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Jeronimo

Alpha Team Vanguard
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  1. Like
    Jeronimo got a reaction from Ghoster in A possibly efficient alternative to the subscription model   
    dont bother reading him, he himself doesnt read others, and doesnt re read himself
  2. Like
    Jeronimo reacted to Jeronimo in A possibly efficient alternative to the subscription model   
    dont bother reading him, he himself doesnt read others, and doesnt re read himself
  3. Like
    Jeronimo reacted to EagleOne in A possibly efficient alternative to the subscription model   
    Hello there,
     
    I have recently been following the developments of DU, as a french entrepreneur in IT myself, and living in Paris, I feel very concerned by the developments of this game :-)
     
    So I was looking at the monetization problem and how Novaquark found out their solution from a comparison of detailed pros and cons.
     
    I agreed on most pros and cons, but some points might have been overlooked, and I wish the developers can change their mind about the P2P subscription model.
     
    First things first, I think that a P2P subscription is perfectly viable for Early Access. In general, my opinion is that players should never be given Early Access for free or for no extra-free over the finished product. I think that a lot of developers miss that point, the market is doing it wrong and the "standard" Early Access model we have today (pay once for all) is actually negatively impacting the sales and cashflows of the developers on the long run, as well as the reviews of the game from the public.
     
    Now, about running it long-term, I think that a P2P subscription model past the official release would be a drastic paywall that seems to contradict what I understand the developers want the project to be.
     
    If I got it well, the developers want this single shard universe to be propelled by the activity of thousands of players. The entire philosophy promised here revolves around that. I heard the interview in which it was hoped that ships would be able to sustain hundreds of people onboard as well as having projects such as the 'death star' that could involve hundreds of people as well.
     
    But how many of those projects or communities will you have, with a paywall upfront? You will probably need all the hands you can possibly need to make this community live for the expectations it hoped for, otherwise the deception might be huge, and even those having paid for several months will eventually leave the boat...
     
    My opinion is that the final product should be a single-purchase mid-to-high price with licence key, that solves most problems regarding cheaters and malicious users as explained in the Pros/Cons. A high price would kick the companies revenues on start and would give opportunity for occasional sales events in the future, all by maintaining interesting sales/revenues ratios. It is also perfectly fine to get paid for what you deliver, so it is not refraining people to purchase and join the game.
     
    After that, it seems to me that Novaquark might have overlooked another battle-hardened way of actually maintaining a steady amount of cash flow into the machine. And this was compatible with another of their modjo, which I am going to explain later. This solution is simply a model similar to server renting, privatization of in-game space.
     
    Game server renting has proved itself quite successful, even creating its own economy as a niche market. It all started with the Counter-Strike boom and nowadays we cannot count the legitimate amount of successful games where a lot of player-rented servers are available online, sometimes with the hosting capacity vastly surpassing the number of concurrent players, to the point players go on forums to advertise their server/community in hope of driving traffic in.
     
    So, another Novaquark's modjo for this game is that they want the most dedicated players to improve the game for the less dedicated players, and that is absolutely fine, the community loves that, both sides. So why not applying this to the monetization?
     
    Most players will want to create alliances, or even control their own solar system. Give them that: their own social space, entirely protected and governed by the rules of the administrator of this space. Give them tools to manage their clan, change the settings of their controlled area, kick/ban players or have password locks, or create events there.
     
    Get innovative on how to make that still realistic and immersive in the single shard and then rent those places in the universe just as you would have done for any dedicated server, except the trade-off is that the cluster server is operated by Novaquark to satisfy the computation power of everyone else and is not something people can actually connect to or decide to reboot/log-on. The server could even be not rented at all, with all the revenues kept for other purposes: it would not be cheating the customer and offers flexibility in the revenue allocation.
     
    Add on top of that the margin you require to pursue the developments and support, in-between sell hats in the shop, and it could actually turn out you have a steady amount of cash flowing in, all while ensuring you the largest community possible :-)
  4. Like
    Jeronimo got a reaction from gyurka66 in SUBSCRIPTION - Please don't make the game Free-to-Play.   
    Read devblog they said will be 100% P2P !!!!!! next time i repport you for trolling they will ban you for sure
     
    (Aka Captaintwerkmotor)
  5. Like
    Jeronimo reacted to KingofPR in Agriculture,woodcutting etc in Dual Universe   
    DUDE CAN YOU FUCKING STOP BEING A MASSIVE DICK IN EVERY POST CALLING ME A MORON FOR AN IDEA I THINK WOULD BE COOL?TY
  6. Like
    Jeronimo got a reaction from Nostogue in How do you plan your ships?   
    The starship Heart of Gold
    Which was the first spacecraft to make use of the Infinite Improbability Drive. The craft was stolen by the President Zaphod Beeblebrox at the official launch of the ship, as he was supposed to be officiating the launch.
  7. Like
    Jeronimo got a reaction from BliitzTheFox in How do you plan your ships?   
    if lack of ideas
     
    http://dirkloechel.deviantart.com/art/Size-Comparison-Science-Fiction-Spaceships-398790051?q=gallery%3ADirkLoechel&qo=0
     

  8. Like
    Jeronimo got a reaction from Deacon in How do you plan your ships?   
    if lack of ideas
     
    http://dirkloechel.deviantart.com/art/Size-Comparison-Science-Fiction-Spaceships-398790051?q=gallery%3ADirkLoechel&qo=0
     

  9. Like
    Jeronimo got a reaction from Halo381 in How do you plan your ships?   
    if lack of ideas
     
    http://dirkloechel.deviantart.com/art/Size-Comparison-Science-Fiction-Spaceships-398790051?q=gallery%3ADirkLoechel&qo=0
     

  10. Like
    Jeronimo reacted to yamamushi in How do you plan your ships?   
    A little unrelated to the topic, but one of the upcoming videos is supposed to cover how to build a minimalistic spaceship from scratch.
     
