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I implemented a system for ultima online running on servUO. Ultima has player vendors, I added NWC for receiving payments in sats. Players could pay eachother in either gold or sats. The server itself had a lightning treasury and offered a 1000gp to 1 sat fixed exchange. The emission rate of gold was a function of total gold and gold equivalent assets in the server, vs the total sats held in treasury.

If a player was gold farming, but the current monetary supply was too high, very little gold (or none at all) would be emitted.

Server vendors also adjusted their prices according to gold/sats imbalance. In other words, if there was too much gold, the server would ramp up gold sinks.

Players could also buy in-game gold at the same 1000 to 1 exchange. (Or the exchange could have a spread to help fund the server) by buy in-game gold, and then using it at gold sinks, more gold could be farmed at mobs etcetera.

It was an interesting project but ultimately abandoned. I'd be curious to see how a market would evolve. It's basically pay to win at that point but there are ways to make things that require actual player skill and not just items.

I was watching tonnes of vids about d3's real money market.

The current owners of the Ultima online IP are strangely friendly to private servers. There is actually a web client that I thought would be great for onboarding and integration of Alby extension.

I never used nsec for login.

I'm in a similar boat. Try learning html and JavaScript from freecodecamp then deploying a progressive web app. I'm building one with svelte rn. Check it out so far at https://nostrition.com/ macro and calorie tracking. Currently only 10% of the USDA nutrition data is uploaded cuz I didn't want to spam nostr-pub.wellorder and I don't have my own relay yet.