Data on the application of virtual currency in recent years
virtual currency is the currency used for electronic circulation. Now the scope of virtual currency is very large, including q-coin, bitcoin and so on. With the development of digital currency, virtual currency is becoming more and more abundant, which may become the mainstream in the future. For example, BTC, EOS, bcbot and so on are not only virtual currencies, but also algorithms, landing projects and technologies
virtual currency is mainly issued by online game service providers to purchase game props, such as equipment, clothing, etc. But at present, the use of virtual currency has gone far beyond this category. Virtual currency can be used to buy game cards, physical objects and download services of some movies and software
extended data:
real risk
as the proct of e-commerce, virtual currency has begun to play an increasingly important role, and it is more and more connected with the real world. However, with the growth of virtual currency, the relevant laws and regulations are lagging behind, which has laid many hidden dangers
fraud
the private transaction of online virtual currency has realized the two-way circulation between virtual currency and RMB to a certain extent. The activity of these traders is to buy all kinds of virtual currencies and procts at a low price, and then sell them at a high price to earn profits. With the increase of such transactions, there are even virtual mints. In addition to the virtual currency provided by the main company, there are also some people who specialize in "virtual coin making" to obtain virtual currency by playing games and then resell it to other players
Taking Wenzhou as an example, there are about seven or eight such "virtual mints" with four or five hundred practitioners. This not only creates a bubble for the price of the virtual currency itself, but also causes trouble for the normal sale of the issuing company. It also provides a platform for selling and collecting money and money laundering for various cyber crimes. p>
impact system
in modern financial system, the issuers of money are generally central banks, which are responsible for the management and supervision of money operation. As the equivalent exchange goods used to replace the real currency circulation on the Internet, the virtual currency on the Internet is essentially the same as the real currency. The difference is that the issuers are no longer central banks, but Internet companies
if the development of virtual currency makes it form a unified market, each company can exchange with each other, or virtual currency is integrated and unified, and all of them are based on the same standard and price, then in a sense, virtual currency is currency, which is likely to form a threat impact on the traditional financial system or economic operation
reference: network virtual currency
Domestic trading platforms continue to expand the proportion of trading volume in the market, which is in sharp contrast to the "running away" storm encountered by foreign bitcoin trading websites. Mt. GOx, once the world's largest bitcoin trading website, collapsed (on February 25, 2014, Mt. GOx was "declared" bankrupt and could no longer log on. On March 28, Mt. GOx officially filed for bankruptcy, and announced on its website on March 3, 2014 that about 850000 bitcoins were illegally transferred e to the exploitation of bitcoin system vulnerabilities.), It has attracted the attention of bitcoin investors all over the world. Subsequently, flexcoin, a bitcoin trading website in Singapore, suddenly went out of business. Due to the bankruptcy of Mt. GOx, bitcoin transactions on domestic websites also showed obvious fluctuations. On February 25, the domestic bitcoin price once dropped from nearly 3600 yuan to 3050 yuan (a few days later, the bitcoin price returned to around 3865 yuan). In spite of the international panic, the sharp drop in prices can not stop the enthusiasm of Chinese domestic investors
China's bitcoin trading websites have benefited from the storm. According to some data, the trading volume of bitcoin in mainland China now accounts for 70% ~ 80% of the global trading volume, and even the largest trading platform of bitcoin has been taken away by China's bitcoin trading websites. RMB is the second largest currency in the bitcoin exchange market, only next to the US dollar, accounting for 1 / 3. China's market has become a gathering place for bitcoin players. Some experts believe that the biggest reason for the rise in the price of bitcoin is the large number of Chinese buyers. According to the volume data of the largest bitcoin trading platform in China, after the collapse of Mt. GOx on February 25, 2014, the domestic trading volume dropped by nearly 7%, with 334562 transactions (about 1.1 billion yuan) on that day. After that, the trading volume graally stabilized. By March 4, the trading volume rose by 14.05%, reaching 339830 (1.4 billion yuan). From February 25 to March 13, the trading volume in 17 days was 9 billion yuan, 16% higher than that in the previous 17 days. On March 21, 2014, some media reported that the central bank issued a document on March 18, 2014 demanding that all bitcoin transactions be stopped before April 15, 2014. In response to this rumor, the central bank said publicly on the evening of March 21, 2014 through its microblog that it was a false report< At the same time, the central bank said that bitcoin's attitude has been clearly stated in the notice on preventing bitcoin risks (hereinafter referred to as the "notice") issued by the people's Bank of China and other five ministries and commissions
