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ForlornFoe

Alpha Team Vanguard
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  1. Like
    ForlornFoe reacted to Villspor in PROCON: Confederation of Companies, Trade city, Protection and Fun   
    Dear organisation leader, dear citizen, dear friends,
     
    I would like to invite you to join our confederation "PROCON" - The Protector Conglomerate, PROCON stands for a peaceful alliance amongst organisations of this world. Our goal is to build up a protected area far away from the starting zone to share knowledge, trade, live together, have fun and make history. We are an ambitious group of executives who have a concept and resources to put this goal into operation as soon as possible.
     
    Our goal for the near future is building up a platform, where leader of organisations can create their organisation and invite their member. There you can chat, communicate in privacy and exchange each other. You will have the option to get in contact with other alliance members of other PROCON-organisations. We already have a Teamspeak-Server you can join. Please send me a private message for the address. I am looking forward to talk to you!
     
    The requirements for joining our confederation are currently an active alliance with at least 5 member. If you don't belong to any alliance yet, feel free to join FREEDOM, as it is the community for those who want to be part of PROCON and focus on the fun
     
    Feel free to contact me at any time if you have any questions or would like to help building up our confederation.
     
    I am looking forward to hear from you and to see this amazing project come alive.
    Apply today!
    Cheers!
    Villspor
     
     
     
    Links:
    https://community.dualthegame.com/organization/procon
    https://community.dualthegame.com/organization/freedom
    https://discord.gg/GH6Ccqr
  2. Like
    ForlornFoe reacted to DarkTemplar in Vanguard Mercenaries -- Recruiting   
    Vanguard
     
    ~~~
     
    Founded: 1st Feb 2017
    Founders: Dark, Sketch, Owe166
    Classification: Mercenary
    Seriously Casual
    Recruitment: Open
     
    ~~~
     
     

     
    ~~~
     
    What is Vanguard?
     
    Vanguard is a private mercenary corporation that holds diversity, community, and teamwork in the highest regard. Unlike simple soldiers or bodyguards who are designed to follow orders, members of Vanguard are recognized and treated as individuals working in teams. No member is simply an asset, each is unique in their desires and aspirations. While Vanguard the corporation accepts contracting requests, whether or not most requests are accepted is determined by the Vanguard teams and their members.
     
    Organizational Structure:
    The ranking system of Vanguard was designed with simplicity in mind. This was part of a conscious effort to eliminate possible confusion regarding power and status within the company. At the highest level, a Platoon Leader and their assistant(s) oversee four different Squads. Each Squad has a squad leader and assistant squad leader overseeing the members.
     
    Typically, a vanguard member comes to see their squad members as their family within Dual Universe.
     
    Is Vanguard for You?
    With members spread globally, the Vanguard maintains a constant presence within the universe. As a part of this ubiquitous Vanguard, you will never be truly alone. You will always have a home, and a respectable amount of freedom to pursue your interests while not on an active mission.
     
    Individuals who share our ideals, are willing to take on a wide range of assignments, and be a part of a larger family are highly encouraged to apply to Vanguard.
     
    Base of Operations:
    Vanguard plans on operating out of a battle carrier named the Invictus. We aim for her to be a testament to our ability and a beacon of strength for the Vanguard.
    Apart from the Invictus, another separate, grounded home base will exist for members to carry out their own personal projects in safety and peace.
     
    ~~~
     
    Recruitment
     
     
    We are always looking for brave and able men and women to join us!
     
    After applying on https://community.dualthegame.com/organization/vanguard-mercenaries, you will be asked a couple of questions asked by a leading member. This is simply an effort to get to know you better, and determine the best placement based on your talents.
     
    Want to get to know us first? Join our discord: https://discord.gg/4J5qDqd
     
    While there are no requirements to join, but owning a mic is highly recommended due to the prevalence of team-based activity in Vanguard.
     
     
    For all questions please contact Owe166, Sketch, or myself with them via PM, Discord, or by posting in this thread.
     
  3. Like
    ForlornFoe reacted to ATMLVE in Alpha to beta + beta to release   
    NovaQuark (the game developers) have said that everything in Dual Universe will be erased at least at the conclusions of the alpha and beta phases. However, I believe that players will be able to keep any constructs in the form of blueprints, which they can then build in later stages of the game. So nothing physical within the game world will be kept.
     
