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Object pays object

Apotheus Silverman
I write code.
Join date: 17 Nov 2003
Posts: 416
03-18-2005 09:51
Some other threads have running discussions about how to make L$ payments into an account without visiting an ATM in-world. The main problem encountered in this situation is verification of payment.

A simple idea occurred to me which I believe could clear up a lot of the current problems with payment verification in SL: the ability for objects to pay objects.

It would work as payments currently do. The receiving object's owner receives funds paid into the it. In the receiving object's money() event the key parameter should be populated with the sending object's owner key.

This could eliminate all these pesky potential race conditions with some people's current, incredibly convoluted mechanisms of verifying payment by having a program log into the website and scrape the transactions page. It would also open up a number of new doors so people could create automated payment systems (again, with full verification without the need for an off-world server), secure multi-service atm's, and the list goes on.

A glaringly obvious alternative is to have an object pay an avatar and simultaneously send a message somewhere, but ... well... as a veteran security administrator I cannot fathom trusting such a mechanism, for more reasons than I care to discuss.

I seem to be a bit jumbled today so I apologize if this doesn't make sense. :rolleyes:
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Apotheus Silverman
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
03-18-2005 22:08
Yeah, that was the suggestion I made in the hotline to SL.

Basically, you can pay "into" the object. The sooner we get this done the better. Post in the Hotline.

We need to make this clear, and since you run SLExchange I'm sure they'll take your hotline post hopefully more seriously than mine.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."