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Lord_Void

Alpha Team Vanguard
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Posts posted by Lord_Void

  1. Good point you make about the Dev team wanting quests to be player driven!  So, if there's not to be Ark quests given to organizations -- such as being the first organization to have one of its members circumnavigate the planet perhaps there can be a method by which organizations can challenge each other? If so, any thoughts on what kinds of challenges can be made and what would be the reward/repercussion for success/failure?

     

    There could be a sort of Organization Olympics, once a year, with prizes going out to the winners. This could be a cool community event.

  2. I can envision it.

     

     

    "Where's Lord_Void?"

     

     

    "At the ranch, feeding the chicken."

    Well you know me, after a long day conducting space business I love to unwind with the nice soothing sound of chickens :D

     

    In all seriousness though, having some more passive elements to the game could help bridge the gap between the moments when there is nothing to do and the moments when there is nothing but excitement. 

  3. I've been thinking of ways to make the exploration aspect of Dual Universe more interesting. Things that would be rare and awesome to find, but avoiding pre-made creations, something the devs want to stay away from. I haven't had much luck.

     

    However, I did have one idea that I think, considering the current plans of the game, would be easy to implement, and that is random wormholes. They would act exactly and identically to stargates, which as many of you know are player-made FTL tunnels that allow quick travel between systems. There are a few catches that could make wormholes unique and separate from stargates, the main one being the first one:

     

    - They do not remain open all the time. They may only be open for ten minutes, and closed for 10 real-life days, in a continuous cycle where timing is crucial.

    - They spawn randomly; their entry and exit points are randomly located, whether inside systems or out.

    - They might have a chance to destroy ships going through; what's fun without risk?

    - They only have an entrance; no turning back!

    - Their exit or entry points fluctuate. Could be 10 kilometers or 100 light years. Perhaps a cycle that players would need to figure out, i.e. entry-way remains fixed, but exit point is constantly moving in a circle, so it eventually returns to the same location.

     

    A wormhole would work on the exact same mechanics as a stargate, except that it would obey any number of the rules listed above, making them unique and yet easy to implement once stargates are implemented too. Any other ideas of how wormholes could behave, or other ideas on what would make exploration more interesting and rewarding? Remember that the devs want to minimize pre-made stuff spawning in the game.

     

    I like this idea. This could also provide an interesting source for some super rare materials. Or perhaps it could provide an interesting additional transportation method. You could have random wormholes that appear between two already discovered systems. It stays for 24 - 48 hours and then vanishes. I think this would be a nice counterbalance to having stargates be rigidly controllable. Perhaps a rival alliance has their capital sealed off so as not to allow anyone access, but every once in a while it would be opened up to others entering, if only for a little while. The idea would be that it wouldn't be predictable and would take some work to find, but would add more content for explorers/smugglers and a new strategy for pirates/invading forces.

  4. How about most planets will be barren/toxic/uninhabitable and you'd have to place biospheres, re-stabilize its magnetic force-field, and make transfer harmful materials?

    Lets say you landed on a harmful planet but full of materials. Your AI suggests that the soil is ready for growing planets and rich in nutrients. You place a biosphere and create a magnetic forcefield that blocks solarflares from damaging the plants inside. After you see that the planets are growing giantly, you call your alliance to suggest terraforming this planet. The alliance agrees and starts funding materials so the planet will be a giant "garden world". After a while, a rival alliance sees this planet and see show much you are benefitting from it, so they send a bunch of "dirty bombs" to "de-terraform" it.

     

    Plez, NQ.

     

    Moar Ideas:

    You just found a planet FULL of life, but all the plants/creatures are harmful to humans. You'd have to "de-terraform the planet, then re-terraform the planet". After being de-terraform, the planet loses stability after a few years without life. The planet becomes to unstable the planet basically implodes (because... that'd be cool). All constructs within about 1000km are heavily damaged. The resources will then recollect later to recreate the planet, albeit different.

