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Blacksythe

Alpha Tester
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Everything posted by Blacksythe

  1. Thats a really nice idea, it could even be linked to the same skill. adding balance into the equation. Additionally the cost to create a sophisticated defensive system could scale in accordance to how difficult it is to "copy" Along with the equipment needed to hack it scaling accordingly as well.
  2. Blacksythe

    Bonds

    Anything bounty related especially large bounties for organizations needs a cap. This is to protect the players from abuse set 1 bounty on a player or even 2 or 3 it could be fun but being repeatably abused is griefing which NQ have already stated can result in a ban.
  3. The Devs have already stated that physics in the world are going to be minecraft esque mining under an entire mountain ad clearing the bottom out will result in a floating mountain. But voxels and other things will have physics so they can fall.
  4. I like it, i also like the idea of someone being able to copy your transponder signal of course to prevent abuse of this make it so they would need to be in range of your transponder to get the frequency and only if it's turned on and of course only if they have the right skills.. Could create some interesting gameplay mechanics and turning it on or falsely broadcasting opens up many aspects of emergent gameplay.
  5. But because I know quite a bit of human behaviour I cant get past the fact that rep systems are always abused. If you allow humans to discriminate without repercusions things turn ugly very fast. I understand your argument but have to point out that so long as it's restricted between the contractor and the contractee and again restricted on how often i.e. can comment only once and only within 24 hours it would hopefully result in the majority of players giving there honest opinion on what happened regardless of anything that happens in the future. If your silly enough to work for them again/employ them again that card is off the table. A rating system would essentialy be implementing a system that allows the creation of second class citizens. Desirables and undesirables. I can not in good concience support such a thing. Again I see your point but to me (as a member of boo) I would be undesirable to many in du but they cant leave a review (cv system) if i dont work for them in fact they might not know who i am until i do work for them and a bad review from them is also a good review to the pirates. Put that in reverse where someone is playing the good side a bad review from the pirates and "undesirables" as you put it might not be a bad review for others. Everyone has some sort of reputation in life be it A list or a lowly factory worker potential employers want to know. DU is a game, not real life. Frankly, I am already too stressed out about real life professional work reviews to enjoy such a thing in a game. You dont have to use it if you dont want to small message box that pops up when someone completes your job leave a review yes/no press no problem solved I do agree with this on some point though a player should not be discriminated against forever so perhaps the data is only available for a limited time (month, 2 months, 6 months) Means someone who has a bad history and quits the game can come back with a clean slate. Just my 2 cents.
  6. An alternative solution for this would be to have the contractor deposit the reward at the quest point. An npc broker could even handle this part of the transaction for a set fee of course depending on what the reward is.
  7. My best guess on gravity is it may be simulated by the voxels simply by having a predefined top or bottom. The top in a hallway is what the player walks runs and jumps on. The bottom is the direction at which they must fall away from should there not be a top. The side is of course would have to be angle determined. But a system like this would allow for some pretty complex creations and "tricks" to build weird and wonderful. My next guess would be gravity is centered towards the dpu so players would need to build around that taking that into account. In terms of the planet and newtonian physics well rotating around a sun will be highly unlikely. But planets rotating may happen but not in the alpha. Mountains will hover when their underneith is mined. Mining too deep results in potential death by lava but not from cave ins.
  8. No your right on that a "personal log system" that also has a search function would be awesome it could even be done client side of the game. If this was a third option out of the 3 proposed here i would still choose option 2 (CV) or a combination of option 2 and 3
  9. Structures around the arkship are a good idea for release as it will give a new player a place to explore and get their bearings. But onlt if they are quality buildings and not the great phallic church of Dr Hugh Jazz
  10. My point was why have an automatic scripted system for this when you can have an informative one instead. Having a system tag someone as hostile automatically would take away from any subterfuge gameplay players might be able to have.