    The lore behind it is that all of the survivors from earth's destruction are in ships heading out into the galaxy to begin a new civilization. During the journey, select people (alpha and beta players) will be entering a virtual reality environment (alpha and beta phases) to test their skills and abilities in a simulation of the real world, to get them ready for the real thing (the game's release). Thus, by the lore, alpha and beta will not actually "happen", and only digital things (blueprints) will remain after the conclusion of the alpha and beta.
     
    I cannot quote the specific reference where the developers state that the world will be wiped after (and possibly during, can't remember for sure) the alpha and beta, perhaps someone else can find that. As for the lore, that's in the Lore Bible here on the forums in the Novark Archives section.
     
    Also, welcome to the forums!
  4. Like
    ForlornFoe reacted to Anaximander in Bombs   
    An interesting thing being said by JC Baillie, is that weaponry will "spread" damage from a point of impact - think of a weapon on a ship doing the saeme thing like the mining bubble, only applied in a different model of "voxel editing".
     
    A bomb, COULD do spread damage in a very neat "layers of damage sphere" model.
     
    I.E. the closer you are the epicenter of the Area of Effect (AOE) the more damage you take.
     
    But this brings up a very interesting conundrum. Lasers are directed explosions - at least, fission based ones, lamp-guns are more precision based but at a reletively lesser intensity.
     
    Should a laser apply a "spotlighting" damage area, the decreases with distance? 

    Let's say your laser has 10 degrees cone of fire (I know quite huge). That means that at 50km range, the laser would spread in a surface area of 749876 Km2. 
    If your laser was to deal 10000 damage, it would have to spread the damage in the whole area evenly and since it's an explosion, given a laser's Wattage, the damage  could drop RAPIDLY the further you shoot a target at. That means, also, that if you shoot at the surface area of a ship with a slim side profile, you would waste A LOT OF DAMAGE shooting at it. Your 10000 gun, would do very very little dps actually. But at closer ranes? Do the math, you would punch holes in ships, with a POSSIBLE tradeoff of very very slow rate of fire, because the laser's accumulator / capacitor would take a long time to recharge. 
     
    Same deal with bombs. You can shoot a 500 meters radius bomb with a 1.5 second explosion, at 300 m/s of explosive speed. If I go faster than 300 m/s I can outrun your explosion and if I am flying a 30 meter profile ship, I will take very very little damage.  All these, have been emulated in EVE online's formula on missile damage calculations, same model DU devs seem to follow.

    Explosions in space != not Star Citizen
    Explosions in space != not Star Wars
    Explosions in space != not Star Trek

    Big bombs, are meant for big targes and big missiles, are meant for bigger ships.
     
    It's an interesting idea, and something that COULD also make a certain distance around a star a "hot zone", with ships taking damage if they were to stay near a star for too long - after all, stars are very large, very very slow explosions in space that go off for billions of years. Also, in planets, bombs would have to work differently, or at least, have a caveat of "kinetic damage" to them ,as they displace atmosphere - if atmoshpere is present to begin with- on a planet. Or, to the very least, apply "a push" to a certain direction, causing players to even take "fall damage" when colliding with a wall.
    Certainly, a very interesting concept for many reasons. It's a sandbox game what DU is, one mechanic, can apply to MANY others - and the Devs do love themselves some modular game design, as demonstrated so far  
     
    This "spread damage" model on bombs, could also work with a cover system, i.e. the bomb goes off 3 seconds ( or however long the server cycles are) and the server checks if the bomb going off has a direct line of sight with you - and to anyone who says "this can't be done", go check Sapphiron's frost breath from WoW and its mechanics involved, same deal. After the bomb has a line of sight, your distance  plays the role on how much damage you can take before mitigation through armor and stuff like that. If you don't believe me, check how many people survived Hiroshima's atom bomb by simply taking cover behind desks, see, duck and cover does work.
     
    If you haven't checked EVE, I suggest you do, just to get a small taste of how a sandbox game with clever game mechanics can be a series of mental gymnastics. Their explosion models are spot on accurate with reality. You may shoot a 10km explosion radius missile at my ship, but if I only have to take 1% of it, because of my size, I will take 1% of its pressure out of the explosion, multiplied by how long your missile's explosion lasts. But a smaller missile? Oh boy, that missile would apply almost all of its force on impact and would ruin my craft.
     
    Boy oh boy, if people can't take a hint in WoW about "don't stand in the midst of the burning spot on the floor", I only wonder how bad players in DU will just get obliterated by bombing runs.
     
