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Ralgimanek

Alpha Tester
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  1. Like
    Ralgimanek reacted to GraXXoR in Snapping a static BP to an existing static construct?   
    I still find it unbelievable that NQ wiped all our stuff without even having the decency of giving us a method to reassemble all of our hard work properly.
    This kind of behaviour smacks of lack of respect towards the paying customer, in my opinion.
     
    We have some multi core Bloops that we will need to place in the near future, but having a 2px gap around the outside of each core will not do!
  2. Like
    Ralgimanek reacted to CptLoRes in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Oh man..  15 + 10 cores as the max cap for any player regardless is really not that much and it is going to hurt A LOT of people badly.
     
    Just of the top of my head.
    - The new MU system is eating cores like they are candy
    - Ship sellers need lots of cores for demonstration models
    - Ship museums
    - Creative players often use lots of dynamic cores to work around placement limitations for artistic expressions
     
    Right now the only good thing I can think of is that this will limit the usefulness for making those pesky space elevators. But for big projects like race tracks, player driven markets etc.. oh man they are going to struggle.
     
    And this limit will be a large hindrance for the stability of large community projects, since they will now be depending on the good will of players sacrificing slots and not taking them back again later.
  3. Like
    Ralgimanek reacted to 8driver in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    This is going to backfire and drive players out of organizations because they will not want to share their limited construct slots with an organization.
  4. Like
    Ralgimanek reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    yes i am, but i add a lot of content, innovation , and free stuff as well. but cannot afford that any more quite soon unless i get sponsored.
     
  5. Like
    Ralgimanek reacted to Aranol in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Something I didn't understand, 1625 max core for one organisation, but only 25 max slot per member !
    so if an organisation want 1625 core, it need 65 member that will allow all there slot to one organisation ?

    that can't be true, with the PVP fleet, the main base, the mining unit etc... 25 organisation slot only per player can't be real

    so NQ can you make it clear ?
  6. Like
    Ralgimanek reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    OMG. i am a builder.. an engineer .. a collector.. a single player. and i have played for quite some time.
    i use a construct org with maxed talents to manage my constructs. and it is always close to the construct limit.
    enabling a limit of 15 for my org basically means the end of almost everything for me.
    How is that supposed to work. people like building stuff or buying cool stuff, and they usually come as a single new construct due to how DRM works.
    so we are killing construct selling economy?
    who would assign construct slots to an org if you need them to even store your own single player stuff??
    seriously?
    and all the mining unit cores? dead as well..  sorry.. that would not be my game any more
     
     
  7. Like
    Ralgimanek reacted to Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    The organisation itself has 0 (ZERO !!!!)
    This means that a player must first "give or sell" places to the organisation, only then can the organisation go through many players up to the corelimit mentioned.
    A player will therefore become extremely important for organisations that want to build large projects. At the same time, solo players will be punished extremely severely, as an organisation no longer offers core places and you only have the places of your character.
    @NQ-Deckard Should I start tearing down all my buildings?
  8. Like
    Ralgimanek reacted to W1zard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Okay, so single player can maintain around 40 MUs simultaniously, but only 25 construct slots?
    So I can't even use the full potantial of my account, that sounds bad for me.
  9. Like
    Ralgimanek reacted to Knoober in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    1625 max constructs per org?  Yes please
  10. Like
    Ralgimanek reacted to Atmosph3rik in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I'm really happy to hear that the element stacking issue is getting further consideration.
     
    If you can stomp out the exploit, while still allowing as much freedom and flexibility in the system as possible, it's going to make ship building a lot more fun, and make ships look a lot better overall.  Great news!
  11. Like
    Ralgimanek reacted to Rahzi in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I just want to say, thank you NQ for the continued  stream of information.
     
    EDIT
     
    As a ship builder, I like to have examples of my ships next to the BP dispenser  so that a potential customer  can examine  the ship. As a solo player with no alts, this change will make that impossible. 
  12. Like
    Ralgimanek reacted to Firestorm in Dark Star Imperium - Opportunity Awaits   
    Veteran owned and operated, politically incorrect and pro free speech, memelords extraordinaire, The Dark Star Imperium is a meritocratic empire. Meritocratic means is that if you put in the effort, you WILL advance in the ranks as we are a community built on teamwork. Strength that is defined by each member’s ability to work for the common goal as a group whilst also maintaining independence, autonomy, resourcefulness and honing their individual skill. Those who would take the time and effort to help others no matter the cause, that is what it is to be a part of a community / a family and not just some "Org". We specialize in faction PvP, engineering, and tech with all sections having countless veteran players across many similar games and Sci-Fi themed clans. However, we employ players of all playstyles such as Industrialists, Designers, Engineers, Merchants, Economists and even those who are more casual or love meta gaming. Our philosophy on all aspects is going above and beyond the competition by overwhelming levels. Strength not just in numbers, but in skill. Engineering feats not just in usefulness but with complexity. 
     
    Since our arrival in Dual Universe we've strived to set the bar high in many aspects of the community. In doing so we've gained friends, made enemies and even achieved the emulation of those mimicking practices we've begun. We've faced skepticism, drama and even attacks on our community yet here we are despite it all proving our endurance and resolve. We always put our members and community first, we expect the best, and we give the best. Service guarantees citizenship!
     
