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Schoff

Alpha Tester
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Everything posted by Schoff

  1. I know this statement was made before DayBreak, but what game were they referring to? I really hope it wasn't H1Z1....
  2. Ahh, a fellow SWG vet. What are your thoughts on SWGemu? Or, should I say, what are your thoughts on the SWGemu community. By the look of it, this game definitely has some SWG aspects to it. Quite alot, actually. The one thing I think will be sorely missed is the 'entertainer' profession. I haven't seen any reference to this in DU. And I will miss the Star Wars lore, of course. But hell--player crafting/manufacturing, player cities/organizations, player driven economy. Tab targeting (understandable from a tech perspective). A lot of what made SWG a great game will be features in DU as well. I hope you decide to back!
  3. You love memes, huh? People are going to go back and forth on this subject. It's clear that NQ isn't going to change their model, at least not in the near term. Let people debate. That's what the forums are for... Addressing the thread: NQ can't run the servers and continue developing the game in the long-term without subscriptions. It's very simple. If you don't want to pay subscription, don't support Dual Universe. Or, continue to ask for no subscriptions... but know that it's not going to change a thing. The devs are great about listening to the community, but there are certain things that are non-negotiable. This is one of them.
  4. I agree that an in-game mechanic for printing currency will be abused/controlled (and abused) by the major orgs. A small interest rate players can earn on their currency is the only way I see a steady flow of currency into the market, without the need for NQ to spawn in NPC's after the initial release. This is the only system I can think of that doesn't allow for player abuse. In fact, I think it would work quite well. Interest rates increase, some players will want to liquidate their inventories by selling, creating opportunities for others in the market. Interest rates decrease, people will be more apt to purchasing goods in a way to earn more money because they can't rely on interest rates. And finally--interest income means more (disposable) income to players. That means more players want to participate in the market. Understand, we're talking small percentages! Not some crazy 5% interest rate. But, just enough where money keeps coming in. -edit- There are more ways that NQ can guide the market using this method than simply increasing/decreasing rates. They could, for instance, increase/decrease the maximum balance on which interest is earned. So, someone holding $4m may only earn interest on $1m of their currency. You could have different rates for individuals/organizations, with different ceilings.
  5. I'm not talking about normal purchases. I'm talking about investing. People (including myself) invest in commodities all the time because it provides a greater return than just holding your money in a bank (among other reasons, like diversifying) My point is that, should interest be implemented, it won't stop people from spending money. Additionally, interest means more money in people's pockets. This means they have more disposable income, which means they have more money to spend in the market. Don't think for a minute that there won't be people buying/selling things as a sole profession. People love playing the market.
  6. Not really.... Just like in RL. I buy/sell things all the time, even though I can keep money in my shitty checking/savings account and get marginal interest income. So as long as there is opportunity in the market to buy things and sell them somewhere else for a profit (or buy, alter, and sell new product), people will participate in the market. I'm not talking about 5% interest. I'm talking about <1%, but enough to keep new currency flowing. And, again, the rate can be adjusted by NQ. They could even develop lore around it. I would much rather prefer this over a currency that can be mined/printed by players...
  7. To make things easier and more manageable (by NQ intervention), what would happen if they implemented interest rates being earned on money you held? It may not be necessary to start, or the rate be very small, but it's something they could change from time to time, as the need for more currency is required. I'm talking very small percentages... This would provide a constant (small) flow of currency into the market. NQ could either halt interest rates, increase or decrease them, depending on what is needed within the economy. Just a thought...
  8. I'm interested to see how this is handled. Surely they can't simulate the physics on such a large scale, but I doubt they want floating buildings and the sort.
  9. This simply WON'T happen. FIrstly, lootable DAC's wont be implemented before the game goes live. Second, the lootable system was never meant to allow DAC's to be stolen from people right off the Ark. Didn't you read the post? They are going to implement a system where the DAC's can/will be 100% safe if the player chooses.