according to the circular issued by the central bank in December 2013, although bitcoin is known as "currency", it is not a real currency because it is not issued by the monetary authority and has no monetary attributes such as legal compensation and compulsion. In nature, bitcoin should be a specific virtual commodity, which does not have the same legal status as currency, and can not and should not be used as currency in the market
the circular also requires that all financial institutions and Payment institutions in China shall not carry out bitcoin related business. Financial institutions and Payment institutions shall not price procts or services with bitcoin, buy or sell bitcoin or act as central counterparties, underwrite insurance business related to bitcoin or include bitcoin into the scope of insurance liability, or directly or indirectly provide customers with other services related to bitcoin
including bitcoin registration, trading, clearing, settlement and other services for customers; Accept bitcoin or use bitcoin as a payment and settlement tool; Carry out bitcoin and RMB and foreign currency exchange services; Carry out bitcoin storage, custody, mortgage and other services; Issuing financial procts related to bitcoin; Take bitcoin as the investment target of trust, fund, etc. Official supervision
on the afternoon of December 5, 2013, the Central Bank of China and other five ministries and commissions jointly issued a notice to guard against bitcoin risks, requiring financial institutions and Payment institutions not to price procts or services with bitcoin. Within an hour of the news, bitcoin prices fell by 35%. At that time, as soon as the policies of the five ministries and commissions came out, the survival space of domestic bitcoin trading websites was greatly doubted. This day was jokingly called "the darkest day for domestic bitcoin entrepreneurs". However, the official policy has not affected the vigorous development of domestic trading platform. These bitcoin trading websites avoid these problems through flexible ways such as bank transfer, transfer recharge and point card recharge
the enthusiasm of the people
Chinese players have become the main crowd in the purchase of bitcoin, which has directly led to the popularity of Chinese bitcoin trading websites, and even the crown of "the world's largest trading platform" has rotated among bitcoin trading websites in China. This scale really surprised many people in the financial sector. Not long after China's regulatory authorities warned about the risks of bitcoin, domestic bitcoin trading websites did not suffer too much impact and quickly walked out of the haze
platform strategy
there are about 5-6 mainstream bitcoin trading platforms in China, which mainly earn income by collecting transaction fees and value-added service fees. However, the transaction rates of these bitcoin trading platforms are very low. With the trading volume and user scale, these trading platforms can also find other more profit points. The development of derivatives and the launch of new trading currencies have become a breakthrough: financial derivatives such as "financing currency" have also begun to appear, and other virtual currencies such as Leyte currency have also become expanded trading varieties
in addition, the "ambition" of these trading platforms is not only related to this, many trading platforms are also further expanding the upstream and downstream instrial chain, such as trying to develop bitcoin wallet, bitcoin payment tools and other applications
according to the report issued by the Institute of international finance, Chinese Academy of Social Sciences, the market price of bitcoin is determined by supply and demand, and public expectation plays an important role. Bitcoin trading network said on April 10, 2014 that it has received a telephone notice from Hangzhou Science and Technology City branch of Agricultural Bank of China that it will stop using the company's account for settlement of bitcoin related business on April 15. If it fails to stop within the time limit, the company's bank account will be frozen on April 15
bitcoin trading website niucoin has also received calls from instrial and Commercial Bank of China Hangzhou Jiulian sub branch, China Construction Bank Hangzhou Huaxing sub branch and Agricultural Bank of China Hangzhou Science and Technology City sub branch, saying that e to the notice from the superior operation management department, it will stop providing services for niucoin and close its account before April 12. However, there are still eight other banks, including Bank of China, China Merchants Bank and Instrial Bank, which have not been affected. In June 2014, California governor Jerry Brown signed a law to remove restrictions on non dollar currencies. California's old corporate law, section 107, forbids companies or indivials to issue non dollar currencies, that is, virtual currencies and bonus points, such as Amazon coins and Starbucks stars, which are technically illegal. The new bill repeals this provision, and its author, Roger Dickinson, points out that the law ignores the growing reality of alternative currencies and is therefore unrealistic
following the release of bitcoin based electronic signatures on Tuesday, British Finance Minister George Osborne signaled Britain's intention to legalize bitcoin or other similar currency system as digital currency, the Daily Mail reported in 2014.