     

     
     
    Please feel free to contact myself "Firestorm#2981" on Discord or check out any of the following links. Keep in mind if you do intend on joining our community we do require every new member to go through a one on one voice interview with one of our recruiters or community heads. Anyways have a good day and best of luck! 
     
     
    Opportunity Awaits
     

     
     
    Discord
    Dual Universe: Org Page
    Recruitment Questionnaire
    Achievements & Awards
    DU - Imperium Lore Wiki
  13. Like
    Ralgimanek reacted to rothbardian in Corporatism   
    Man is born naked into the world, and needing to use his mind to learn how to take the resources given him by nature, and to transform them (for example, by investment in “capital”) into shapes and forms and places where the resources can be used for the satisfaction of his wants and the advancement of his standard of living. The only way by which man can do this is by the use of his mind and energy to transform resources (“production”) and to exchange these products for products created by others. Man has found that, through the process of voluntary, mutual exchange, the productivity and hence, the living standards of all participants in exchange may increase enormously. The only “natural” course for man to survive and to attain wealth, therefore, is by using his mind and energy to engage in the production-and-exchange process. He does this, first, by finding natural resources, and then by transforming them (by “mixing his labor” with them, as Locke puts it), to make them his individual property, and then by exchanging this property for the similarly obtained property of others. The social path dictated by the requirements of man’s nature, therefore, is the path of “property rights” and the “free market” of gift or exchange of such rights. Through this path, men have learned how to avoid the “jungle” methods of fighting over scarce resources so that A can only acquire them at the expense of B and, instead, to multiply those resources enormously in peaceful and harmonious production and exchange. The great German sociologist Franz Oppenheimer pointed out that there are two mutually exclusive ways of acquiring wealth; one, the above way of production and exchange, he called the “ economic means.” The other way is simpler in that it does not require productivity; it is the way of seizure of another’s goods or services by the use of force and violence. This is the method of one-sided confiscation, of theft of the property of others. This is the method which Oppenheimer termed “the political means” to wealth.

    It should be clear that the peaceful use of reason and energy in production is the “natural” path for man: the means for his survival and prosperity on this earth. It should be equally clear that the coercive, exploitative means is contrary to natural law; it is parasitic, for instead of adding to production, it subtracts from it. The “political means” siphons production off to a parasitic and destructive individual or group; and this siphoning not only subtracts from the number producing, but also lowers the producer’s incentive to produce beyond his own subsistence. In the long run, the robber destroys his own subsistence by dwindling or eliminating the source of his own supply. But not only that; even in the short-run, the predator is acting contrary to his own true nature as a man.
     
    We are now in a position to answer more fully the question: what is the State? The State, in the words of Oppenheimer, is the “organization of the political means”; it is the systematization of the predatory process over a given territory. For crime, at best, is sporadic and uncertain; the parasitismis ephemeral, and the coercive, parasitic lifeline may be cut off at any time by the resistance of the victims. The State provides a legal, orderly, systematic channel for the predation of private property; it renders certain, secure, and relatively “peaceful” the lifeline of the parasitic caste in society.
  14. Like
    Ralgimanek reacted to Takao in detection skill, space 'radar'   
    That depends what your definition of "small" is.
    We can track relative small pieces of space debris with radar from the Earth's surface already.
    The warmer something is in space the easier it is to track. If you fire up an engine in space, you can notice that from accros the solar system (with a huge delay of course).
    In other words:
    There is practically no stealth in space.
  15. Like
    Ralgimanek reacted to Aaron Cain in Robotic workforce and fatorys   
    Even with these arguments i agree with Gonk, and if a small org can build then and a large org can too but doesn't then the fault is in the large org. Immersion should include these possibility but then it will be relative, smaller orgs can only master a few robots due to their size and large orgs probably can fight out the complete clone wars sort of speaking.
     
    So there is no breaking the game in this, just more fun. And frankly, if a large organization does not automatize because they have enough cannon fodder to get somewhere they have an inefficient mindset.
  16. Like
    Ralgimanek reacted to Thainz in Robotic workforce and fatorys   
    This does make me wonder, why the lack of automation ability? Lets look at this from another perspective, real world vs dual universe. The real world did have lots of manual workers manning large machines individually but that was in the industrial age, where coal power was the main source of electricity and steam was the main work horse of factories. Dual universe is on a much grander level of existence, there are space ships for crying out loud! I do see the reason for limiting pvp AI but as far as workers go, I think that AI or at least automation/ drones should be allowed. In the United States we have issues with employment and wages. This is because of the automation in blue color jobs like manufacturing and mining. However these are jobs people want because they make money from them. In dual universe you will be paying a subscription fee every month to play the game. Now I must ask this question, why would people pay to play a game every month where they do menial tasks. the point of Dual universe as I see it is to make a economy, this economy does not rely on people getting resources, it depends on people playing the game, and trading among-st each other. having menial jobs will not encourage people to play the game. The end result will be no-mans sky, a huge universes with no players to inhabit it.  Lets now look at other games, first of all Planet Side 2. Why does this game work? It is free to play but pay to win, those who play for free are grunts in an army. Those who pay are commanders or especially powerful players. Shooting and fighting is much more fun than mining resources with no end in sight. Next game: Minecraft. this is a game that dual universe is often compared to. so what is the point of mine craft? once again automation. mods are created in mine craft to have an even higher ability to automate mining and resource production. The economy's in Dual universe should not be based on man power but instead ingenuity and automation. although LUA script is somewhat limited it is still powerful enough to make simple AI's and is most defiantly powerful enough to control autonomous robots and drones. I made a LUA AI that learned in 5 generations how to play tetris almost perfectly. And I have also made robots do simple tasks With LUA. 
     
