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Caesares

Alpha Tester
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Posts posted by Caesares

  1. 16 hours ago, gatekeeper258 said:

    Greetings! I am excited to be here! My name is gk. I'm a financier(gameplay). Of course if will be some time before I will have capital. Yes I played Eve, and yes I did the same there as well. ;)

     

    Good luck out there! 

  2. On 3/2/2019 at 12:51 PM, Ryclos said:

    Hello,

    i don’t know if this question have already asking, but rails system coming out?

    monorails or somerhing like that for train, or anything use this for industries

    thank you

    The one issue with this, even if it was setup, is feasibility/economics. Why should a capital and labor intensive mode of transport exist if it covers a massive amount of land and is tied to only one planet? 

  3. On 8/10/2018 at 7:42 AM, Ben Fargo said:

    A mechanism for ownership of organizations has already been announced.  Being a legate will mean being an owner of the organization.  How would these stocks fit with that system? 

     

    I think it would be a good idea to be able to exchange a legateship in the market.  If that is not possible, it would still happen informally with one player agreeing to make another a legate for a certain amount of quanta.  With an informal transaction, there is always the  possibility one player does not fulfill their part of the deal.  Going through the market would ensure no one is cheated.  However, I do not see the advantage of introducing another in-game object to do that.

     

     

    Kinda like buying or selling positions used to be done in the Catholic Church. 

  4. On 8/10/2018 at 2:22 AM, Thokan said:

    I think, naturally, it would be a world of hurt and grief to allow people to buy and sell ownership of organizations.

    "Okay, I am selling to Bob11239zt51"

    *Types* 'Bob11239zt53'

    "Done!" *enters*

    Random Bob: Huh, I now control an org. Sweet. 

  5. On 8/8/2018 at 5:25 AM, BandaTalk said:

    My idea is for securities such as stocks and bonds to be held as physical items, such as they would’ve been held as physical certificates in times past in the real world.  This would allow players to conduct finance is a far more secure manner and also give the holders of these securities incentive to protect and honor them.  

     

    This would also also allow the set of of trade hubs specifically dedicated to trading securities and would essentially be a DU stock market.  

     

    I’d think this would be relatively easy to implement, but maybe not.  What are everyone’s opinions on this?  

    This is an interesting idea. However, execution would be hard. How does the game determine which shareholder is in the right? Where are these stocks sold? How are they made, can they be stolen? Does that meant someone can steal control over a corp just by killing someone? etc.

  6. I understand the current system that is proposed would be setup and run by the game, not by a free market. Although I realize this is normal, and all games have some way of adding money into the game through non player activities (missions, etc.), I was wondering if anyone thought that a free market system, based overwhelmingly on economic decisions of the citizens not NPCs, would be a better idea than a centralized system which could favor certain businesses over others. 

     

    Thank you

  7. On 3/6/2019 at 10:48 PM, Eternal said:

    A Fiat System is printing currency and regulating it. There is no central planning because we don't have a Fiat System. Businesses and Consumers can just freely trade in the Free Market of the game. That market is decentralized. Tell me, do you still need a Central Government?

     

    If you can't print money in this game, if the currency is Quanta which is standard for us all, you don't need a government. That's where I got the idea of Corporatist System for an Org. It's just Corporations doing business in the Free Market of the game. My problem with the Public Sector, is they control the Private Sector, when you look at the structure of this game, you don't really need them. People who think privately think about equity.

     

    What I learned in business, is "think of your company separate from you". A company is an entity of it's own - you are not your company. As a Businessman and Investor, I think about myself as a Businessman and Investor in a company. Same thing with Employees. Executive Employees in real-life do receive Executive Compensations based on their performance on top of their Salary (you don't manage some people's company like that and just take the Salary). Stakes and responsibilities here must be distributed fairly. If you are contributing more, you deserve a bigger Stake.

     

    A financial Stake in a company is Revenue Shares in a company. Employees are Contributors to the company, they are entitled to receive Revenue Shares of the company (they get paid Salaries and Compensations). Anything that is entitled to Revenue Shares of a company such as Creditors, Employees, Government (the Taxes), Shareholders (Dividend), etc. are all Stakeholders of a company. You don't need to own Shares in a company to receive Stakes. Shares are Stocks owned (Shareholders are entitled to Dividend of the profit if it is a Dividend Stock).