     

     

    I feel like with stargates already being a huge undertaking to build and activate, adding this in as another required step would be more of an annoyance than anything. I love the idea but I think it should be done more a bonus feature. Maybe 1 in every 3 planets would be like this? Those planets would have better resources and so the extra effort would be worth it.

  5. Farming and livestock raising would certainly be an interesting addition to the game. Perhaps even something along the lines of algae tanks or something. This would help provide some valuable use for areas that have been otherwise stripped of there useful resources, by offering some renewable resources.

  6. Band of Outlaws now has a snazzy website - www.dualoutlaws.com

     

    More will be added as development of DU continues.

     

    We're all still playing a fair bit of Fractured Space. You're free to hop on our Discord and join one of the gaming channels to group up with us.

     

    Thanks,

    Cybrex

    It really is quite a snazzy website. 

     

    And the more the merrier for Fractured Space! \o/

     

     

     

    logo.jpg

     

    Band of Outlaws would like to welcome a new organization in to the fold - Evil Inc.

     

    Evil Inc. is led by Lord_Void, and is a group of Eve Online players coming from none other than TEST Alliance Please Ignore. We'll be seeing some new friendly faces in the coming days/weeks, and we look forward to having these guys being apart of the Honeybadger Club. 

     

    Thanks,

    Cybrex

     

     

    Thanks for the welcome :) 

    We are happy to have found as welcoming a home as BOO is.

  7. This is pretty straightforward.

     

    DAC is a RL cash-equivalent asset. Stealing it is RL theft. Allowing players to steal it would be a criminal activity on the part of NQ.

     

    Just say No.

     

    Stealing DACs (in the context of looting in the game) is not a real life crime. I've seen a lot of people say this and it's just plain false.

     

    DACs are not cash equivalent as they cannot be converted back into real life money. If they could be converted back and forth then, yes, they would be considered currency and stealing them would constitute a real life crime. The in game economy would also be subject to all sorts of international currency laws which would make everything super messy (nothing like having to report your earnings in a videogame for real life taxes :P). Once the customer pays for them, they turn into virtual, 'fake' property that is not covered by any real life laws. So long as the rules laid our in the game's EULA are not broken, people can do whatever they want with them with no consequences, including stealing or "scamming" them. They can be used for dollar-to-ingame-money comparisons based on their in-game selling price but that figure would just be for comparisons sake. 

     

    As to whether or not DACs should be lootable, I say yes, but not immediately.

     

    They should not be lootable until a system like EVE's redemption system can be implemented. Like many people who backed the kickstarted, I would be spawning in on day one with a nice fat stack of DACs and I don't want to lose them all the second I step out of the safe zone. 

     

    In the long run, though, they should eventually be made lootable like PLEX in EVE. I don't think any of the arguments against this have much merit to them. With the redemption system in place, people who buy them could spawn them directly into the market where they were going to sell them with zero risk. Likewise, people who wanted to buy them for the gametime could buy them and activate them on the spot with zero risk as well.  Only the people who want to haul them around would have risk, and that's fine. DACs are going to very expensive in game by their very nature (that's worthy of an entire post in and of itself), so anyone who does DAC trading between the various trade hubs is going to be making obscene amounts of money off even small percentage differences in prices. Why wouldn't we want those people to have risk? (And if super rich players were smart they could still use arbitrage to avoid the risk of transporting it.) As to the argument that having DACs be lootable will lead to them only being traded in safe zones, and, possibly, that this will cause all the trade hubs to be in safe zones. Again, why is this a bad thing? For starters, safe zones will probably end up being major trade hubs anyways, depending on market destruction mechanics. It doesn't matter whether it's a billion dollars in ore or a billion dollars of DACs, if I'm trading high value items of any sort and market security is really such a concern, I'm probably going to do it in a safe zone. Additionally, the developers have stated that there will be multiple safe zones spread throughout the galaxy that would allow for there to major safe-zone market hubs in every region (region is kind of a loose term here but you get the picture).

