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Zephos

Alpha Tester
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Posts posted by Zephos

  1. 33 minutes ago, yamamushi said:

    Eve had a system like this, courier contracts, and they were extremely easy to scam people with :P

     

    On first glance, it seems like a fair and safe way to get your goods transported for you, but that's only if the person putting up the courier contract is acting in good faith.

     

    If they fill a cargo container with garbage, put a high insurance price on the package, and then set the destination to somewhere that is extremely unsafe, then they are pretty much guaranteed to make a profit from the insurance claim alone. 

     

    I would do that in Eve all the time, load up containers with garbage and set the destination to null-sec. Sure there were times when a pilot actually managed to ship my garbage package, but for the most part, I was making 100-150million from the insurance claims on all the lost packages. 

     

    So I agree, there should be a courier contract system in DU ? 

     

    Not trying to rehash our discord discussion, but others won't see that so let me address your points here as well:

     

    1) There shouldn't be any kind of insurance system at all. Delivery orders just reset if they are not completed after a certain time limit. I know this isn't ideal in terms of realism but I think it is a necessary concession to avoid a system that can be exploited.

     

    2) The only possible destinations should be public markets, which are not overly dangerous and are in zones that don't allow pvp. This means that NQ will have to make permanent public markets, but again I think it is a necessary concession.

     

    3) %100 sandbox will never work, some things need to be implemented in the game.

     

  2. There are certain things that a completely free market in DU just won't work for because there are no laws or law enforcement, and it isn't likely that player created orgs will be able to fulfill those roles.

     

    This is why certain functions need to be created to allow the free market to operate in predictable manner. One problem this will solve is when you want something delivered. 

     

    If you buy something from a foreign market, you should be able to also create a delivery order that another player can fulfill and get paid for. The delivery would be made from one market to another (whichever market is closest to you, or that you choose) and upon delivery funds will be transferred. 

     

    Now, here is the crucial bit: the person delivering the item just gets an anonymous package, and has no idea what it is and that item is completely useless to anyone who isn't the actual owner (person who bought it). The only thing that needs to be known is the weight and volume of the item, so the person delivering it can make sure they can carry it. After a certain time passes, and the item isn't delivered, the order resets and someone else can take it.

     

    This kind of system would ensure ways for the free market to function with stability.

  3. I was reading through another thread discussing how to incentivise people to build cities, and thought of an idea that might not have been shared already.

     

    What if organizations could progress, and the as they did, they acquired talents that enabled them to do things as a group, such as build larger constructs, etc.

     

    Also, what if they could reach a point where they got a territory unit that is controlled by the group (organization locked), meaning only members of a certain rank of that specific org could control or use it, etc. They could then get static cores that could only be placed within the territory the group claimed, so they are locked to that region, and again the static cores could be edited by anyone of a high enough rank.

     

    What if the org could get org-locked dynamic cores? 

     

    Within the org-locked territories, certain benefits would be given (discounted markets, pvp bonuses, etc)

     

    Finally, there could be certain areas that gave some of these benefits to everyone, and land-locked cores could be distributed to the public that to encourage public (non-org) communities.

     

    This would encourage cities, bases, etc to be built and allow for a lot more interesting game play.

  4. On 4/5/2019 at 1:17 PM, DecoyGoatBomb said:

    Hey Guys,

     

    I am an old mayor/architect from Star Wars Galaxies. Some things that I saw player cities being popular for in that game were as follows:

     

    1. A physical representation of Player Associations (guilds) aligning. Many PA Halls would be in a city together and usually those players would congregate in that area and place there homes nearby.

     

    2. City facilities and recources inaccessible or inconvenient to access through single player progression and gameplay. As your city leveled up you could get a bank, skill trainers, market access terminals, respawn location and eventually shuttle ports and spaceports. Rapid transportation and respawning was huge. This acted as a tie to the rest of the planet and eventually the rest of the solar system. 

     

    3. Faction consolidation was also a big draw. If someone or a group of players were heavily into the Faction/PVP side of the game they could pool their resources and place bases and NPC defenders all around the city. These bases also provided places to get missions and  served the dynamic look and feel of the city. 

     

    4. Wealth and power consolidation. Once your city had a decent number of residence you could have a actionable amount of money to put towards the progress of your city.  it gave your city the ability to jump ahead if used properly. When your city got ahead and you were the first to get a shuttle port in your area this meant that traffic would be going through your city to get to smaller cities in the area. This meant more people buying things in your city and a direct influence on the cities around you.  Thus wealth and power. 

     

    Those are just the basics but the main thing that I hope DU has that SWG had but most games of this nature do not is systems that support non combat roles that are just as dynamic as combat roles. I loved that my only skills were Mayor/architect skills. Also in this game it has so much more potential in the aspect of scale and mass production of intricate objects and structures. Lean on that in my oppion. If I can place facilitiy hubs/cores and organize lots for people to build in I will be happy.  I saw a Power grid being suggested. I love that kind of detail from a gameplay dynamics position as long as it isn't unwieldy and tedious. A core unit or a set of linked core units that have a sphere of influence that is upgradable as your city progesses would be enough imo. I would love to discuss any of this further. This is how I want to play this game and I am happy to help make it a great experience. 