In recent years, China has made great progress in the development of digital currency on the premise of controllable risk, but it also faces many challenges. The development of digital currency in China starts from private digital currency. The increase of demand and the expansion of market scale of private digital money market promote the development of private digital money market. In addition to bitcoin, the transaction scale of some virtual currencies is also graally increasing. Due to the lack of corresponding regulatory policies, the development of private digital currency presents a disordered state, and there are some risk events, which lead to large losses for some investors and impact the stability of the financial system to a certain extent. In this regard, the people's Bank of China and other relevant regulatory departments have issued strict rectification measures to strictly restrict the issuance and market transactions of private digital currency. At the same time, the people's Bank of China actively promotes the research and development of digital RMB and other related work, and the role of government departments in the development of digital currency in China has been further enhanced{ RRRRR}
bitcoin price has been cut by the waist
how to implement blockchain application is still the main problem. In addition to bitcoin, the large-scale application of blockchain in other scenarios has not yet reached the commercial stage. Looking back to the second half of 2017, the price of bitcoin almost reached a new high every day, and finally reached the peak in the South Korean exchange with the highest premium in the world - about 140000 yuan per piece. On June 3, 2018, as of press time, coinbase bitcoin trading platform quoted 49688 yuan, and the price of bitcoin has been cut. Since the beginning of this year, the price of bitcoin has rarely seen eye popping ups and downs, and the overall trend of monthly decline
bitcoin development status
according to the data of the in-depth analysis report on business model innovation and investment opportunities of the blockchain instry released by the foresight Instry Research Institute, bitcoin prices showed a downward trend in May, with the overall market value falling from US $157.3 billion at the beginning of the month to US $127.4 billion at the end of the month, a decrease of 19%; In addition, there are 444000 active addresses and 197000 transfers per day. From the trend point of view, the number of active addresses and daily transfers are positively correlated with the transaction price. In May, the overall trend is volatile, and the downward trend is very obvious
reasons for the steady decline of bitcoin in the past half year
how to understand the "steady decline" of bitcoin in the past half year? There are two main reasons: firstly, the most important reason is that institutional investors and speculators who have accumulated a large number of "profit" are cashing in their profits and leaving the market; Secondly, before the blockchain instry has no real application and profit model, the rise of bitcoin price can only be regarded as speculative speculation. In addition, it is an undeniable fact that the Central Bank of China has made a decisive move to close the bitcoin trading platform, which has achieved remarkable results in preventing bitcoin speculation
at present, the domestic bitcoin exchanges have basically moved to foreign countries, which has nothing to do with China. Investors operate on those platforms at their own risk
the current market is not very good. Only when the market is good, can investors find ways to participate in bitcoin investment. As the total market value of the coin circle is still small, with more blockchain applications, there is still potential in the future
over consumed blockchain
e to the "tepid" price of bitcoin, blockchain, as its underlying technology, has reached the level of "known to all women and children", and even surpassed bitcoin in recent years
recently, a series of related reports are suspected of making up for the number and full of hype, and blockchain has obviously been over consumed. In addition to bitcoin, the large-scale application of blockchain in other scenarios has not yet reached the commercial stage
with the graal deepening of the understanding of blockchain technology, domestic enterprises have laid out blockchain technology, platforms and applications, including Internet enterprises such as network, Tencent, Ali, Jingdong, Netease, major banks, financial enterprises such as Ping An of China and Huawei. In terms of application, China actively explores and promotes blockchain + applications in the form of alliance chain and private chain to help solve the pain points of related instries, improve efficiency and rece costs.
for example, in a cold drink shop, as long as the boss says it can be paid with bitcoin, then it can be paid with bitcoin.