    TL ; DR : Excellent idea. Can be applied on Lasers as well. and can make ship building into a literal science
  5. Like
    ForlornFoe reacted to FD3242 in Bombs   
    I have not heard anything about bomb like weapons. Maybe they could do less damage but have a wide area of effect or something like that.
     
    This is something that would not make sense in a laser which is very focused but would make sense in a bomb.
     
    A Missile would be different because it is lighter so It could not have such a large area of effect.
     
    Edit: This would add bomber game play and ship design.
  6. Like
    ForlornFoe reacted to Warden in ☑ The (un)official "Looking for Organization" Thread   
    Recruitment should be easier - and it can be!

    With many if not endless amounts of organizations now and later on, trying to find the right place can become tricky. So someone in Vulture Corporation *shameless ad* sat down and thought: Let's make it easier for all. Based on another forum where a similar layout works well with mod support, here we are:

    Welcome to the (un)official "Looking for Organization" Thread that gets people results faster.
     
     
    How it works is simple
     
    ⛹ Organization seeker
    You simply use the form provided below as basis for your post, fill it out and post it in here according to your specifications and then wait for the messages and offers to pour in. If you found an organization, you edit your posting and indicate that you did to prevent additional, possibly unwanted messages - and maybe false hopes for some recruiters.
     
    ⛳ Organization provider
    You simply monitor this thread and respond to fitting requests. Please do not reply in this thread and contact recruits via the preferred contact method indicated by their posting only.
     
    ⚠ Forum moderators
    To allow for a good structure and overview, it is suggested that moderators delete fulfilled requests from time to time if the post was marked accordingly by the user. In turn users, upon posting, should automatically agree that their posting can be deleted, if fulfilled.
     
     
    Notice:
    For feedback about the form or other things, please send a PM visit the feedback thread found here: »Feedbackthread - "Looking for Organization Thread"
     
    This thread is just for those looking for an organization, not debate or organization ads. Thanks to Tal from the SC forums for the inspiration.
     
     
    Changelog: -
     
     
    ---------------------------------------
     
    Form
    (Remove the informational parts upon posting - Subject to change depending on feedback in feedback thread or sent via PM)
     
     
    Name:

    Desired role(s) you wish to play in-game:
    Ex. Pirate, Smuggler, Trader, Soldier, Mercenary, Bounty Hunter, Miner, Explorer

    Organization Membership Type:
    Do you look for a main organization or do you just intend to affiliate with others while you remain in your core organization?

    What type of Organization are you looking for?:
    Ex. Pirate Group, Trader Coalition, Corporation, Player Government / Nation, Military Organization, Cult, Mercenary Group, Empire etc...

    PvP or PvE Oriented?:

    Region/Timezone:
    Country or, ideally, timezone

    Language spoke/Written?:
    Here you can also indicate if an organization should speak a certain language primarily

    Roleplay Interest?:
    How mild or heavy you intend to roleplay - or if there is no interest whatsoever

    Are you looking for an organization that will focus heavily on Dual Universe or one that plays other games together?:
     
    Preferred organization size:
    Do you look for a rather smaller or larger organization?

    Other:
    List any other specifics here

    Preferred contact method:
    State how organizations should contact you, ex. Steam, E-Mail, Discord, Skype, private message on this forum etc.
  7. Like
    ForlornFoe reacted to CommanderLouiz in extra add on   
    You know Twerk, while I agree with your opinion that he should have googled it first, that kind of response is not going to get him interested and invested into this game.
  8. Like
    ForlornFoe reacted to Lord_Void in Lookin for a org to join   
    Yeah, there are a number of good orgs to join, but it depends on what you are looking for. What do you have in mind? Do you want a big group or a small, tight knit group? Pirates or government? Military or industrial? Exploration? 
  9. Like
    ForlornFoe reacted to NQ-Nyzaltar in Novawrimo Contest 2016: Rules to participate   
    Hi everyone!
     
    It's now time to announce the winners of the Novawrimo Contest!
    First we have to say: this was really a very tough choice.
    We discussed again and again before agreeing on the winners.
     
    So here is the list:
     
    1st Prize: Aetherios, for his short story "That Bright Dawn".
    2nd Prize: Temerian, for his short story "Rebirth".
    3rd Prize: Devious_T, for his short story "Left Behind".
     
    Just behind were the short stories "The Sleeper" (from Peregrin) and "Memories of a Pirate" (from Lethys), respectively at 4th and 5th places.
     
