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Alpha Tester
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About Dunbal

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  1. Yeah - because THAT's why SC hasn't released lol
  2. Someone forgot to read the fine print. Welcome to the community. Now you have to be patient like the rest of us
  3. Nah it's no biggie. Parallel economies always develop anyway. Find me a player in EVE Online who will refuse to be paid in technetium...
  4. Yep, until one player comes along who doesn't scam people and screw people, and tadaa, everybody's favorite money-changer is born. You don't _need_ currency. Anyone who has played, say, Ark:Survival Evolved knows that currencies will emerge. Before certain things happened to make it quite common, Chitin used to be the currency there. It was an item relatively difficult to obtain from critters and many servers had exchange rates set between chitin and other items. Once chitin became freely available due to dev modifications, other items have been used as a means of exchange - including gunp
  5. I'll take the opposite view: any dev created currency automatically results in "farming" or "grinding" behavior as players will find the least balanced way of obtaining said currency and milk it forever. This has happened in every single multiplayer game to date be it gold farmers or ISK farmers. It's up to the devs to create the game they think people want to play but the lessons are there: encourage players to seek after currency for the currency itself, or encourage players to solve the problem of value through trade. The first results in permanent inflation because of grinding players.
  6. I tend to agree with Dinkledash. Currency is a man-made thing. It should not be imposed by the devs. Doing so will result in a wholly artificial economy subject to all the things that destroy artificial economies in other games - imbalance, inflation, etc. If you look at the history of currency on our planet - humans have used all sorts of things from shiny rocks, to rocks with holes in them, to livestock, to other humans (slaves), to bits of metal, to bits of paper and now, actual electronic bits. I think that players - in their markets - should be allowed to create their own system o
  7. Getting to this thread a little late but: To those complaining about the video - go ahead and judge a game by a PRE-ALPHA demo. Don't let the door hit you on the way out. I expect to see this game improve and grow over the next few years.
  8. And now the mass cancellations start.... just kidding - congrats. Looks like we'll get our game after all. Hopefully even before SC comes out
  9. I don't watch TV in real life I certainly won't want to watch it in a game...
  10. Or you could have designated mining tiles/hexes in the secure zone which can be mined out for a time and then the tiles are rotated, kind of like crop rotation. As the mined out tile stays "fallow" for a few days/weeks real time, it slowly and automatically recovers to the original state. If the recovery is slow enough players won't really notice it happening (kind of like watching grass grow) and the sever load should be almost nil. Once it's fully recovered, it's ready to be rotated to "mining allowed" again.
  11. It's been mentioned elsewhere that you cannot dig all the way through to the other side of a planet. Eventually you will encounter a boundary layer probably disguised as magma, which may or may not have harmful effects...
  12. MegaWars III and Island of Kesmai. But most lately EVE Online. I've used the Dunbal nickname since 1986 back when they were called "handles". You may call me grandpa.
  13. Vorengard and CaptainTwerkMotor have the right of it, in my opinion. It really doesn't matter what the actual size of the universe is. The number of players is not infinite, and the distribution of skill and talent among players will not be even. Some people have more time than others, and some people are better at some things than others. Therefore there will be an uneven distribution of resources - above and beyond the geographical. Whether these resources are materials, constructed things, markets, violence, etc. it doesn't matter, they will be clumped into regions concentrated around t
  14. Former EVE player here, I certainly don't advocate cloning EVE at all. However EVE is/was groundbreaking in terms of its economy because it is (apart from the artificial and inflationary infusion of ISK through ratting/incursions) a "real" economy. Absolutely everything is player made by raw materials that have to be mined for one way or another. Absolutely all the prices are set by players and the market as a whole. So if DU is aiming for a player-driven economy, similarities to EVE will necessarily develop. It would be foolish both to repeat the mistakes made in EVE and not to try to
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