  10. Thank you for this. Very insightful! Hope you had a good time.
  11. NQ could implement a feature that requires DAC's to be moved away from the safe zone. Additionally, they could create a maximum storage capacity of DAC's within a safe zone. Something big, like 20-40, or more, but still low enough to stop the hording of hundreds of DAC's that could be earned/purchased/stolen/looted using a PLEX-like system.
  12. So, here's my take: Firstly, I totally get why someone would want DAC's to be completely safe. They purchased them for real money, and they should be able to use them/trade them, go anywhere with them without worrying about losing them. I get it. But, there's a whole bunch of gameplay that gets eliminated as a result of this method. The emergent gameplay that Dual Universe is striving for! In my opinion, there should be another choice to this post. It would look something like this: DAC's are 100% secure to the original owner. Kickstarter DAC's aren't even handed out in-game until the backer wants them delivered. The buyer (directly from NovaQuark) is free to go where they please without risk of loss. Upon trading the DAC to a 3rd party, the item now becomes tangible in-game and can be looted and traded further. This still provides the original owner to transfer the DAC to a 3rd party safely, so long as the 3rd party uses the item immediately, or stays/stores the item in safe zone. Looks like I just described the PLEX system! This allows for a entire market/economy to exist and provides the "diamond" for pirates. If people are going to get in the business of dealing DAC's, they should also be willing to accept the risks of losing their goods. In my eyes, this system covers the original buyer from accidently losing the DAC for some stupid reason, but still provides emergent gameplay to form around the DAC currency. It also allows the DAC's to be traded securely within safe zones. So those who want to use them purely as in-game time don't have to worry, while those who are looking to get into the emergent gameplay surrounding DAC's have something to lose.
  13. I'm as excited about this as the next person, but doesn't this open up the opportunity for exploits/hacks? What about self-replicating scenarios? How is all of this going to be so open, yet still controlled in a way that it doesn't get out of hand?
  14. That's not how you make a strawpoll. Choices: Yes, make a french forum. No, don't make a french forum.
  15. Exactly! It's amazing how entitled people have become when it comes to gaming.
  16. I don't think this is true. I mean, sure, you can attack others, but I don't think that will be the only way. They mentioned a 'warranties' system. Warranties that are attached to tags and a part of the rights management system.
  17. For the formation of the shuttle business? I agree. That's something that seems doable based on simple assignment of rights. We know that will exist. But what about the interaction between the business and the customers? Is that something left up to in-game /tells and opening a trade window to transfer 100 credits? I hope not. It would be nice to see a more robust system--a GUI that spells out what is being traded and what is the consideration. There needs to be a means to hold the parties liable to their side of the bargain. I know, in this example, it's just a 100 credit ride. But what about when you start looking at manufacturing facilities and other more costly endeavors. Surely you can't expect the community to cross their fingers and hope the other side delivers.
  18. I was reading another thread about what will be around the vicinity of the Arkship after people/organizations have started to develop the area. It got me thinking... Will there be a system that allows for semi-complex services/jobs to be run by players/organizations? For instance, will a group of players be able to set up a 'shuttle service'. A place players can go to for a cheap ride to whatever city they want. How would this look like in Dual Universe? With the limited knowledge I know about the rights management system, I think it would look something like this: My questions in italics are not meant to be questions I want answers to. I'm simply thinking out loud and trying to create/promote discussion. That being said, if the devs care to chime in, that would be great Location/Operations First, the players would need to find a suitable location. Obviously, close to the Arkship would be great for business. Catch all the new-comers looking to pack up and find a place to call home. A few instances I could think of for the player's pursuit of land: The players were lucky. They were able to secure a nice tract of land and have secured the right to build on it. They erect a small shuttle-port at first. Over time demand increases. They expand, building more landing pads and loading zones. They realize that there money is better invested in building a massive shuttle-port. They use the rights management system to allow certain individuals/organizations to land in their shuttle-port, charging them a fee for their use. They decide more shuttle-ports are needed elsewhere. Thus begins rise of Lucky Shuttle Brothers, LLC. Or maybe the players decide to operate the business for their own. They take on a few more 'employees', using the rights management system to grant access to their