    From the newsletter:
     
    This is just the beginning! We will release several more other videos during the month of August: one about the massively multiplayer single-shard technology, one about the voxel mechanics and one, more gameplay-oriented, where we will show you how to build a minimalistic spaceship from scratch (with a few surprises about the voxel tools!).
  11. Like
    Jeronimo got a reaction from KingSlayerGM in Geometry   
    haha! you sneaky hobbit
  12. Like
    Jeronimo reacted to KingSlayerGM in Geometry   
    ok, yamamushi's picture looks reasonable.. but there is a problem!
    you wont be able to build a tower diagonally:

     
    i actually can, but it will look like shit..... and it wont be possible to have flat floors....
     
     
    what do you say guys now?
  13. Like
    Jeronimo reacted to yamamushi in Selling Software on Ingame Markets   
    The first two lines were about the keyword in LUA that allows you to import libraries/modules for use in your own LUA scripts. ie:
    // Create an example file mymodule.lua with the following content: local mymodule = {} function mymodule.foo() print("Hello World!") end return mymodule // Now to use this new module in the interactive interpreter, just do: > mymodule = require "mymodule" > mymodule.foo() Hello World! And to your second point, yes I think a hard drive type item would be useful. I don't know that they'd be using hard drives necessarily that many years in the future, but some type of physical object that stores code that works in the lore would be useful. 
  14. Like
    Jeronimo reacted to yamamushi in Geometry   
    I don't think you understand, voxel cubes aren't stretched to fit into a sphere, instead they come together to create a sphere:
     

     
     
    After which you apply smoothing to all of it to give the illusion of being a sphere. 
  15. Like
    Jeronimo reacted to yamamushi in Selling Software on Ingame Markets   
    First of all, it would be cool to even have the ability to use the 'require' keyword in LUA for importing libraries for use in our LUA scripts.
     
    Even if that was limited to a list of provided libraries from NQ, that would be awesome. 
     
     
    However, I'd like to take that a step further and let people distribute their own code via disks/memory units/whatever ingame. Thus people could actually make a living ingame doing nothing but selling their own software. 
     
    Not only do I see standalone LUA scripts being distributed this way, but also libraries. So instead of a programmer having to go to your elements and manually copy in code for each one on your ship, if you don't want to code everything yourself, you might just go buy the premade software off the market for installation in elements like consoles. 
     
    As was discussed in the GrayStillPlays interview, the stated goal was to allow us to buy a ship off the market, change it up a bit or improve it somehow, and then sell the differences on the market as an "upgrade" to the base ship. That could even be extended to software, so you might add a better navigation UI into a ship you buy and decide to sell it on the market. 
     
    We're likely going to be sharing code online anyways, it would be cool to see it integrated as a game mechanic. 
  16. Like
    Jeronimo reacted to Vyz Ejstu in Build Mechanics: Hacks and Overpowered weapons? Curse in disguise?   
    "Thankfully, we won't be seeing any of that in Dual Universe!"
  17. Like
    Jeronimo got a reaction from Vyz Ejstu in Build Mechanics: Hacks and Overpowered weapons? Curse in disguise?   
    Reminds me of Second Life OP huds wars ten years ago
  18. Like
    Jeronimo 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
     
  19. Like
    Jeronimo reacted to Anaximander in Large scale buildings horizontal physic/mass/max load   
    Read the dev blogs. I reported you for trolling, second time you ask without bothering to read.
  20. Like
    Jeronimo got a reaction from yamamushi in Game mechanics proposal and way to play it!   
    i guess yamamushi answer and link resumes better the hundreds of articles on the devblog and how redundant is my post
    game content much more developed than i thought
  21. Like
    Jeronimo reacted to LynkxDev in Game mechanics proposal and way to play it!   
    Interesting you compare with SL, i never remember to take that game in count, since is boring wait the wall paint to dry,
     
    but for sure has some nice sandbox and script content.
     
    at my readings on dev blog and posts i hope DU came way better than SL btw, specially the scripting part.
     
    I also home they make a lot of machines to industrialize our facility's like we do in Minecraft
  22. Like
  23. Like
    Jeronimo reacted to Darius Sanguna in Game mechanics proposal and way to play it!   
    I just drop this here:
    https://devblog.dualthegame.com/
    and you Jeronimo read this please before you post again
    thank you and have a nice day
  24. Like
    Jeronimo reacted to yamamushi in Game mechanics proposal and way to play it!   
    You should watch this interview, it's going to clear up a lot of misconceptions you might have about Dual Universe:
     

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