 1st attack costed more than $100,000 from double spends.</p><p>The attacker owns each of the double-spent outputs, and it is unknown to whom the coins were initially transferred before being swept to an attacker address following the reorg. It is estimated that the attacker paid between 0.5–1 BTC to perform the attack based on market price during the attack’s preparation and the difficulty of the blocks the attacker produced. The total value of block rewards earned by the attack is 13825 VTC (0.444 BTC). The reason for the attack is unknown, given that it was unlikely to be profitable based merely on block rewards. Given that the reorg was only 600 blocks deep (Bittrex’s VTC confirmation requirement).</p><p>How the issue was addressed.</p><p>After being vulnerable to a 51% attack for the 1st time, Vertcoin upgraded its proof-of-work algorithm to Lyra2REv3. The community decided to rebuild in order to address 51% attack vulnerabilities on which they had been worked for nearly two years. During this time, the developers worked persistently to devise, create, test, and deploy an entirely new mining algorithm that would fully disincentivize the use of ASIC hardware on the Vertcoin network, with the support of the core community.</p><p>How the issue could have been prevented</p><p>To eliminate the risk of a 51% attack, the blockchain can use Proof of Stake (PoS), which is a more secure consensus than PoW. Most affluent users, who are unlikely to carry out the attack, control the PoS incentives. Blockchains, on the other hand, have evolved away from this structure in favour of more decentralised alternatives like Delegated-Proof-of-Stake (DPoS).</p><p>According to Mark Nesbitt, a security engineer at Coinbase who identified the attack, stated that the necessity for ‘honesty’ in proof of work remains the key vulnerability to attacks of this kind. Meaning the honesty of more than half of miners is a core requirement for the security of [BTC] and any proof of work cryptocurrencies based on [BTC]. Honest action, in this context, means following the behavior described in its white paper. This is expressed as “security risk” or “attack vector,” but is precisely described as known limitation to the proof of work model.” “Failure to meet this requirement breaks various fundamental guarantees of the Bitcoin protocol including the irreversibility of transactions,”.</p><p>Broader lessons we can learn from it.</p><p>According to my understanding, a 51 percent attack on a coin’s blockchain for an hour on a coin with a market cap of $500 billion would cost $1,2 million, whereas a 51 percent attack on Litecoin’s blockchain for an hour would cost only $17,712. So, even though Bitcoin is under a 51% attack, the manipulation is unprofitable and makes no sense from a technical or financial standpoint.</p><p>Furthermore, while controlling 51% of a blockchain’s hashrate allows for the double-spend of millions of dollars in cryptocurrency, the resources required to carry out such an attack are not inexpensive, making 51% attacks more common on smaller blockchains.</p>]]></content:encoded>
            <author>crummypaella7@newsletter.paragraph.com (crummyPaella7)</author>
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            <title><![CDATA[FTX US — Get a Free Crypto Stock With Every Trade Over $10 Using the FTX AppBitcoin Price Drops Dramatically Sending the Crypto Market in a General Crash]]></title>
            <link>https://paragraph.com/@crummypaella7/ftx-us-get-a-free-crypto-stock-with-every-trade-over-10-using-the-ftx-appbitcoin-price-drops-dramatically-sending-the-crypto-market-in-a-general-crash</link>
            <guid>slFfsa5Xk89Rg6eRGXYg</guid>
            <pubDate>Thu, 14 Apr 2022 02:07:42 GMT</pubDate>
            <description><![CDATA[Disclaimer: The author’s opinions are their own and do not constitute financial advice in any way whatsoever. Nothing published by the author constitutes an investment recommendation, nor should any data or content published by the author be relied upon for any…]]></description>
            <content:encoded><![CDATA[<p>Disclaimer: The author’s opinions are their own and do not constitute financial advice in any way whatsoever. Nothing published by the author constitutes an investment recommendation, nor should any data or content published by the author be relied upon for any…</p>]]></content:encoded>
            <author>crummypaella7@newsletter.paragraph.com (crummyPaella7)</author>
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            <title><![CDATA[CRODO. План маркетинга.]]></title>
            <link>https://paragraph.com/@crummypaella7/crodo</link>
            <guid>xWQQZecFqXePQ87sfKca</guid>
            <pubDate>Tue, 05 Apr 2022 05:41:17 GMT</pubDate>
            <description><![CDATA[Для продвижения своего проекта команда CRODO предоставила нам подробный план их маркетинга, и сейчас я вам подробно расскажу о его этапах, какими средствами они будут расширять обхват аудитории, и как будет подкрепляться токен CROD. Всем приятного прочтения. Маркетинг будет делиться на 3 этапа: Этот этап будет строиться на том, что амбассадоры CRODO продвигают проект в своих социальных сетях, делая контент про него. Вы можете ознакомиться с моими статьями на эту тему в профиле, а также прочит...]]></description>
            <content:encoded><![CDATA[<p>Для продвижения своего проекта команда CRODO предоставила нам подробный план их маркетинга, и сейчас я вам подробно расскажу о его этапах, какими средствами они будут расширять обхват аудитории, и как будет подкрепляться токен CROD. Всем приятного прочтения.</p><p>Маркетинг будет делиться на 3 этапа:</p><p>Этот этап будет строиться на том, что амбассадоры CRODO продвигают проект в своих социальных сетях, делая контент про него. Вы можете ознакомиться с моими статьями на эту тему в профиле, а также прочитать соответствующий раздел в WhitePaper, который я перевёл на русский язык.</p><p>Этот этап основан на заданиях, которые пользователи будут выполнять, чтобы получить лотерейные билеты для участия в IDO. Он также будет актуален для других проектов, запускаемых на платформе CRODO.</p><p>Для того, чтобы получить 1 лотерейный билет пользователям понадобится выполнить основные действия для участия в IDO:</p><p>После выполнения основных заданий вам будут доступны дополнительные задания, за которые вы так же получите лотерейные билеты:</p><p>Стейкинг я тоже описывал в своей статье. Данный этап будет направлен на укрепление токена CROD в экосистеме.</p><p>Таким образом мы разобрались, как команда CRODO будет продвигать проекты и укреплять свой токен. Надеюсь эта статья была вам полезна, спасибо за прочтение!</p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://twitter.com/Kiemi_Takada">https://twitter.com/Kiemi_Takada</a> — мой аккаунт в twitter.<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://crodo.io/profile/ambassador">https://crodo.io/profile/ambassador</a> — сайт амбассадорской программы.<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://docs.crodo.io/">https://docs.crodo.io/</a> — whitepaper проекта.<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://t.me/crodoruchanel">https://t.me/crodoruchanel</a> — telegram канал русского сообщества CRODO.<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://www.instagram.com/brokensh1ne/">https://www.instagram.com/brokensh1ne/</a> — мой инстаграм.</p>]]></content:encoded>
            <author>crummypaella7@newsletter.paragraph.com (crummyPaella7)</author>
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