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Dinklage

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Posts posted by Dinklage

  1. 8 hours ago, AlexRingess said:

    Right click on the construct, then go to advanced and finaly select tokenize construct.
    It will create a key that you give to your customer when you make the transaction. Once on his inventory (inventory must be unliked to any other containers), he'll be able to use the key the same way you deploy a construct thru a bp. Tokenized construct have a limited time life (one hr afaik) so your customer must deploy it as soon as he get the key.
     

    Yes, I've done that, and as I explained earlier, this resulted in the loss of one ship. The key could not be transferred or used, and resulted in an error message onscreen whenever such was attempted.

     

    My subscription ends in a few days. Good luck DU!

  2. 6 hours ago, PsychoSlaughter said:

    It sounds like you might be using a DRM-free Core Blueprint to deploy. When I deploy a ship, DRM is on everything. I manually go to each programming board, control unit, and screen and right-click disable DRM on the element, not the construct. I then wait for a client, then tokenize and trade. The client can edit the boards/screens/chair as they see fit but still cannot copy voxels, AFAIK.

    I'm not. Every dynamic element I deploy does not have DRM. I haven't deployed any ships from a blueprint. My question is about how to sell ships I design from scratch.

  3. I'm not trying to add anything.

     

    I'd like to sell ships the way I perceive others do or the way ships should normally be sold: With the ability of the customer to use the ship, to add and subtract elements, to add or change control scripts, but not to be able to make a blueprint of the ship or essentially steal the design.

     

    Whenever I deploy any construct, RDMS is disabled. I never used it or created any tags or policies with it because I don't understand any of that. However, when it was enabled, I created a construct key from a tokenized ship which I designed, and my subsequent attempts to use the construct key resulted in an error. Attempts to untokenize the ship resulted in an error. This happened twice. I have a construct key in my inventory from that period which cannot be deleted. Two ships were lost.

     

    Hence, I am at a place in the game where I have absolutely no idea how to sell ships using the RDMS system and cannot afford to "experiment" with the system lest I lose more ships and resources.

  4. Because of the RDMS system, I've lost two ships so far. Obviously something I don't understand.

     

    At present, I would like to be able to sell the ships I design. I do not understand how to do this, and now can't afford to "experiment" with throwaway ships and/or alt accounts.

     

    Can anyone help me understand how to sell ships?

  5. Your DRM system has exactly 1 page of explanation in the Codex.

     

    Let me share with you my experience with the DRM system after it was implemented. That experience was so bad, that I lost another ship, have a construct key in my inventory which cannot ever be deleted, and has put me in fear of ever using the DRM system for anything lest I lose my own constructs.

     

    Shortly after the DRM system was changed, I created my own corp. I did this on the recommendation of other players, who indicated this would allow me to own additional constructs. After creating the corporation, I claimed a ship for it, to take that ship out of my personal number of constructs. I then attempted to compactify the construct, which failed because this was "not allowed." I then tokenized the ship, and then created a construct key for the construct, which was allowed. When I attempted to use the construct key, this was not allowed. I should point out here that the construct was built entirely from scratch by me.

     

    I went back and forth with various mechanisms, claiming the construct for my corp, reclaiming it for myself, attempting to use the key, and so on. At no point was I able to either rebuild the ship -- which was now a totally useless token. I left the area, and the ship behind, and moved on. I eventually returned to the area later, and was able to simply deconstruct the construct, taking all the parts. However, it was at this time I noticed that it was impossible to delete the construct key I still had in my inventory. It's still there.

     

    After this experience, it seemed quite risky to use the DRMS for anything, lest I lose control of my own construct. A bit later, I built a new ship, and used the menu command to disable construct rights on it. So, this construct does not have a [DRM] tag in its name. But, of course, that is not the end of the story.

     

    So far I have been able to use the ship normally and change/improve its design. It is a design I intend to sell in quantity, and is currently owned by my corporation.

     

    I saw a video recently where a player went to various bases and found ships without construct or DRMS implemented for the ships, who then stole these ships.