    A central government does not have to manage just the economy. For examples of this, see Ecuador, Panama, Hong Kong (Pegged to dollar). That is an incredibly libertarian view, although it IS interesting. However, another libertarian view is that the state should make an environment to promote opportunity and capitalism. This involves security forces, regulations, a (in a libertarian case VERY) minor bureaucracy, etc. Truth be told, corporations have plenty of reasons to not serve their subjects. If the company is involved in trade and an individual is beating them in a meritocratic way, they have all the incentive to forcefully shut down their business. Why? Becase otherwise they go bankrupt.

     

    However, I do think corporate states would be pretty cool, even if they were limited in their size. 

  8. On 4/5/2019 at 3:28 PM, DecoyGoatBomb said:

    Hey All,

     

    I think DU is a game that could do justice to a system based around municipalities and governing. This may sound like an overreach of the free play nature of the game but I think the extremely capable playerbase will be hamstrung without these type of options. I will break it down some suggestions tier by tier:

     

    -Cities- (Mayorship)

    Facilities: city core unit, power, lights and respawn hub

    Commerce: unlinked market terminals and sales tax

    Zoning: city blocks, streets and zone based taxes, mining rights

    Policing: street level defensive structures for preventing violence in the city

     

    -Territories- (Governorship)

    Facilities: banks (terminals), warehouses (large vault style containers), trade hub (planetary terminals), planetary transportation

    Commerce: Import tax, city trade deals, industrial incentives

    Zoning: ability to claim adjacent territories with city progression instead of a physical territory units

    Policing: Major ground defenses to prevent outside aggresion

     

    -Planetary- (Lordship)

    Facilities:  One specialized core unit chosen from a list

    (Large Scale Shield, Trade Center, Senate, Industrial Center), Spaceport (interplanetary transport)

    Commerce: Trade Center (interplanetary terminals), Org trade deals

    Zoning: Sanctuary zones, Conflict zones (within your influence and population)

    Policing: Planetary defense (Large Scale shields), Large anti-air defenses

     

    I know this is not all necessarily easy especially when you get to the Planetary tier. I believe some of the things in the first two tiers are very beneficial to having a meaningful player city experience. I would like to clarify a few things that may seem vague or odd. I know the idea of transportation hubs is odd when you have vehicles and spaceships but the idea is it to be a very fast way to travel from point A to B (at a steep cost) rather than physically traveling all that way. With such a large map this would incentive players to at the least pass through cities and traveling via personal ship would still have a place as you would only be able to travel with your character with this system. This would also generate a need for spacport adjacent ship storage. In my experience as a mayor in SWG this created a more interactive player population. Another thing that may seem odd is giving seemingly military facilities and roles to a municipal power but I tried to keep it to policing and defense as that is something a city does in real life. Lastly, I know some may see this and think this would take away the ability to build custom facilities and everything would become to uniform but most things in this list would be implemented into the game world via a core unit that could be supported by terminals and other types of units that would be linked to the core unit. Two examples of this would be a "city core unit" would be where you manage all of the linked city facilities including power, lights taxes etc... another example would be a "Trade Center" would have a core unit that would be required but then you can also attach additional terminals. From this you can physically make a voxel based building to fit whatever form you would like.This is just some ideas so please feel free to add or take away anything. The main goal is to keep it simple as I know designing and implementing systems like this is very difficult. Happy to discuss in the comments.

     

    -Skylark

     

     

     

    This seems like a cool idea, and I get the benefits of zoning for certain areas. However, I also think that this is hard to implement, and realistically we are probably just going to be looking at a kind of universal system for claiming land, using it, etc. Hopefully though, some of your ideas can be implemented. I especially like the idea about trade centers, as the idea of trade and potentially free trade zones (if they are even necessary) could exist. 

  9. On 4/7/2019 at 10:41 AM, Silmerias said:

    Dear NQ, this is not really an idea but more a kind request.

     

    As a lot of us (players) are going to gather in the Dual Universe adventure,  the need to decently manage our corporation will come. At FrogSwarm we are a bit elitist about security and corporation management and so, we already kindly asked for web API to be able to manage our members using our tools.

     

    So in the wait of the API, can you at least, since there is no private information to be hidden here, make the user account publicly available instead of restricting it with a dual id logon (ie: https://community.dualthegame.com/accounts/profile/Silmerias)? Then we could crawl it with our tool to start using some identity security check like we do with Star Citizen since the citizen dossier is public available (https://robertsspaceindustries.com/citizens/Silmerias)

     

    The tool behind the scene is asking a player to add a temporary code in the 'About me' section to be able to validate his account under our tool and ensure us he's the owner of the dual universe account.