    We are aware this writing contest was far from being easy, with a lot of narrative constraints.
    Moreover, the participation to this contest represented a signicant time investment, showing clearly the motivation you all have for the game.
    So in addition to the DAC given to all the participants, those who weren't yet a part of the Alpha Team will be announced officially as Alpha members during the third wave (which is coming soon! )
     
    Best regards,
    Nyzaltar.
  10. Like
    ForlornFoe reacted to Peregrin in Dual Universe Lexikon   
    Time passing and fame rising, organizations start to multiply promotional material in hope of gathering new members and fidelizing old ones.
     
    This is quite interesting to behold, as most of those are good work.
     
    On a more personal (and less-than-neutral) note, though, I'm eager to see how all those supreme rulers with their orderly flock and ambitious doctrines will fare once we get to dip our ankles in the grease pit.
     
    I sincerely wish them all the best.
  11. Like
    ForlornFoe reacted to Lord_Void in "Probably After Release"   
    I disagree with you in some respects, but I think the overall point you are making is a valid one. 
     
    I think some aspects may be harder to implement down the road, but it may be even harder to implement them initially. Weather, for instance, is quite a challenge as it requires changes to the graphics of the game and also has to be built into the other systems. Just doing those changes can take an extraordinary amount of time, but they will also have to be balanced with the other elements of gameplay, increasing testing time and complexity. All of that time reduces time that can be spent on more important core features like constructs, mining, combat, and voxel manipulation. NQ also really wants to avoid making too many promises (NMS) which is why they often answer "Maybe later".
     
    I think it is important to remember that Alpha and Beta are probably not going to be the only opportunities for public testing. NQ will probably follow the pattern of most MMOs and have a public test server that allows for people to play with and provide feedback for upcoming features. So I think the pattern of releases will be less "Update 5.6.7: You now need food or you'll die" and more: "Hey we are going to be introducing food mechanics in about 6 months." ... "Okay we've been working on it for about a month and here is the system with have come up with *posts devblog explaining how the mechanics will work*" ... "Okay we have taken the communities comments on the topic and spent a month revising the system. Here is our prototype version of the release on the public test servers, try it out!" ... "Okay, we have taken the feedback and realized there were a few balance issues that we have now fixed, so this will now be releasing in a month." In this way, the community will have plenty of notice before any major changes come about and an opportunity to provide feedback (much like an alpha). The key is NQ listening to the community at each stage. 
     
    And as to game changing elements, they may want to introduce those from time to time. In the case of weather, they may want to implement that on already colonized worlds to influence them (perhaps by incentivizing people to spread out). It is likely that they will reserve the actual hostile environments for new planets, of which there will be plenty. It will probably be a year or so after launch until people are really moving out into other star systems.
  12. Like
    ForlornFoe reacted to Atmosph3rik in Measurement standard   
    This was a while back so things may have changed but Nyzaltar was asked this in the Voxel Tools thread here.  
     
    https://board.dualthegame.com/index.php?/topic/14-voxel-tools-pre-alpha-game-design/page-1#entry131
     
  13. Like
    ForlornFoe got a reaction from Kuritho in Measurement standard   
    I remember NQ stating that the smallest block size is 25 cm. 
     
    EDIT: Found my source, this early DevDiary video
     
    About astronaut size... If we assume DU does the familiar first-person thing of positioning the camera on about height of player model's chest/neck instead of true eye height, astronaut should be roughly 1,7-1,9 m tall since the 6 small blocks piled 1,5 m high are on the "eye" level. 
     
    Also, WIP character customisation video shows there is around 10 cm height difference between male and female player model. 
  14. Like
    ForlornFoe got a reaction from SirJohn85 in Measurement standard   
    I remember NQ stating that the smallest block size is 25 cm. 
     
    EDIT: Found my source, this early DevDiary video
     
    About astronaut size... If we assume DU does the familiar first-person thing of positioning the camera on about height of player model's chest/neck instead of true eye height, astronaut should be roughly 1,7-1,9 m tall since the 6 small blocks piled 1,5 m high are on the "eye" level. 
     
    Also, WIP character customisation video shows there is around 10 cm height difference between male and female player model. 
  15. Like
    ForlornFoe reacted to bastanold in Tuemen Foundation Established   
    https://discord.gg/Dcsue8N
     
    The word ‘tuemen’ is Mongolian and the name of the 10,000-man division that formed the core of the Mongol Army under Chingis Haan. Likewise, the Tuemen Foundation is the central resource for the study of military art and warfare in Alioth. It is an independent organization and holds firmly to a neutral stance to all other organizations in or originated from Alioth.
     