this generation of Taige determined biography can be regarded as the pinnacle of the series. Since its release, it has been highly praised and loved by all kinds of players. It is worth mentioning that the micro game system and the new general system of the game are lethal to female players. This game inherits this series of traditions, but no longer takes Toyotomi's personal struggle as the theme. Instead, it embodies the so-called "Warring States Existentialism" everywhere. Players can play up to 800 historical roles, and can engage in a variety of occupations, such as generals, ninjas, merchants, pirates, swordsmen, doctors, blacksmiths, tea makers and so on. The number of cities has obviously increased, the personal combat and cooperative combat systems have also been improved, the game screen has become more elegant and gorgeous, and the openness of the event editor provides an alternative way to play the original script, which is really impressive. In addition, the function of "making original generals" is added. The original generals can choose from their eyes, nose, hairstyle, clothing and so on. Of course, they can also let the players create female characters to gallop on the battlefield
in a word, it's a classic that can't be missed
game features
the basic content of the game is the same as other works of the series so far. Players operate Yoshiro Takeshita (later Hideki Toyotomi), who has just joined Nobuta Zhitian's team, to survive in the Warring States period, assist the Lord, or make a name for himself to achieve the goal of unifying Japan. However, despite the theme of the game, this work and the previous works of the series, players can operate all kinds of characters other than Yoshiro Muxia, and experience the lifestyle other than generals. For example, it is possible to successfully achieve their goals as a businessman or ninja
the number of people who can be manipulated in this work has increased by more than 200 to 800. Even so, just like the previous work, you can't play all the characters at first. You can get something like a card from the person who has established a good relationship in the process of the game, and you can use the person in the next game. But there's a reason to call that "something like a card.". This is because, although it is not a big problem to say that the part about characters is a card (protagonist's card), in addition, the use of cards will be greatly reced. In the previous work, both indivial warfare and cooperative warfare are represented by cards, but it seems that there are different opinions for and against the system. Therefore, in this work (at least in the battle picture), cards hardly appear.
speaking of the previous work, not only as warriors, but also as merchants or ninjas; To be alive, This is also a big charm of the game. In this work, it is further expanded. Specifically speaking, in addition to the above three professions, players can also live as pirates, swordsmen, forging masters, doctors, tea men and so on. Needless to say, not only to be alive, but also to be the first in the world. As a ninja, as a swordsman, as a doctor, it's hard to be first-class. No matter what field, it will take hard work to reach the summit. In addition, the relationship between peers of the same force and peers of different forces is also reflected. It is said that the opposition between Yihe ninja and Jiahe ninja, the cooperation between merchants and pirates to make money, and so on, may appear in the game
so, what is the combat system that is no longer card to card combat? The battle of this work is divided into "field battle", "siege battle" and "personal battle". Field battle is a battle between armies on a square map, using skillfully the special effects held by generals such as "ambush on all sides" and "super speed" to win. Although there is no specific information, but only from the pictures on the screen, there are also some very nostalgic feelings. The situation of the game screen will really make people interested in further research. The siege was carried out on the map of the whole country. There isn't any detailed information about this yet, but it shouldn't go back to the simple things at the beginning of the series, right? Then there's the indivial fight. It is said that not only knives and guns can be used, but also various kinds of weapons such as fire rope, blunderbuss, scythes and so on can be used to fight. What's more, it's said that the many to many battle, which will appear for the first time in this series, is also worth your attention. In addition, according to the different characters you operate, you can learn the skills of "Er Dao Liu", "Yan Hui", "Fen Shen Shu" and so on
the appearance of Taige 5 seems to be inevitable, and a new way of Taige development found in Taige 4 must have a continuation, because after all, Taige 4 is a beginning, and many imperfections are regretted in players' psychology, so the appearance of Taige 5 seems to be an inevitable expectation of harmony and continuation. Since Taige 5 is a continuation of Taige 4, the introction of Taige 5 will choose the reference object Taige 4
the first thing we can see is that the diversification of professions has been strengthened and improved. At the beginning of the game, there are five main professions and corresponding people for players to choose from, instead of Taige 4, where only fujihiro can play. The imperfect merchant and Ninja routes in Taige 4 have been improved in 5, almost in a new professional posture with the same playability as the samurai route. Not only the system is better, but also there are new, the new main professional pirate also attracted the attention of the players. And Jianhao's career seems to be the general one. The biggest change after the diversification of occupations is that in order to get a character card of a certain profession, you must also be engaged in that profession. People of different professions will not send you task cards, which seems to be a kind of idea that different professions do not conspire with each other. Moreover, in the game, the number of sub professions has increased. Swordsman can also be used as a sub profession, as well as tea man, blacksmith and doctor, Moreover, each occupation has its own characteristics and functions, and there are also some plot triggers, which will be introced in detail later. Although this setting greatly increases the playability of the game, it also greatly increases the complexity of the game, which makes the glorious game which is difficult to use become more "unfriendly"