     

    For the other arguments, that lootable DACs will result in hatred or people quitting the game, I think that is unfounded. As NQ has said, we are all adults here (or at least we should be) and we should be able to manage risk. This is not a game for children. I'm reminded of the ever present argument in EVE over the concept of suicide ganking. Many people insist that ganking is driving people away from the game because they can't handle the danger. And yet, when CCP ran the numbers, it turned out that new players who were ganked within their first week of play had a much HIGHER retention rate than those didn't! The sense of risk gave value to the experience. Now I'm not saying that everyone start ganking each other all the time, but there is a difference between reasonable protecting people from unreasonable risk and unreasonably protecting people from reasonable risk. It makes the game boring and people go play something more exciting (like getting ganked in EVE haha).

     

    DACs should be unlootable until a proper redemption system can be implemented. After that, I see no reason why they shouldn't be made lootable.

     

     

     

    EDIT: In response to some other points I have seen made in this thread.

     

    1) When people are talking about "looting" DACs they seem to use the words "steal" and "loot" interchangeably, and I think this is causing some confusion. What people are talking about with have "lootable" DACs doesn't mean that someone can just come a long and yank them out of your pocket, or steal them from your account while you are offline. What it means is that DACs would be treated like any other good in the game. If you are carrying them in your ship and it gets destroyed, people can loot them from the wreck along with whatever else you were carrying. Whether you are for or against lootable DACs, we all need to be on the same page about the specifics of what we are arguing over. I support lootable DACs but not the ability to just "steal" them from anyone.

     

    2) Some people have argued that, in order to solve the DAC Problem, other items be made more valuable so as to "distract" people from DACs. This isn't really feasible since all high value items will still follow the same laws of supply and demand that DACs will. Some will trade them, some will use them, and some will hoard them. The main difference with DACs is the fact that they are tied to a real life currency value (although that does not make them a RL currency equivalent as some have suggested). Since they are tied into a real life value, they are less vulnerable to price manipulation on a global scale. In addition, the value of DACs will naturally rise with inflation rate of the in game economy, making them a good option for long term investment.

     

    3) Some people have stated that since DACs are intended to be a way for people to pay for membership by playing, or skip grinding by paying for a DAC and trading that for in game money, people should only be able to trade them once or some other limiting factor that would prevent people from actively stockpiling/trading DACs. What they don't realize is that this would create huge problems for precisely those people who want to use it for its "intended purpose". Imagine if people could only trade DACs once, so the person who bought it in game had to use it. If more people bought DACs to sell than there were people trying to buy them, the people who paid real money will have essentially wasted their money as they won't be able to sell the DACs, or they will have to sell them so cheaply that it won't be worth it. Imagine the other way around, for some reason a bunch of people try to buy DACs off the market at the same time and there just aren't enough DACs to go around. Two things will happen there: first, prices are going to skyrocket, and second, no matter how high prices go, not everyone who wants one will get one. By having a market that can resell DACs, both buyers and sellers are protected. Sellers know they can always sell their DACs when they want to, and buyers know that they can always buy one when they want to. The price will also be kept in check by the supply/demand and will remain relatively steady. Again, look at the PLEX market in EVE Online. This isn't really an argument for or against lootability, more an argument against putting a limit on how many times DACs can be traded.

  8. That is pretty neat! Just spitballing here, but that could even be used by organizations to create protected trade routes. All they would have to do is watch the ship traffic via an active map like the one you posted. Then they could go about setting up some kind of automated defense system or regular patrols along the route.

    Again, not sure if that is even practical, just throwing it out there. :-)

     

    That'd be pretty cool! And if there were something like a cargo scanner people could have customs vessels that check for contraband/control the goods coming and going to a region.