     

    -Skylark

    Great post. It gave me some ideas.

     

    When they implement orgs in the game, they could do the following:

     

    Each org gets an Organization Territory Unit and several organization static cores. Once that territory unit is placed, members above a certain rank can deploy and edit the static cores ONLY within that territory in close proximity. Them more members you have, the more cores the org gets (maybe even one per member?). If the org reaches a certain size, they get more territory units.

     

    This would allow orgs to build bases/cities and create the clustering you talked about. They could also get a lot of the other benefits you mentioned. Maybe they train skills faster when inside the territory/ base? That kind of thing would work.

     

  5. Hello everyone,

     

    I wrote a post here: 

    to gauge the interest for my org idea, and after getting some modest interest I am going ahead with it.

     

    Stoa Galactica is an organization dedicated to Stoic Philosophy, which is one of the most powerful philosophies to come out of the Greek and Roman empires. This organizations goal is to bring the wisdom of this philosophy into DU in order to create a thriving culture. The main way we plan to do this is by building Stoa, which are meeting places for sharing wisdom. These places will be built in a way to attract visitors.

     

    For more information and explanation about Stoic philosophy and Stoa Galactica, please visit the org page here: https://community.dualthegame.com/organization/stoa-galactica/

     

    Thank you, and may you live the good life.

  6. 6 hours ago, Alsan Teamaro said:

    Hi Zephos, interesting all what you said.
    Now, we all know that we are. But, Do we REALLY know what we are?
    Then, the question is, for me, Do you know who are YOU, ACTUALLY?
    I mean, not the things you may believe or that you have been programmed to believe or the things you interpretate as real through your senses.
    Do you know actually who are you?
    And if you don't, then how true or reliable your impresions or interpretations about everything else will be?
    Having that said, i wish you good luck with your endevours here. Welcome to DU.

    It's precisely this kind of philosophical mumbo jumbo that I try to avoid. Philosophy should be practical, not theoretical. I can't derive anything useful from pondering whether I know what I am or not. I can however find benefit in regulating my reactions to the world, so that I can remain calm and in harmony with the world in any circumstance.

  7. Hello all,

     

    I am fairly new to DU, as I just got Alpha access and have only one real test session under my belt. I have been following the game for years, however, intrigued by the possibilities it offers. As I have been thinking more and more about the game and what role I want to play in it, I have come to the realization that there is so much more to build in DU than just ships and bases, and one of the things that DU will let us build is a society, with its own culture and unique characteristics.

     

    Many people have already started to build those intangible elements that make up a society or culture. There are religious organizations, political organizations, etc. These are things that have a structure you can't see, and yet are just as important to a society as cities and space ships. We all know this game will force us to cooperate, and these kinds of "social constructs" will provide a way to do this.

     

    What I want to build is similar, but different in some ways. It will be an organization dedicated to not politics or religion, but to philosophy. I am a practicing Stoic (stoicism is a branch of hellenistic philosophy, originating in Athens 300 B.C), and as such have a strong interest in philosophy, especially Stoicism. Stoicism is a philosophy whose adherents believe that nothing is within their control except their own actions and reactions, and that such actions and reactions should be carried out with courage, wisdom, temperance, and justice. Stoics also believe that all things are connected, especially all people, and therefore all people should be treated well. Lastly, Stoicism teaches that to live a good life, you must accept what is not in your control and strive to live virtuously regardless of external circumstances or events.

     

    In ancient times, philosophers would have physical schools of philosophy to teach their philosophy of life to students. With the rise of Christianity in the Roman Empire, those schools became obsolete as the Church dictated how people should live instead.

     

    I want to bring the school of Stoic philosophy into DU.

     

    This is how I want to do this: 

     

    First of all, I am not a philosopher, but a student of philosophy, therefore I will defer to the ancient and modern Stoic philosophers to do the actual teaching. Otherwise, I want to build a mecca of philosophy in the DU world. It will be a non-religious temple dedicated to philosophy, if that makes sense. This place will have monuments to the great philosophers as well as resources for those wanting to learn. I imagine screens lit up with stoic wisdom everywhere you turn and some amazing architecture to make the place a tourist destination. It will become a cultural phenomenon and touchstone, even help define the culture inside DU just as the schools of philosophy defined the culture of Ancient Rome. At worst it will be a spectacle that travelers will come to see, and at best it will help spread wisdom throughout the DU population.

     

    In order to build such a structure, I will need help. I will need miners, architects, builders, ship builders, and more. I will need people to help flesh out this vision, too. If anyone is interested in joining me on this venture, or joining an organization dedicated to philosophy and stoicism, please respond. I haven't created the org yet, but I will as soon as I see that there is enough interest.

     

    Cheers,

    Zephos

     

     

     

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