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隨著 Hamster Kombat 準備在 7 月底推出代幣,最大的問題是:發行時代幣的價格是多少?

Hamster Kombat, a popular play-to-earn game, is gearing up for the launch of its much-anticipated token at the end of July. As we inch closer to the D-day, one burning question on everyone's mind is: what will be the price of the HMSTR token upon its debut? Given Hamster Kombat's massive user base of 250 million, the implications for the token's value are certainly substantial.
Hamster Kombat 是一款受歡迎的邊玩邊賺錢的遊戲,正準備在 7 月底推出備受期待的代幣。隨著諾曼第登陸日的臨近,每個人都在思考一個緊迫的問題:HMSTR 代幣首次亮相時的價格是多少?鑑於 Hamster Kombat 擁有 2.5 億的龐大用戶群,對代幣價值的影響無疑是巨大的。
Despite the palpable excitement, crucial details pertaining to Hamster Kombat's tokenomics still remain shrouded in secrecy. Notably, Bybit has already listed HMSTR in its pre-market phase and has speculated on a total supply of 10 billion tokens for the purposes of initial valuation. However, it's important to bear in mind that this figure is subject to change pending the project's official disclosure of further information.
儘管令人興奮,但與《Hamster Kombat》代幣經濟學相關的關鍵細節仍然處於保密狀態。值得注意的是,Bybit 已在上市前階段將 HMSTR 上市,並出於初始估值的目的推測總供應量為 100 億枚。然而,重要的是要記住,在該項目正式披露進一步資訊之前,這個數字可能會發生變化。
While some may intuitively assume a direct correspondence between HMSTR tokens and the user's coin balance, the reality is more nuanced. The system will factor in both the player's activity and hourly revenue to incentivize active gameplay. Hence, the next logical step in our analysis entails a detailed examination of Hamster Kombat to project its supply and approximate token price at launch.
雖然有些人可能直觀地認為 HMSTR 代幣與用戶的代幣餘額之間存在直接對應關係,但現實情況更為微妙。該系統將考慮玩家的活動和每小時收入,以激勵活躍的遊戲玩法。因此,我們分析中的下一個邏輯步驟需要對 Hamster Kombat 進行詳細檢查,以預測其發行時的供應量和大致代幣價格。
Interestingly, Hamster Kombat employs a tiered ranking system that encompasses Bronze, Silver, Gold, Platinum, Diamond, Epic, Legendary, Master, Grandmaster, and Lord ranks. Additionally, there is an eleventh rank designated for the creators of the game, aptly named Creator. Through our assessment, we have approximated the distribution of Hamster Kombat's user base across these ranks as follows:
有趣的是,《Hamster Kombat》採用了分級排名系統,包括青銅、白銀、黃金、白金、鑽石、史詩、傳奇、大師、宗師和領主等級。此外,還有第十一個等級是為遊戲的創造者指定的,恰當地命名為「創造者」。透過我們的評估,我們對 Hamster Kombat 的用戶群在這些排名中的分佈進行了粗略估計,如下所示:
We commenced our analysis by assuming that the distribution of users across the ranks follows a pattern where higher ranks naturally have fewer users. Subsequently, we delved into the revenue data for the top 100 users within each rank. For instance, in the Bronze rank, the top user earns an impressive 33,612 coins per hour, while the 100th user earns 8,189 coins per hour. Utilizing this data, we calculated the average revenue of the top 100 users in each rank, which provided us with an estimate of the earnings at the higher end of each rank.
我們在分析開始時假設使用者在各個層級的分佈遵循這樣的模式:層級越高,使用者自然越少。隨後,我們深入研究了每個排名中前 100 位用戶的收入數據。例如,在青銅排名中,排名第一的用戶每小時可賺取令人印象深刻的 33,612 個硬幣,而第 100 位用戶每小時可賺取 8,189 個硬幣。利用這些數據,我們計算了每個排名中前 100 位用戶的平均收入,這為我們提供了每個排名較高端的收入估計。
To arrive at an approximation of the average revenue for all users within each rank, we assumed that users beyond the top 100 would earn progressively less. This average was then adjusted to be roughly half of the average revenue of the top 100 users, accounting for the decrease in earnings as we move down the ranks.