  11. Thanks for the piggyback XD I disagree on the automation though Faction at peace, faction at war and neutral and anything in between should have more control from the organizations. For example faction members could have a report attack, which sends details to the organization management who can choose how to act on it. You don't always know who attacked/ killed you as it could happen that fast This same logic can be applied to the sensors, you don't always know if a ship is friend or foew until it fires on you/talks to you why should the sensors be any different.
  12. Interesting thing on the personal side although this can also be done outside the game.
  13. One question why was this posted in the pub should this not be in lore or general?
  14. One feature of this system that i imagine is readable by anyone. But only the original contractor and the contractee would be able to post 1 comment each.
  15. Arms heavy tranquilizer gun Come on boys lets get a few of these for the arena shoot them from the drop ship.
  16. Thanks for the reply Archonious You are entitled to your opinion and I am sorry to hear that you disagree with some of the founding principles the devs (see kickstarter video) have planned for this game. I hope that my answers to your questions will satisfy others. Thanks Blacksythe
  17. I apologise in advance for the wall of text i answered 2 posts with this one. Thanks for your reply hunter Is the discussion more of a reputation system? Or a player driven smart contract system, or a combo of both? I think a contract system with a reputation marker is the wtg. I really like this a lot. Anything that removes the npc aspect and drives the player to interact with the world (and other players) is a win. In answer to your questions its more of a system to add depth to any player to player contracts including goods & services plus a system to add depth to player contract/quests/jobs here's some examples. Example 1 Player A sells goods on a market Player B buys goods from the market and goes to collect the goods Player A gives the goods to Player B Player B leaves feedback (like trust pilot) or doesn't its up to them on this aspect really Example 2 Player A advertises a job Player B has a good Rep and applied for job Player C has a negative Rep (he's a naughty scammer) but applies for the job Player A looks at the rep of the 2 players Player B gets the job Example 3 Player A Wants goods to be stolen from a transport ship Player B Has done these jobs before with success so has experience but a poor rep because he is fairly new to the game Player C Has not done these jobs before but has a good rep Player A can view the 2 players rep and decide if he wants someone with experience or someone who is apparently more reliable or just ire the first person who applied for the job --------------------------------------------------------------------------- Thanks for replying Archonious -No examples, so will use some basics. Bring ??? of "resource" to get ??? of $$$. Bring "materials from A to B. Kill somebody (under biiiig question. No examples because exactly what the game will be capable of or contain yet is largely unknown or undefined at this point but yes Now I will compare with basic trade. 1. Resource harvesting. Employer will be happy to pay less than market price. It will take unknown time of waiting and no guarantee job will be finished. I don't know how trade will looks like, but "go and get it" looks much faster. The scale of builds for some people will require the work of many rather than the work of few employing people to gather for you may be more expensive than the market You would pay them to gather the resources and return them to you, you may even provide them with the money to go and buy the resources. This is where the rep system comes into it's own who you gonna trust with your 20k units of kyrium if the answer is no one go get it yourself if the answer is someone with a good rep for delivering, then hire them. More so you may be playing the game out of a safe zone and do not wish to leave someone would have to bring rarer resources to you. Let's have a look from employee's side. You need to bring resources for less money. Simple question, why to do that if you can sell on market for better price? It may not be for less money that depends on the agreement, you may have a role to play in what those materials are used for So for employer - what the point pay more than market price, if easier to buy? For employee - what to point to be paid less, if sell is easier? See above 2. Delivery or security. Employer will pay less than full price of material (otherwise it easier just to buy). Employee will be happy. But if price by default is lower, why not just take/steal production? Yes but not if you are playing out of a safe zone or busy constructing something massive Those options most certainly would be available to the employee and it will happen one of the deterrents to that to that would be the rep system plus whatever bounties get put on your head for being a pirate 3. To kill somebody. I don't think it would be useful, but only this could make sence. Killing can not be sold on market. Some movies answer that question to name one of them bullseye from daredevil has a "good