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Oije

Alpha Tester
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Posts posted by Oije

  1. 2 minutes ago, Lethys said:

    regardless of the API - if allowed people will do such maps. If it's via manual input of dozens/hundred of members or via some api - it'll be done.

    OFC such a map would be used to get an advantage - that's the whole point of it

    I have no problem with your point. I am only hoping for a weak API support by NQ to make it harder to create 3rd party tools. 

  2. I would prefer a limited API. DU should be driven by discoveries which are made inside the game by spending time inside DU and by doing research inside DU. The players should gain advantages they made inside DU and not by spending time at programming bots or 3rd party tools. The most active gamer shall have advantages and not the best RL programmer

  3. On 10.10.2017 at 3:47 PM, Hades said:

    We don't know anything at the moment, so arguing over speculatives is pretty useless imho 

    I don't think so that it is useless. I am wondering how many game improving ideas NQ will get out of our nonsense in the forum threads. If we delete every speculative thread in this forum then it will get rather empty.

    I am with you when you say we (or most of us) don't know anything. We had only a few hours so far and implementation of DU is far away from their goal. So speculations are the salt in our DU-soup and at least we think about possibilities inside DU. It helps us to stay tuned until the next tests were available.

  4. Blueprints:

     

    Designing Blueprints is a critical part in the economy. At one side it is not logically that a blueprint will be vanished once the item is crafted, on the other side we can argument that a copy of a BP is more licence to use the original BP x-times. The creator of the BP may use it unlimited but cannot copy the BP unlimited, the number of copy shall depend on his skills.

    A stable economy need a lot of players and a lot of specialization. Is it too easy for everybody to build everything then no one has to trade. Building items should not be that easy too. Is the market flooded with to many items, then crafter cannot build them with profit, then miner can't sell their materials with profit and wars become to cheap because ships are too easy to get.

     

    A simple way could be time: crafting needs time, the preparation of material needs time, etc. It should not get boring ofc, but there should be a difference between better and weaker tiers. Having better skills leads to better crafting results or higher item-quality or better crafting stations (fabrics?, programmable robots?) 

     

    I have seen it in different MMOs that getting up a vital economy is the one of the hardest part for the developers. 

  5. On 7.7.2017 at 1:05 AM, yamamushi said:

    I could write pages about how the economy might work in DU, suffice to say that the wealth of the economy depends entirely on the number of people playing the game. The more people, the better. 

    ... this is the main key for a vital economy. The best model won't help if no one uses it.

  6. ... and you have to take care that a ship can't use both special modules at the same time. If so then a ship with a ship with a ship construction is possible and that will get rather complicated.

     

    Joining structures to build super space stations should be an easier task.

  7. Size a holo deck uses energy, the restriction is the  size of the holo deck generator/projector, comparable to the core sizes - I agree with that.

     

    To handle larger items should not be monetary based mainly, I hope it will be more skill based. The smarter should strike the richer.

  8. An excellent post and I maybe have an improvement:

     

    I think it is not good to have all possible items available at the beginning or a constructors's career. Therefore different skills should affect the number of items and voxels and available items. Your limit is only the size of the holo deck, that seems for me too easy to achieve. Size does matter ofc but knowledge and training should matter too.

  9. Well, I did not read the whole thread just got an idea what you are talking about.

     

    I do not want to have a creative mode, this is totally counterproductive.

     

    DU is on big universe, on one server and every action taken by any member of the universe should affect the whole system (butterfly effect). Testing out new blueprints must be an economical risk and it must be time consuming. Engineering can't be free because it would not help to rise an economy system. To have a vital and stable economy is an essential point for the success of DU.

  10. In an interview JC mentioned that approximately 2.000 player have access to Pre Alpha. I can't imagine that a few weeks or months will be enough to get all essential information. Looking at many other games I expect that Pre Alpha, Alpha and Beta will last longer than wanted.

     

    As long as the game is in development and players see improvements and new features, they can call their releases what ever they want. .-)

     

  11. To get a working game economy some facts a essential:

     

    (1) You need many players

    (2) Everything must be crafted by players

    (3) Items must have a decay when they were used --> broken items must be repaired, recycled or bought from the market again.

    (4) Economy needs Scissors-Paper-Rock or even better Scissors-Paper-Rock-Lizard-Spock principle.

     

     

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