    Our purpose is to record and study the conduct of warfare among combatants, and the composition and effectiveness of their forces. In this way we hope to provide the means of avoiding military disaster and reducing death and destruction of property. We are analysts of war and historians of warfare from the earliest times on Earth to the present era of Alioth.
     
    Hiya, folks. Seemed like a good idea to put together an org focused on warfare and military history for Dual Universe. It's an academic organization that caters to no one and provides a forum for those of like mind, where they can discuss and debate on military trends or theories pertaining to the world of Alioth and its environs. If interested please feel free to submit an application to join the org. 
     
    If you enjoy discussing topics like military history and the military arts this may be an organization you'll enjoy.
     
    Bayarlalaa!
  16. Like
    ForlornFoe reacted to Alex_Rogan in Weathered constructs   
    After watching the January Dev Diary I can't help but wonder will there be a type of weathering/aging of constructs.
     
    To clarify: In snow biomes will constructs
    start to have snow and ice form on them?
     
    In forest and underwater biomes will plants start to grow around or on the constructs? Will they start to rust depending on the material used?
     
    Personally, I would love the though of login after a month or two of playing and find vines growing up the wall of my base. Or a tree growing over the top of a wall I had near a cliff face. It would give me the feeling that the story of DU is actually looking for a home and not just a place to build my next ship.
  17. Like
    ForlornFoe reacted to Atlas5 in building ship concepts prior to alpha release   
    here is my first ship design working in 3D Studio Max

  18. Like
    ForlornFoe reacted to Yuri Pridestar in building ship concepts prior to alpha release   
    You can also get a lighter weight, but free, program called Sculptris from the same people who make ZBrush:
    http://pixologic.com/sculptris/
  19. Like
    ForlornFoe reacted to NQ-Nyzaltar in Public Resignation from Dual Secure and The Void Republic   
    Hi everyone,
     
    While we can understand some behavior are not acceptable, the official forum is not a place where screenshots from external media (like Discord and such) can be posted without the agreement of all involved parts. Posting links to external websites just to display discussions from Discord fall in the same category. This forum is not meant to be a place to settle your score with anyone (even if there are good reasons to do so). This thread will now be closed to avoid any further outburst.
     
    Thank you in advance for your understanding.
     
    Best regards,
    Nyzaltar.
  20. Like
    ForlornFoe reacted to NQ-Nyzaltar in Windows or a way to making voxels transparent   
    Hi there,
     
    In the near future, windows will be available under the form of decorative Elements.
    However, implementing voxels made from a transparent material, nothing is clear planned at the moment in the roadmap, so if it's implemented, it will be most likely after the official release.
     
    The challenge of making transparent voxels functional enough to use it for windows: Developing this type of materials to the point of being able to make windows of custom size, with a perfect transparency with no blur or deformation when whatching something placed on the other side of the windows is not an easy task. And it will cost a significant amount of development time. So as always, we will concentrate first to core mechanics and mandatory content before starting developing transparent materials that could be used in an industrialized way.
     
    In any case, we will keep you informed about the evolution on this topic when we will have fresh news about it
     
    Best regards,
    Nyzaltar.
  21. Like
    ForlornFoe reacted to Lethys in Docking port   
    Stability of server > realism. That's why mountains will float when you completely dig through them
  22. Like
    ForlornFoe reacted to Code24 in Center of mass and thrust indicators   
    Anyone who has played KSP knows how important these are to building a stable craft.
    Since DU claims to have realistic physics, these would very useful in the design process. The adjustor elements will probably help make up for off center thrust to a large degree, however many designers will want to make their ships as efficient as possible without relying on them for stabilization.
  23. Like
    ForlornFoe reacted to Cybrex in Dual Universe FAQ/Sources   
    This is a "General Knowledge" thread to help provide newcomers with a list of hot topics, answers, FAQs, videos, and other miscellaneous information that pertains to Dual Universe. This thread will not contain everything about DU, but merely help to point you in the right direction. I have done my best over the years to keep this thread up to date for newcomers, so if there is something you think is missing and should be added, just private message me with the information and sourcing.
     