reputation" among bad people -Price. Actually I wrote about this above. -it was more rhythorical question. Work for own ideas is always much more profitable and enjoyable (collective ideas as well). Thats upto the player -I don't see how it could be better. Reputarion/comment could be abused easily. Player A asked all his friends to give +1, job done, 100% great player. Then deliver and pirate player instantly. +1 you will get for quest or trade, as you said, so double profit. If anyone can write comment, I don't like pkayer A, all my friend write bad comments and -1. One feature of this system that i imagine is readable by anyone. But only the original contractor and the contractee would be able to post 1 comment each. Yes it is abusable, in fact i stated it could be abused in my original thread but not in a way you suggest. ____________ I like overall idea, I like direction, but it would be just for fun and fully not profitable. Also no any guarantees. I still do not see any reasons to invest time and resources for development of the thing, which is behind the basics of market. Reputation is a massive thing when it comes to buying or selling, i will pay slightly more for a product from a company with a good reputation than a new startup company because i know it has much less risk P.S: I would say, ask NQ to allow Aplications (Overwolf as example). This kind of Reputation can be designed outside as little feature. Dual Universe is a closed source game allowing third party developer to make things for the game would mean releasing some of their source code, for a developer to do that this early it could be very bad for them someone else could steal it. P.S: I understand, it could be interesting (especially before we started to play) for very limited and small amount of players. But if to compare similar games (like Space Engineers), nobody do that. Everyone work for themselves. Give job and open your location is more expensive than any possible job. Space engineers is a "multiplayer" online game they try to be a mmog but quite simply don't have the back end systems for it NQ do. The scale that NQ propose is much more than 1 person could handle I imagine that this idea would be there to compliment any player driven market/quest system that is developed for the game and add additional depth to it. Thus giving players more tools to compliment a player based system Edit Fixed some italics
  18. I had a few more things i'd like to add which may answer some questions. The light side of the force Players who choose the dark side of the force may not want to work with you and may just want to rob you Players from the light side of the force may wish to work with you again in the future Contractors may wish to add more depth to their comments making finding clean jobs easier The dark side of the force Having a great rep doesn't mean the jobs you do are all clean you had a dirty job to do, you did it well you still get a good reputation for completing the job. Players for the light side of the force may not want to work with you they may just want to imprison you. Players from the dark side are more likely to want to work with you again in the future. Contractors may not want to comment much on the job beyond "did a great job exceptional"
  19. Questions: -Who give the jobs The devs have stated they are leaning towards a player driven quest system by job i refer to anything you employ another player to do -What kind of jobs Anything the system i imagine is designed to be informative not a heavy scripted mechanic to hand hold -How much they must be paid Again this would tie into the player led quest system and is up to the "employer/contractor -What to work for anothers not for yourself Player choice some want to make it on there own others want to be offered things to do. I refer to early/late game players. Early game players will want to earn a rep it doesnt matter if they want to make it alone or not other players may not want to work for them if they also have a bad rep Late game major Organizations will want lots of different people to do lot's of different things some not in the alliance having a good rep means that these organizations are more likely to offer the job to you. Bad rep or abused rep might mean they feel differently. -Why it is better (more profitable or more important) than basic trade Again it is not better or more profitable than basic trade if you order something off a market and the seller delivers fully you may wish to give them a +1 and leave a comment just like trust pilot. The profit comes when more players choose to buy from you. Edit: Obviously this is dependent on the market mechanics in game. If I would get answers on this questions (which would mean, this system is really nice), I would say this is good suggestion. Right now don't see anything useful. I hope i have answered your questions if you have any further queries feel free to post them. Thanks Blacksythe Edit again obviously if the community feels it can come up with something better or it just isnt worth the effort i am open to suggestion comments and questions
  20. One point on this shapes in space don't really have to make sense no air for a start, such a ship would not be able to enter an atmosphere though else it would break apart.