     

    So, this suggests to me that since I have disabled the DRMS system for this particular ship, that my own ship is at risk of being stolen at any time. I have no way to check this without getting an alt account, which I won't be doing. As easy as it was to disable the construct right system with a single menu command, re-implementing DRMS on this very same ship brings me to the DRMS management screen, where I have to choose actors, policies and rights, and so on. Great.

     

    I have spent about half an hour trying to figure out what to do here. The DRMS system as described and shown in game makes absolutely no sense whatsoever. It allows the granting of "rights," apparently, to certain "actors" with certain "polices." Niiccceee.

     

    Absolutely useless.

     

    Moreover, my entire plan for gameplay is now destroyed.

     

     

  6. The Main Problem (and other Problems) and Solution(s)

     

    Dual Universe has been marketed and sold, for four years, as a place where players could build anything and do anything. This was the main appeal for many. It certainly was for me. The recent patch has turned it into a game where nobody can do this, where only a few can build a few things, and a new player can't really build anything or do anything except grind. For months, until they can start to build things. And even, then, they have to "specialize," according to the new industry model, which means that unless they are master planners and builders, they will have to have a lot of game currency to buy the elements they can't make themselves. Which will be, for most players, most elements.

     

    The patch, therefore, ran counter to the main appeal and marketing theme of the game. This is what is angering players. I have personally witnessed some of them quitting now.

     

    It didn't help that some of the non-industry elements of the patch didn't work properly. The change to the "maneuver element" resulted in many players having their ships partially destroyed by using the maneuver tool. At the same time, this patch made the destruction of elements a real thing, because they can only be repaired a max of two times before they are permanently lost. I've seen players in the last two days quit because ships they spent days designing and building have been destroyed by use of the maneuver tool.

     

    The other aspect of the patch changes is the impact to lore, an aspect which I think DU under emphasized to begin with. It doesn't make any sense that schematics would be spread all over the system, with many not even available on the main system Alioth. It doesn't make any sense that the schematic prices would be as they are. They are just data. If they are more complex data, used in more or increasingly complex machines, ofc they could cost more and this would make sense in lore terms. But not this much more. The prices and distribution are simply incomprehensible in terms of game lore.

     

    What is happening in the game as a consequence of the changes?

     

    Industrial production by players has dropped to a tiny fraction of what it once was. Nobody is buying anything. Orgs have virtually no income from production. Nobody is flying with their ships, because the slightest impact results in destroyed elements. Even attempting to repair the ship by elevating it with the maneuver tool to get to the underside destroys more elements on it. New players can do almost nothing except use their speeders on the starter planets to get round and mine ore. I mean, that is basically it. None of the other aspects of the game are open to them.

     

    I offer this critique as a long-time gamer, observer of games, game theory, and computer gaming as a human and social development, and former IT guy. I do not offer it as a vent. If I didn't care I wouldn't be here, or say this.

     

    Solutions

     

    1. Many Tier 1 elements and materials should be able to be produced without a schematic in the basic industry (perhaps up to Industry S), perhaps with some exceptions for T1 items that aren't vital to the game lore.

     

    2. A range of Tier 1 elements and materials should be able to be produced in the nanopack. The point of 1 and 2 is to open up very basic industry and the possibility to build ships of a basic variety to new players, who can then use the voxel system to make at least basic creations of ships and bases. This will address the conflict between how the game has been positioned in the gaming market, and the current reality in the game as a consequence of the patch. It also makes sense in lore terms. The nanopack is virtually useless now, but the nano-tech appears to have more capability than the patch allows. One should be able to produce basic scrap, for example, out of the nanopack.

     

    3. The issues in the patch which are causing players to have their ships destroyed by using the maneuver tool, or by tiny collisions at near zero speed, need to be fixed immediately.

     

    4. The distribution of the schematics needs to be given a great deal more thought. If Alioth is the origin of this civilization, then virtually all schematics should be available there, at all markets, or at least the central markets. A lore feature might mean that *some* schematics can only be had at other planets, for example some types of weapons or other things which support more militaristic behavior.

     

    /end for now.

     

     

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