為了得出每個排名中所有用戶的平均收入的近似值,我們假設前 100 名之外的用戶收入會逐漸減少。然後,這個平均值被調整為大約是前 100 位用戶平均收入的一半,這是因為隨著排名下降,收入會下降。
Armed with the estimated average revenue for each rank and the number of users in each rank, we calculated the total revenue for each rank. Finally, by summing up the total revenue for all ranks, we arrived at an estimate of the total hourly revenue for all users in Hamster Kombat, which amounted to approximately 21.89 trillion coins.
根據每個排名的估計平均收入和每個排名的用戶數量,我們計算了每個排名的總收入。最後,透過匯總所有級別的總收入,我們得出了《Hamster Kombat》中所有用戶每小時總收入的估計值,約為 21.89 兆枚硬幣。
In the event that the Hamster Kombat team opts for a distribution model where 1 HMSTR equals 1 coin per hour of revenue, the total supply would be approximately 21.89 trillion HMSTR tokens. Given the game's extensive user base, we can assume that the market capitalization might reach approximately $2 billion, which would place the token in the top spot within the gaming category, according to CoinMarketCap.
如果 Hamster Kombat 團隊選擇 1 HMSTR 等於每小時收入 1 個代幣的分配模式,則總供應量將約為 21.89 兆個 HMSTR 代幣。根據 CoinMarketCap 的數據,考慮到該遊戲廣泛的用戶基礎,我們可以假設其市值可能達到約 20 億美元,這將使代幣在遊戲類別中名列前茅。
With a market cap of $2 billion, the price per token would be calculated by dividing $2 billion by 21.89 trillion HMSTR tokens, which gives a token price of approximately $0.0000913 per HMSTR.
市值為 20 億美元,每個代幣的價格可以透過將 20 億美元除以 21.89 兆個 HMSTR 代幣來計算,這樣每個 HMSTR 的代幣價格約為 0.0000913 美元。
However, if the distribution model is set such that 1 HMSTR equals 10,000 coins per hour of revenue, the total supply would be significantly reduced. In this scenario, the total supply of tokens would be 21.89 trillion coins divided by 10,000, which equals approximately 2.189 billion HMSTR tokens.
然而,如果分配模型設定為 1 HMSTR 等於每小時收入 10,000 個幣,則總供應量將顯著減少。在這種情況下,代幣的總供應量將為 21.89 兆枚代幣除以 10,000,大約等於 21.89 億枚 HMSTR 代幣。
Given the same market cap of $2 billion, the price per token would then be calculated by dividing $2 billion by 2.189 billion HMSTR tokens, which would result in a token price of approximately $0.914 per HMSTR.
考慮到相同的 20 億美元市值,每個代幣的價格將透過將 20 億美元除以 21.89 億個 HMSTR 代幣來計算,這將導致每個 HMSTR 代幣價格約為 0.914 美元。
At the time of writing, in Bybit's pre-market trading, the floor price is $0.001, and the maximum price is $1.00, with the last traded price being $0.225. It's important to note that these are pre-market prices, and our estimate is only a projection. It does not necessarily reflect the prices at which readers will be able to buy or sell when the token finally launches.
截至發稿時,Bybit盤前交易中,底價為0.001美元,最高價為1.00美元,最新成交價為0.225美元。值得注意的是,這些是上市前價格,我們的估計只是一個預測。它不一定反映代幣最終推出時讀者能夠購買或出售的價格。
Once the token gets listed, we can expect a significant sell pressure from many players, leading to a large number of sell orders. While some users may play for fun, a large number of users will be aiming to convert their earnings to cash, driving the price down.
一旦代幣上市,我們可以預期許多參與者會產生巨大的拋售壓力,導致大量的賣單。雖然有些用戶可能是為了好玩而玩,但大量用戶的目標是將他們的收入轉換為現金,從而壓低價格。
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