     

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    The idea was any

    Honestly this makes a lot of sense. The game is in early stages, and people have to make impressions. The best way to do this easily and repeatedly is through a bio that is open to everyone. 

  10. On 3/18/2019 at 1:58 PM, Kemik99 said:

    My idea came from talking to a friend that is building a large ship.

     

    Merging Constructs would be a nice option to use in building Modular / large ships,

     

    Example 1:  you're building a large ship and you need more room in one direction. you can take a second Core, and "Merge" it with the first Core. and extend the build area in 1 direction.

     

    Example 2: you could build modules and connect them to existing ships. A Cargo ship can pick up a Client's cargo Module attach it to his / hers ship and deliver it to the planet for the client. this would open up endless possibilities in ship and habitat construction. Instead of deconstructing a whole ship just to add more living space for friends, you can simply add another module.

     

    Thanks,

    Hopefully this is how it works out, maybe through some kind of device that allows you to combine the two constructs so as to avoid some serious issues that could result from combat-involved joining or merging. 

  11. On 3/5/2019 at 2:36 AM, Aaron Cain said:

    Hi All

    I want to discuss an idea to maybe counter a problem  that will prohibit us from building massive projects.

    Monorails, bridges, infrastructure, roads, anything not needing complex elements but only the basics and voxels.

     

    The problem is we are now limited to build in a box that is limited by core size. If we want to build civilization including roads, bridges and everything we will need to place a massive amount of cores.

     

    What i want to propose is a system where you can build outside a core with basic materials. The startpoint of the build must be in a core but the build itself may be outside it. rights management stops outside the core and anything build outside the core is regulated on territory level. So if you have a TU or STU in place, the structure is relative safe, If you do not have these, anyone can delete or destroy your structure. this is a necessity with the system, cores are regulated by rights and so are territories so anything build Outside a core is under territory rules, anything build with no TU or STU is free for all.

     

    However, this way we are able to build large structures like roads and bridges and monorails that would normally need a lot of cores. Limitation would be that these builds can only be build out of basic materials and voxels and anything would have no user rights on it although protected by TU or STU

     

    This system would make it possible to make roads to and from different cities or market places and between cores, creativity could be used to build bridges across water masses for creativity and RP, This way we could also build structures like space elevators or monorails or later Dyson spheres, all for creativity and the greater good of the community.

     

    This is also why i think it is needed, the greater good of the community. With this we will need to work together if we want things to be build, if org a and b want a monorail or bridge connection between their cities they will need to build together and secure it together, whether by force or by combined TU coverage.

    Also for federations, massive organizations, alliances and anyone who wants to connect this is probably the only way to build mass infrastructure without the need of thousands of cores polluting the lands and all the lagg induced by the right management on those cores.

     

    Please add your ideas and remarks on why yes or why no. technically this should be possible reasons behind that are NDA, sorry.

     

    Greetzz Aaron

    I get why you want to do this, but we also have to understand the poor developers and pity the servers and computers that would have to process such massive player-built, and most likely intricate, areas and constructs. No game has ever really been able to do this, and I don't want us to get caught up trying to do this and ending up having to wait a ridiculous amount of time before the game comes out. 

     

    It's just my opinion though, I don't really know all that much about this particular topic. 

  12. Hi all. I was thinking that we should have a thread made for people who are looking to hire players and for people looking for work. There might already be one, but I haven't seen it so this might be redundant IDK, but here we go. 

     

    How this works is this, if you are looking to hire, fill out this form and then post it on the thread:

     

    Company:

     

    Speciality/Industry:

     

    Job(s) open:

     

    End Message (Tell them about yourself, why you should join)

     

    If you are looking for a job, fill this in:

     

    Name:

     

    Job:

     

    Speciality/What you say you are good at:

     

    Special/Additional Info and end Message:

     

    Please fill these out to make the process easier and more streamlined. 

     

    Hope this helps,

     

    -Caesares

  13. 8 hours ago, Lethys said:

    Banks in such games are usually scams anyway. There's no real need for them but hey, maybe you do your job well enough that ppl trust you and you find your niche. 

    Yah but if I do that I kinda ruin my reputation and I don't really want to do that considering I have put so many Euros into this game. 