    You are also encouraged to join the Official Community Discord for Dual Universe if you have questions, or just want to be involved in the community. 
     
    PSA: Use the SEARCH FUNCTION in the forums before making a thread if you are new. Chances are, it has already been discussed and beaten to death.  
     
    _____________________________________________________________________________________________
     
    -> Release Roadmap & Alpha Announcement <-
     
    Official Links:
     
    • FAQ from the Main Website
     
    • Trello Community Suggestions
     
    • DU Gamepedia (wiki)
     
    • Developer Blog
     
    • Kickstarter Page
     
    • Youtube Page
     
              • DU Community Discord
                    • Official Discord FAQ (Forum Link)
     
              • Soundcloud/Soundtracks
     
              • DU Reddit
     
     
    Forum Links:
     
    • "Ask Us Anything" Thread by NQ-Nyzaltar
     
    • Forum Rules thread by NQ-Nyzaltar
     
    • Pre-Alpha FAQ and Rules by NQ-Nyzaltar
     
    • DU DevDiary Video Guide by Shockeray
     
     
    Other (Non-Official) Media:
     
    • Dual Universe Explorers (Podcast)
     
    • Ark Central (Community News)
     
    • Dual Insider (Community News)
     
    • Dual Universe Sleepers (Fansite/Blog)
     
    • Outpost Zebra (Blog)
     
    • Community Org/Player Map (Community Tool)
     
     
    Common Topics: (NOTE: All information below is subject to change at any time. Official responses from the developers, and sources, have been linked to each subject.)
     
    • Price Model will be Pay To Play
     
     
     
    • "Virtual Simulator" for builders to build in peace
     
     
    • "The Economy"
     
     
    • "Scripting" Dual Universe will utilize LUA Scripting and Distributed Processing Units  
     
    • "FTL Travel" answered by NQ-Nyzaltar in the Ask Us Anything thread
     
      • "Unigine 2" Dual Universe will be running off of the Unigine 2 Game Engine
     
     
    • "Single Shard Server" In Dual Universe, all players will be playing in the same server
    • (Video) Server Technology review by JC Baillie
     
     
    • "Active Lock On Targeting" In Dual Universe, combat will not be twitched base
     
     
    • "Character Progression" There will be no character levels in Dual Universe
     
     
    • "Survival Gameplay" Currently NovaQuark are still considering adding survival elements
     
     
    • "Territory Control" In Dual Universe, you will be able to own pieces of land
     
     
    • "Rights And Duties Management System" Sophisticated system for managed roles in your organization
     
     
    • "Stealth Technology" Stealth tech is currently being considered by NovaQuark
     
  24. Like
    ForlornFoe reacted to Vyz Ejstu in Freedom? How about No: -Kuritho   
    "
    Freedom is subjective. That is a truth we must come to terms with. What works for one person or organisation may or may not work for another. The fact is, that I may prefer three rules to govern my play style and another person may need only one - yet another individual may prefer an entire page of those rules. It doesn't mean anyone of us three is wrong, neither does it mean that any of our three different opinions is the universally right one. 
     
    There is reason governments and nations have 300-500 page Constitutions - because it's necessary. A government cannot work effectively using the simple and few rules that keep factions, mercenaries or NGO's together; neither can it use the End User License Agreement (EULA) of a company to run its affairs: it won't work. The other way round, none of the four latter groups above can use (effectively or otherwise) the Constitution of nations to run their affairs. Let's be sincere, most of us don't even glance through the Terms and Conditions of what we use, how then will we read 400 pages cover to cover of an in game organisation? Who will invest the time to write it in the first place?  
     
    You use a horse to ride and an eagle for recreation, hunting or scouting. This isn't Lord of the Rings or some fantasy, where you jump on an eagle and expect it to fly to the Middle Kingdom (you will nearly kill the poor bird and it definitely won't thank you for breaking its back). It isn't "ponyville" either where horses go scouting, hunting and fighting with a mind of their own. Trying to ride an eagle doesn't make the eagle stupid, it makes the person stupid. Eagles excel at what they do: flying and hunting. Horses excel at what they do: beasts of burden, galloping, et cetera, et cetera. The eagle isn't weak in its own regard and the horse isn't stupid in its own regard. For every situation, there is something that works best and it doesn't necessarily have to work for all.
     