shuttle-port. The pilots are free to work when they want, if there is demand (scheduled or first-come-first serve). The organization charges a fee for service based on your destination. The exchange is handled via a 'contract' window, where the rights to ride the ship are assigned. Also, the exchange of funds is guaranteed upon performance (however that will work). Or maybe they weren't so lucky. Instead, the spot of land they want to use is owned by some schmuck who won't sell. Instead, he wants to charge you to build on it. Or wants to partner up with you. To what extent will NQ provide the necessary tools to operate a business like this? Or, will they leave it up to the players and simply provide a trade window, requiring the parties to promise one another they'll do what they say? Advertising How are other players going to know about the service? Surely word will spread, but that's not enough to build a business. Will the game provide a way to disseminate information about what's going on the planet(s) around them? Will that be done in-game, or out of the game? NQ doesn't have a daily/weekly newspaper done by the devs. The players need to create the content. Well...fine! A player decides to create a weekly email to whomever wants it. It will include all the latest news and information about what's been going on the past week. But yeah right if she's doing that for free. She charges Lucky Shuttle Brothers, LLC for their advertisement, among countless other businesses. At first it's through the in-game email system, but eventually NQ implement a media comms that select organizations have access to post on. They only receive 1 post a week/day, or some limit. The planetary news starts to cover other planets. 'Reporters' are hired to gather information for the weekly post. In addition to media comms, business can rent advertising space on the side of a player's building. The rights to post are handled through the rights management system--charging the customer a few credits per day. Conclusion I quickly realized how important the rights management system is. But also, it's important that NQ provides the players the means to create these things! These systems are not simple, either. Think of the amount of 'contracts' people will be entering in to! It needs to be a robust system. I look back at Star Wars Galaxies and think about the player made content. The players that invested in harvesting resources, selling them to doctors to make enhancements, doctors selling the buffs to players out in major cities. Or the resources purchased for weaponcrafting and armorsmithing. The need for players to have vendors in buildings that turned into cities. All because of a few back-end systems that handled making these features available. Well--sorry for the long post. I was just dreaming what this game can be, down the road. If done right. What ideas do you have? Is there anything you think they need to implement?
  19. Not even that, but server costs and customer support. So much shit needs ongoing funding.
  20. I didn't claim the Federal Reserve is a bank. It was merely an analogy as to what tools that devs can/should implement as a means to control the economy.
  21. No one knows the details yet. Check out this dev post for a better understanding of the tone the dev team has towards pve vs pvp. Will the game be more of a PvP game? Of course--I think that much is obvious. Will the game have players that want nothing more than to destroy/"harass" other players? Of course--what sandbox game doesn't? Will the game provide opportunities for players to "feel/be safe"? I think it will. Whether it's developer imposed features (safe zones, territory management, etc), or the community created groups/organizations that ensure safety--you will be able to play the game and have a good time.
  22. I think I can safely answer this question. I know very little about this game, mind you. From what I can tell, no--DU will not be on a 1:1 scale. It's not based off of the Milky Way galaxy. Starting planet won't be as big as Earth. Distance between planets/moons will vary, etc. Will the scale be large? Yes. 1:1? No. Correct me if I'm wrong, please.
  23. I disagree and prefer a subscription based model. My best MMO experiences were subscription based. Ultima Online. Star Wars Galaxies. Honestly, it's all gone downhill once F2P and B2P became a thing. You want MMO and persistence on this scale? You're going to pay for it. And no, $60 one time isn't enough to support the game being active for 5+ years. It blows my mind how people think they should be able to play something like this without paying a monthly subscription. Some people have no sense when it comes to financing operations.
  24. double post - can't delete? See below....
  25. I disagree and prefer a subscription based model. My best MMO experiences were subscription based. Ultima Online. Star Wars Galaxies. Honestly, it's all gone downhill once F2P and B2P became a thing. You want MMO and persistence on this scale? You're going to pay for it. And no, $60 one time isn't enough to support the game being active for 5+ years. It blows my mind how people think they should be able to play something like this without paying a monthly subscription. Some people have no sense when it comes to financing operations.
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