  9. That makes sense.

    Another thing to consider will be the difficulty of obtaining the item(s) and how quickly the item tends to sell.

    To use your example, lets say item "A" only sells for $20 per cubic unit, but is easy to craft and sells quickly. Meanwhile, item "B" sells for $100 per cubic unit, but is much harder to craft and sells more slowly. The MO charges $5 per cubic unit of space taken regardless of item type.

    If seller "A" sells 400 cubic units of his item per day, he makes $6,000 after the market takes their cut.($2,000)

    However, seller "B" only sells 40 cubic units of his item per day, and as a result only makes $3,800. ($4,000 - $200 Market Fee.)

    So, in this case, seller "A" made more profit in one day than seller "B", even though he paid more in market fees.

    Also, the market made more off of the sale of item "A" ($2,000) than item "B" ($200). If anything, this would encourage the market to favor item "A".

    It would come down to whether seller "A" deems the percentage of his profit lost to the market acceptable compared to his potential total profit.

     

    That being said....this scenario is purely speculative. I am not necessarily defending the use of the price-per-cubic-unit method, just presenting another angle to consider. It might very well play out as you described.

     

    Very well-thought-out post!

    Very true! There would be a lot more factors in play than just the price to volume ratio, and honestly it would be impossible to predict exactly how things would play out.

     

    This is a very good point you made about the velocity of an item affect the profit from selling it and it would definitely affect miners/builders who are bringing their products to market. Very well thought out!

     

    In my discussion on the price to volume ratio, I was thinking more of merchants and "market makers" (aka station traders), basically people who have no involvement with the actual process of creating the various products, to whom the only thing that matters is the pure profit margin. It is possible that since people want the goods badly enough that maybe the markets would just adjust and sell the items at a higher price difference between the buy price and the sell price. 

     

    Either way, this is (like you said) all speculation at this point.

  10. I will just answer about this assumption. Free of you to say to me I'm off-topic. Do you realize making a real-time transaction at thousands of km of distance is inconceivable, I mean too easy to fit the game? In reality you can't send a message like that. I'm with the team that's for the physical transactions and the sightless transactions at planet's gear capability range (possibility to create internet down in the earth linked to wi-fi bays, satellites with antenna relays on earth, antennas for short-distance transactions). Thanks.

     

    Yes, it's rather unrealistic to have instant transactions but since it is a game it is a necessity. No one wants to wait around a week for a transaction to be completed, the same with communications. All this would do would make people use out of game means in order to communicate and coordinate. 

  11. You realize that there are groups and corporations that are being specifically designed to piss people off.   My guess is that as in any social interaction, you are going to have individuals who are hard to differentiate from male appendages.  Given that, no matter what you do, or what digital piece of paper you sign, is not going to prevent that--or prevent you from making an alt so no one recognizes you being an ass for when you've had a bad day at work.

     

    ....and, the above digital piece of paper will also, probably, inspire said individuals to greater assitude since it is obviously important to some people.

     

    I agree there are definitely always people who are dickish, in any environment, and sadly there will be people like that in DU. All we can do is to not feed the trolls or let them ruin our day. I'm not aware of any substantial groups being formed in DU in order to piss people off, so I'm curious which organizations you are talking about? 

     

    If you're simply talking about "pirate" groups, or other people who have a different form of gameplay than you, may I remind you that this is a sandbox game. And people who play it differently than you do have every right to do so and should not be vilified as a person simply because you don't agree with them. you can be enemies with someone in game but friendly with them as a person.

     

    That being said, if there are groups that are actually being formed in order to be terrible people, I would still like to know which ones you refer to so that I may avoid them as well.

     

    We are all one community and we shouldn't divide it by letting our real life rivalries spill into the game; nor should we let our in game rivalries spill into real life.