  14. 15 hours ago, CoreVamore said:

    Savings account? Pretty sure each avatar gets their own savings account by default. Not sure why they would want to put their money into a potentially risky third parties account.

    For gain mien friend. I do not believe that there is interest on normal accounts, which would make them just bank accounts, not savings accounts. 

  15. On 10/1/2017 at 2:04 PM, Asmodeus said:

    I think we should have the ability to create interactive elements that make it possible to gamble such as slot machines or some kind of roulette wheel.

    I think we also need to have some kind of lightly automated localized transfer system that can automatically move something from one container to another, maybe using LUA scripts.

     

    I had this idea when I was thinking about how I want to play the game. I plan to build a bank for new players to store their goods in a single heavily protected area and having a side business would make that goal all the more feasible, specifically a casino. It should be possible to adjust the win percentage chance in any kind of randomized gambling system like a slot machine. It would also be nice if their were a way to force the machines to let a player win if the owner feels that no one is winning enough or is just feeling generous. This would clearly allow owners of gambling devices to cheat people but I can't imagine a lot of people would go to gamble at a place where they feel like they are losing too much.

     

    As far as banking goes, it would be really nice if people could turn their money into an in game credit chit with a tag line reading (for example) made by Asmodeus. Two credit chits made by the same person should fuse together when stacked but if made by different people should swap places. When a credit chit is used it should be destroyed and the money it represented is then added to that player. This would protect players from having their money stolen by banks because if the banker took any money then the credit chit would no longer read that it was made by that player.

     

    I really want to find ways to make the game more fun for new and old players alike and when the game comes out I hope to build the infrastructure that makes it fun for everyone.

     

    I really hope this adds something new to the game discussion and that I am not just saying something someone else said first, I kinda find that notion rather terrifying.

    Currently, my bank plans do what you say. We will allow players to having savings accounts, store goods, and exchange them on our own exchanges which will run on an IOU storage system. If you want you can join our org, as we are already the largest in this category and can help you with getting what you want done. 

  16. On 10/1/2017 at 2:04 PM, Asmodeus said:

    I think we should have the ability to create interactive elements that make it possible to gamble such as slot machines or some kind of roulette wheel.

    I think we also need to have some kind of lightly automated localized transfer system that can automatically move something from one container to another, maybe using LUA scripts.

     

    I had this idea when I was thinking about how I want to play the game. I plan to build a bank for new players to store their goods in a single heavily protected area and having a side business would make that goal all the more feasible, specifically a casino. It should be possible to adjust the win percentage chance in any kind of randomized gambling system like a slot machine. It would also be nice if their were a way to force the machines to let a player win if the owner feels that no one is winning enough or is just feeling generous. This would clearly allow owners of gambling devices to cheat people but I can't imagine a lot of people would go to gamble at a place where they feel like they are losing too much.

     

    As far as banking goes, it would be really nice if people could turn their money into an in game credit chit with a tag line reading (for example) made by Asmodeus. Two credit chits made by the same person should fuse together when stacked but if made by different people should swap places. When a credit chit is used it should be destroyed and the money it represented is then added to that player. This would protect players from having their money stolen by banks because if the banker took any money then the credit chit would no longer read that it was made by that player.

     

    I really want to find ways to make the game more fun for new and old players alike and when the game comes out I hope to build the infrastructure that makes it fun for everyone.

     

    I really hope this adds something new to the game discussion and that I am not just saying something someone else said first, I kinda find that notion rather terrifying.

    This makes sense. Such elements could also be used to manage minor bank accounts or maybe interact with software. 

  17. On 1/31/2018 at 10:11 AM, Costanius said:

    The crisis of 2008 was caused by cheap money / credit loaned to subprime customers and the worldwide distribution of derivatives. So I don't think we will have anything like the 2008-crisis in DU. Unless we have a player-run banking and financial system in DU with credit / loaning, shares and derivatives of some sort. Or leveraged speculation on credit of some sort.

    Most ressources in DU will be mined/created and then consumed for construction or as fuel. So there will be the lack of and oversupply/inflation of ressources and market crisis/collapse, speculation and all that what Lethys and Zamarus described for sure.

     

    I agree. The most probable cause for a depression will be that some kind of resource that supports a large amount of players suddenly becomes to cheap for the players to live off it or something like that because of a massive mining project, and then the owner of the mining project does not inject his money into the economy. This is highly unlikely but it could happen.

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