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随着 Hamster Kombat 准备在 7 月底推出代币,最大的问题是:发行时代币的价格是多少?

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 是一款流行的边玩边赚钱的游戏,正准备在 7 月底推出备受期待的代币。随着诺曼底登陆日的临近,每个人都在思考一个紧迫的问题:HMSTR 代币首次亮相时的价格是多少?鉴于 Hamster Kombat 拥有 2.5 亿的庞大用户群,对代币价值的影响无疑是巨大的。
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.
尽管令人兴奋,但与《Hamster Kombat》代币经济学相关的关键细节仍然处于保密状态。值得注意的是,Bybit 已在上市前阶段将 HMSTR 上市,并出于初始估值的目的推测总供应量为 100 亿枚。然而,重要的是要记住,在该项目正式披露更多信息之前,这个数字可能会发生变化。
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.
虽然有些人可能直观地认为 HMSTR 代币与用户的代币余额之间存在直接对应关系,但现实情况更为微妙。该系统将考虑玩家的活动和每小时收入,以激励活跃的游戏玩法。因此,我们分析中的下一个逻辑步骤需要对 Hamster Kombat 进行详细检查,以预测其发行时的供应量和大致代币价格。
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》采用了分级排名系统,包括青铜、白银、黄金、白金、钻石、史诗、传奇、大师、宗师和领主等级。此外,还有第十一个等级是为游戏的创造者指定的,恰当地命名为“创造者”。通过我们的评估,我们对 Hamster Kombat 的用户群在这些排名中的分布进行了粗略估计,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.
我们在分析开始时假设用户在各个级别的分布遵循这样的模式:级别越高,用户自然越少。随后,我们深入研究了每个排名中前 100 位用户的收入数据。例如,在青铜排名中,排名第一的用户每小时可赚取令人印象深刻的 33,612 个硬币,而第 100 位用户每小时可赚取 8,189 个硬币。利用这些数据,我们计算了每个排名中前 100 位用户的平均收入,这为我们提供了每个排名较高端的收入估计。
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.
为了得出每个排名中所有用户的平均收入的近似值,我们假设前 100 名之外的用户收入会逐渐减少。然后,这个平均值被调整为大约是前 100 位用户平均收入的一半,这是因为随着排名下降,收入会下降。
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.
根据每个排名的估计平均收入和每个排名的用户数量,我们计算了每个排名的总收入。最后,通过汇总所有级别的总收入,我们得出了《Hamster Kombat》中所有用户每小时总收入的估计值,约为 21.89 万亿枚硬币。
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 团队选择 1 HMSTR 等于每小时收入 1 个代币的分配模式,则总供应量将约为 21.89 万亿个 HMSTR 代币。根据 CoinMarketCap 的数据,考虑到该游戏广泛的用户基础,我们可以假设其市值可能达到约 20 亿美元,这将使该代币在游戏类别中名列前茅。
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.
市值为 20 亿美元,每个代币的价格可以通过将 20 亿美元除以 21.89 万亿个 HMSTR 代币来计算,这样每个 HMSTR 的代币价格约为 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,如果分配模型设置为 1 HMSTR 等于每小时收入 10,000 个币,则总供应量将显着减少。在这种情况下,代币的总供应量将为 21.89 万亿枚代币除以 10,000,大约等于 21.89 亿枚 HMSTR 代币。
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.
考虑到相同的 20 亿美元市值,每个代币的价格将通过将 20 亿美元除以 21.89 亿个 HMSTR 代币来计算,这将导致每个 HMSTR 代币价格约为 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.
截至发稿时,Bybit盘前交易中,底价为0.001美元,最高价为1.00美元,最新成交价为0.225美元。值得注意的是,这些是上市前价格,我们的估计只是一个预测。它不一定反映代币最终推出时读者能够购买或出售的价格。
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.
一旦代币上市,我们可以预期许多参与者会产生巨大的抛售压力,从而导致大量的卖单。虽然一些用户可能是为了好玩而玩,但大量用户的目标是将他们的收入转换为现金,从而压低价格。
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