what we can see is the sharp increase in the total number of cards in the card collection system. With the perfection of the profession, the character card has expanded to 800, and all kinds of secret skills, titles, others, and even scenic spots cards have greatly increased. Although it increases the difficulty of the game, it does increase the playability, especially the increase of titles, which seems to give players more pursuit. Many "other" cards are related to professions, which increases the collection fun of other professions. In particular, I would like to talk about the scenic spot cards. From 10 in 4 to 32 in 5, they give a complete introction to the scenic spots and natural scenery in Japan. While increasing the interest of the game, they seem to be a potential development of tourism. Let's talk about the essential difference between the secret skill card and the combined Battle Card and the fourth generation. The fourth generation cards are used. After having the cards, the cards will appear randomly in the indivial battle and the combined battle to choose to use. The fifth generation cards are just a form. In essence, they are used actively in battle with this skill. This difference also determines the essential difference between 4 and 5 in some key systems
as for the system of treasures, similar to the four generations, there is not much difference in the grade, type, initial holding status and even price of treasures, but the quantity of high-grade treasures and ordinary treasures has increased significantly. But the most obvious difference is that the types of weapons are divided in more detail because of the personal combat system. Weapons are divided into sword, gun, musket, chain, kuwu (sword in hand) and bow. Weapons, including armor, can be equipped. This is a major change and also an important flash point of Taige 5, As for the effect of the equipment, I will give some detailed explanation in the analysis of the battle below. The main way to obtain the treasures held by NPCs is to entrust ninjas to steal them (or you are the leader of ninjas), or to become a martial artist to teach them martial arts to send them to you (relatively difficult). However, in general, the importance of collecting treasures seems to have eased, because a set of treasure making system has been added in the five generations. Tea makers can make tea utensils by opening teahouses, blacksmiths can make weapons by opening blacksmiths' shops, doctors can make medicines by opening hospitals (not special treasures, but some medicines can only be made), Moreover, with the increase of manufacturing experience (manufacturing experience is hidden experience value), tea ware and weapons manufacturing can proce very good works, and unsatisfied works can also be discarded. This setting also greatly increases the playability of the sub class and the perfect pursuit of the player
the system of indivial warfare and joint warfare. As far as I'm concerned, I think the personal combat of the 5th generation is a good idea. Although it's not the best, it's at least the best setting in the history of Taige. The whole personal combat system is a pre interactive mode. With the turn, the strength value can be increased. The strength value can drive the secret skill, and the upper limit of strength is connected with the level of fencing skill. In the previous treasure, we talked about the classification of weapons and the ability to equip them. The effect of equipment is also reflected in the personal combat system. If you equip any weapon, you will actually use this weapon in combat. Moreover, each weapon has different attack modes and has a special set of secret skills (of course, the premise is that you have learned these secret skills). This kind of setting is very good. When I play here, I always seem to think of the infinite possibility of Taige series launching online games. First of all, the field combat mode seems to use a typical chess game model, and the use of combat secrets is also different from the previous work, which is equivalent to the use of stratagems in the three countries. Moreover, a skill can only be used once, and the total number of times of skill use is related to the level of military skills. The arms are similar to the Taige 4, with horse, gun and cavalry. The siege war seems to be a bit rigid. Although there is no total defense in the city like Taige 4, Taige 5 is only allocated to Wuzhang city gate. As long as the main city gate is broken, the battle will be won, which seems to be the siege mode of Xinchang yewang 7. The difference between using secret skills and field skills is that the same skill can be used many times, but the total number of times still depends on the level of military skills. The battle here supports reinforcements, and there can be two reinforcements at the same time. However, in my opinion, there is also a bug. Sometimes it's very beneficial for us to let the enemy batch reinforcements for the cities that are difficult to attack, because the enemy's reinforcements will switch to the field mode. As long as we repel the enemy's main generals, we will win together with the city strategy, Therefore, turning to the field to attract the enemy commander to encircle and annihilate is beneficial to the overall victory. There is a "form" parameter in the siege war, which is to see which side is in favor of the current form. We can win the battle through negotiation under favorable circumstances. When the city with a successful leader is overwhelmingly advantageous, we can persuade him to cut his stomach, especially when attacking the main city, we can also ask for supplies, break the alliance and other interesting options. I think this setting is a big success point of the game