    My final thought is that Automation will be what makes, or what breaks, the player count  in dual universe. 
  17. Like
    Ralgimanek reacted to Saul Retav in Limiting Script Automation will Hinder Economic Growth   
    The devs have said that automated mining will probably not be an option. As a student of business and economics, here's what I think:
     
    ABSTRACT:
    Limiting script automation for both mining and weapons fire will greatly limit the capacity for economic growth and in-game innovation.
    The mining industry, for example, will start out with individuals mining for minerals and directly selling them to other players or on an open market. It will eventually evolve into a number of mining corporations that will be able to provide minerals more cheaply through an organized workforce and semi-automated processes. This is inevitable, as it should be. But why limit the mining industry to this level of business innovation? By disallowing further automation, yes, the market for mundane repetitive tasks like mining by hand will be preserved. But what would happen to the broader job market in a simulated economy where automation is unregulated? It would expand exponentially.
    How would automated mining exponentially expand economic growth and job availability? Well, the whole purpose of automation is to reduce labor costs, to reduce the price of goods (raw minerals, in this case), so that, in a competitive free market economy, businesses can stay... competitive. Inevitably, reducing the price of raw minerals allows other businesses, further up the chain of production, to increase production and lower their prices (competitive market, remember). These reduced prices further up the chain of production lead to increased demand and, therefore, new market opportunities.
     
    STORY TIME:
    John Smith is a miner. He mines steel all day for Mineral Corp, gets a commission based on how much steel he mines, and Mineral Corp sells the steel to spaceship manufacturing facilities. One day Mineral Corp decides to cut costs by using automated mining drones. Nooooo!!!! Curse you Human Ingenuity!!
     
    Let's look at what just happened:
     
    In order to cut costs, mining corporations are now buying automated mining drones. This new demand for drones is providing jobs for programmers, industrial designers, manufacturers, and even truckers (to transport all the extra minerals that are being more cheaply produced and are increasingly in demand by all these industries)!
     
    Back to John Smith:
     
    John lost his job to robots. The Luddite fear that soulless computers will replace all the honest employees has come true! *cough cough* But when John's at home, drinking away his sorrows with some Pan Galactic Gargle Blaster, he opens up the classifieds and is shocked to see hundreds of jobs available that weren't there yesterday! Not only jobs related to the production of mining drones, but many seemingly unrelated jobs!
     
    Where did these other jobs come from?
     
    They came from the steel being cheaper. Businesses that use that steel for product production, like spaceships and buildings, can now sell their products more cheaply. Having cheaper spaceships increases the demand for spaceships because more people can afford them. In order to meet that increased demand, spaceship manufacturers must increase their production by hiring more employees (new jobs! Yay!). So now, even though less people are mining by hand, more people are building spaceships (as well as countless other things)!
     
    John Smith may not be mining anymore, but he has a new job now, that pays more, and he can enjoy a cheaper cost of living thanks to those beautiful automated mining drones.
     
    BASIC FORMULA:
    Automation = reduced cost.
    Reduced cost + competition = reduced price.
    Reduced price = increased demand.
    Increased demand = increased production.
    Increased production = increased job availability.
    Automation + competition = increased job availability.
     
    Can we please have free automation scripting?
    (I may touch on automated weapons-fire later)
  18. Like
    Ralgimanek reacted to Haunty in I would not want any human or alien AI in this game.   
    It is a space game though, and space is mostly empty. And the emptiness makes it feel larger. You still have the choice to go where the people are or travel with a group.
     
    When Eve first came out I thought it would be pretty empty of players because there were so many systems. But even with a fraction of the player base they have now, players were just about everywhere. DU will be a bit different though because there won't be as many bottleneck points where players come together, but there will still be stargates and market hubs/cities.
     
    Games like Elite Dangerous feel empty outside of the bubble because the millions of systems already exist in the game and you can travel to them, in DU it will just start with 1 system.
     
    Games like NMS have NPC everywhere, but still feels lonely because it's all the same. I never felt like I was "far away" from anything.
     
    If player-like NPC are put in DU I'd hope there would still be a way to find emptiness instead of seeing them everywhere. I'd prefer to only see NPC fauna on habitable planets, some maybe dangerous and most not very dangerous. Some optional pve gameplay could be created with them also.
  19. Like
    Ralgimanek reacted to Greenfox in Fortifications   
    Booo :3.
     
    It's called idea section for a reason.
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