  12. I think the key here is the skill training system that is being used, which is copied almost exactly from EVE Online. The skills will take real time to train, so no matter how much you grind or play you will still train skills at the same rate. Each skill is divided into 5 levels, with each level providing an equal benefit. Each level takes much longer to train than the previous one, in such a fashion that in order to get 80% of the benefit (level 4) only takes 20% of the time. Individual professions rely on many skills and skills may or may not overlap between professions. The result is that players must chose how to spend their time. They can either spend their time in one area and get very good at it or spread the time out and be ok at a lot of things. The idea is also that the total training time for max skills is kept well above the total age of the game, making it impossible for anyone to ever be "master of everything".

  13. I think it will be interesting to see how stargates work. I also wonder if each stargate can only go to one other stargate or if there is a limit to how many stargates can be put in a system. Say for instance a group builds some stargates to get a bit away from everyone else and creates a "capital" system. Could they then build 20+ stargates connecting that system to as many others as they please? Or would there perhaps be a range limit, so you can only connect to systems in range?

  14. Anon, I like you, you're a nice person and what happened in Discord shouldn't have happened. But this seems like an extremely unnecessary thing to do, as everything important is handled by the EULA and NQ ToS. And while a lot of the things you wrote are good thoughts, they don't need to be stated and agreed upon in such a matter. Some of your points outright defy things like dictatorships, pirate gangs, bounty hunting and other "Non-democratic or non-legal" concepts, which nonetheless should be an accepted part of the game. 

    I was going to write something similar, but I think this summed it up perfectly. Harassment and toxicity are bad, and a lot of the points made in this "constitution" are good thoughts, however, that is already covered by the EULA. Some of the other points are just not accurate for this type of game despite the good intentions. For example: 

    1. Everyone has the right to freedom of movement and residence within the borders of each territory.

    This is only true if the owner of that territory allows that. If not, well, tough.

     

    All that being said, you have obviously put a lot of thought into this and feel it is the right way for the world to be. I can respect that. In fact, I encourage it. I encourage you, if you really believe in this, to try and spread your ideology throughout the galaxy. Many players will disagree and fight against you, but that's part of the fun. Competing ideologies enrich the game and make it better for everyone. 

  15. I'm no IT guru but there has to be an option or way to code an interface or point of interaction instead of making any logo literally part of hard-drive data. That would just be too complicated.

     

    It could just be stored server side and fetched on demand. Plenty of games already do this

  16. What about randomly generated names like HS4-RD or that sort of thing? Easy to implement and takes the pressure off people to figure out names for planets. Otherwise, I like the idea of having the first person to put a TCU on it gets to name it. Perhaps there could be moderator approval before the name is finalized?

     

    Or what if whoever controlled the most TCUs on the planet got to set the name? So if you took over the planet you could change the name.

  17. Provided there isn't enough manpower to prevent new players from leaving spawn/buying and building ships, the worlds are procedurally generated: there will NOT be a hard limit on how many worlds have a given set number of resources. If you travel far enough in one direction, you stand a pretty good chance of not ever being accidentally found by other players (unless via scanners, which may have a limited range/can be jammed), and while also making it challenging to trade, a small org could have a nice long chunk of time to prep at the edge of the universe.

     

    This brings up another question: if people are able to get away and prepare to easily in the beginning, will there be any conflict? Lack of conflict could be just as damning as no conflict, as conflict will drive the economy. The key will be balancing conflict in the beginning so that there is enough conflict to get things moving but not so much as to affect the play-ability of the game.

     

    NOTE: By conflict I mean both pvp and competition for resources

  18. They are doing a pretty good job being open and honest about the state of the game, but it wouldn't be a terrible idea to get some youtubers to play around with it. 

     

    JC did do an interview with Markeedragon, who is a big EVE youtuber/streamer, which was pretty cool.

     

    Honestly, I feel bad for NQ. It can't be easy trying to drum up support for an infinite space game in a post-No Man's Sky era. Regardless of what you think of the game, it's undeniable that it upset a large number of gamers and made people a lot more skeptical of in-development games.

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