  21. Firstly i want to link to the thread where i got this idea as it could go hand in hand with this system or simply be a stand alone system that replaces this system I thought it deserved it's own thread for discussion. Yes it looks like a wall of text so I have bullet pointed it for you Link I would like to see in the game a reputation system allow me to explain 2 versions of this; +1/-1 System Player accepts job, Player completes job, Contractor +1 for player Advantages Simple, Easy to implement, Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Disadvantages Easily abused Employers cannot see the scale of jobs that this player was involved with Curriculum Vitae This system requires some features being discussed in the other thread to work and would mean employers can see previous jobs that the player had been involved with and successfully or unsuccessfully completed. It could also include the +1/-1 system but employers again would be able to see if their score is legitimate or not. Advantages Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Less open to abuse as players can assess if the rep is genuine or not Previous employers could add comments on their performance and timekeeping Employers can see what kind of jobs the player has been doing Disadvantages Can still be abused but would require extra work to abuse it. Would potentially significantly slow down game play due to employers reviewing past histories
  22. I'm sure there are some unscrupulous characters in our organization that would happily enforce under the table deals or even over the table if they are in our interests to do so and for the right price and a nice bottle of rum. Back to topic. Love the idea that a contract can be logged as a trade packet. - This will allow players and organizations to enforce there own jobs. - It could be used for bounties, bail, wanted posters and much much more As currency is digital i have a few points on this - Trade packets should have an option for part payments on acceptance - Trade packets should have an option for full payment on completion - Trade packets should have an option for payment by negotiation (no payment at all and payment is by transfer from player to player) This would allow for a few systems but also have it's limitations - Where a trade packet can be automatically verified e.g. Kill this player, Gather this many resources. Payment can be fully automatic with or without part payment on acceptance - Where a trade packet cannot be automatically verified payment must be either by negotiation or part payment on acceptance and full payment by negotiation. The limitations. - Part payment on acceptance is open to abuse on automated jobs.(if these will be possible i don't know) - The system needs to balanced and fair for both the trade packet and the trade packetee
  23. How I see this logo; The honey badger just doesn't care and represents our right to freedom In a double turn of events the honey badger also fights for that right with tooth and claw. Representative of that we will fight for that right. The cog represents progress and adaptability fighting for freedom creates many enemies and without being to grow, move and adapt to our situation our enemies will come for us.
  24. Copy and paste from other thread i propose this as option D Players who buy DAC's off NQ will hold them in a digital wallet until they choose to use or to sell them. Selling them converts to a protected item until they are picked up. (I somewhat disagree with this one, once they are converted they should be lootable (seller took the risk to market them) Digital DAC's can be used directly from the digital wallet a player may choose to never take them out of there. DAC's in the inventory cannot be converted back to digital Kickstarter DAC's are protected regardless (this may give them a higher value later on and potentially cause people to hoard them so a time limit should be applied) According to the devs market items have to be picked up so the buyer must travel to collect his DAC but can choose to use it immediately adding to his game time (If he chooses not to use it immediately he must pick it up) This rule is here so he doesn't get kicked out of the game at the end of the month but also makes them fair game for large corporations moving DAC's Regarding a time limit i suggest the number of months equal to the number of DAC's you actually received giving more value to higher packs while keeping it balanced still (might help the kickstarter cause) or a set timelimit of between 6-24 months after that time they are no longer protected Edit apparently this is option C XD i was corrected by some eve players.
  25. SO to sum up the points here the best compromise is - Players who buy DAC's off NQ will hold them in a digital wallet until they choose to use or to sell them. Selling them converts to a protected item until they are picked up. (I somewhat disagree with this one, once they are converted they should be lootable (seller took the risk to market them) Digital DAC's can be used directly from the digital wallet a player may choose to never take them out of there. DAC's in the inventory cannot be converted back to digital Kickstarter DAC's are protected regardless (this may give them a higher value later on and potentially cause people to hoard them so a time limit should be applied) According to the devs market items have to be picked up so the buyer must travel to collect his DAC but can choose to use it immediately adding to his game time (If he chooses not to use it immediately he must pick it up) This rule is here so he doesn't get kicked out of the game at the end of the month but also makes them fair game for large corporations moving DAC's Regarding a time limit i suggest the number of months equal to the number of DAC's you actually received giving more value to higher packs while keeping it balanced still (might help the kickstarter cause) or a set timelimit of between 6-24 months after that time they are no longer protected
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