    I see no reason to throw a tantrum over the freedoms allowed in organisations. Yes, "freedom" as it applies to Dual Universe is a marketing technique and whether you like it or not, it's working. Look at the descriptions of top organisations. Marketing isn't wrong and if the populace is misguided by such means, experience should have taught people to call a timeout when they were promised a castle and handed a brick.
     
    BOO's rules vis-à-vis the TU are a lot fewer. Does that make BOO's laws inadequate or the TU's laws too many? In the crystal clear sense: no, it does not. BOO finds what works for it and the TU likewise. It is unfair judgement to regard either as wrong using the other as a measuring stick. The player-base of both organisations know what they want, and they found a group that has it. From merely reading above, it is not hard to realise that fingers are already being pointed. Who made you a judge over other men's affairs, yourself? They like many laws? Let them be. They like few laws? Leave them alone. Solely using personal opinion to determine whether an organisation's laws are too many or too few, without consulting the player base or the leadership is naive and outright silly. That's nothing but looking for trouble.
     
    Most of us act maturely here, so why be a drama-queen when leaving an organisation? Should the freedoms of one group be inadequate for you, or excessive for your taste, there are 1,195 others you can join. All it takes it to click the "leave" button on one page and click the "join" button on another. That isn't hard, even children can do that without much thought.  
     
    Granted, there are times when the laws are too many or too few. No problem there, grab an axe and chop some rules off, or grab a spade and heap some more rules. For those who have the interests of their members at heart, interaction is the safest bet. No human being that invests a lot wants to be told what to do again and again without a chance to speak his/her mind and no one likes being ignored. No, not even me. Subjecting humans to your own laws and your own rules paired with the unwillingness to hear or change will bring discontent, make no mistake about that. Interaction opens up other ideas and paths. I have learnt a lot more from interacting and heeding the advice of my fellow team members than I would have learnt by myself. Besides, if you do interact, and they say everything is fine, you can't be blamed if they start complaining that the laws are tyrannical and the point that the leadership never listens will be rendered null and void. 
     
    We all have a pride and ego and certainly do believe that what we do is the best in many cases. Ego never keeps people together for long and God have mercy on you, if you are kicked out of the organisation you founded with your own hands and dare to force your way back in. Cut down some high opinion of yourself before it gets out of hand.
    It's better to deal with a single rodent than struggle with a civilisation of rats staking claims in your own house.
    Ego is in everyone's character, it doesn't mean it has to be in the forefront. Save yourself the trouble and deal with it: it's only in literature that having a large ego pays off. Good leadership shows its qualities and those qualities can be seen. Ignore people that only know how to criticise and have nothing else to offer: rather than fret over them, mind your own business. There are hints and lessons to picked in many arguments and morals in some insults, but constantly changing plans because of some disgruntled characters will get you moving round and round; not forward.
     
    As yamamushi noted above, a lot of us have jobs in real life and we paid to enjoy the game. There's no fun in having to take up another job with something that's meant to be employed as leisure. Bigger organisation have more to take care of: more rules. Smaller organisation have less to focus on: less rules. 
     
    Lastly, I will note that friends and acquaintances are less likely to voice discontent than enemies or unaffected parties. Be wary of your enemies, yes, but play closer attention to those in the close circle. If they say the laws are too many, believe me, they have a point. They aren't saying it because they want you to gulp down dozens of cups of coffee and stay awake for nights writing and rewriting hundreds of laws and rules. Except in rare cases, they actually have your best interest at heart.  
     
    Let us all define what we deem as the correct measure of "freedom" that suits our play style. Did you find an organisation that has it? Go ahead and join. Perhaps you didn't find anything close to what you want? The "create your own organisation" button is right here, or you can find it on the Community Portal. Should you find a group that's close to what you want, but not quite the perfect match, offer your opinion. This isn't a romance story: being shy won't help you here. If they refuse to compromise, look for another or create your own. There's no need to throw a tantrum about it. 
     
     
    Cheers.
     
     
     
    "
  25. Like
    ForlornFoe reacted to Anaximander in Food Dispensers   
    Well, in EVE, skill-point accelerators do have an expiration timer on them ( so people do not hoard them and sell them when they are drained off of th emarket, since accelerators are dropped in certain events in-game). However, food and / or narcotics (if and when they may be implemented), should have an expiration date, that is slowed down significantly when in storage. It would make people who produce food have a steady revenue, by selling quantities and it could lead later on ( if agriculture comes into the game ) for starting players to be able to generate revenue by producing and selling food - which the expiration dates guarantee a certain demand in the markets.
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