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NanoDot

Alpha Team Vanguard
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Posts posted by NanoDot

  1. As I understand it, you can only ever make ONE blueprint from a specific construct (Master Blueprint). Could be that the construct pattern is "locked" in some way after the MBP is made, which prevents any further MBP being made. That MBP is tradeable afaik, which means it may also be lootable/destructable. It is also used to make copies.

     

    It's not clear to me if you can alter the construct after making a MBP, or if that altered construct can then be used to create a new MBP after the changes.

     

    There's also mention of a "snapshot" of a construct, which seems to be a personal "BP" that can be used to reconstruct the original construct (by using a Repair Unit). Sounds like the snapshot is not tradeable/lootable in any way, as it's linked exclusively to your character.

  2. On 31/08/2017 at 3:05 PM, SimonVolcanov said:

    Sure, but the issue is compartmentalizing of constructs. If you build a whole apartment block with one core, how would you assign single apartments? 

     

    If there are pinpad door lock elements, you could possibly use the RDMS to give a player permission to change the pinpad code for a certain period of time (e.g. 30 days)

  3. I'd imagine that all elements (engines, guns, cockpits, etc) will be made in factory units from BP's or BPC's. There may be different-sized factory modules to produce the diff sized versions (small, medium, large) of these elements.

     

    Once you've hand-built and entire construct, you then create a Master Blueprint. Copies (BPC) of that MBP can then be made, and either sold to others or used in your own factories.

     

    The MBP or BPC is then loaded into a factory unit, along with all the elements and materials required, and after a set time the factory spits out an assembled construct.

     

    I cannot imagine how you would use a MBP or BPC unless it's loaded into a factory unit.

     

    In EVE, your industry skills give various benefits to factory production. I'd imagine it working similarly in DU.

     

    I also expect that everything described above will be there at release.

     

    From the KS page: "Mass-produce your custom designed ships to sell them in-game"

  4. I imagine the money supply in DU will grow MUCH more slowly than it did (and still does) in EVE.

     

    Mining is the only way to generate money in DU AFAIK. And mining is all done by hand, from ore that doesn't respawn.

    11 hours ago, Lethys said:

    if you just look at eve online:

    There have been several investigations and all concluded (iirc) that there's no inflation at all, besides PLEX (=DAC in DU).

     

    There are enough money sinks (clone upgrades, taxes on markets, fees for contracts, ...) and faucets (ships getting killed, PVE, mining,...) to balance that.

    When you start playing eve you only have so much skills so you can only fly frigates for example with T1 equipment - which is cheap. As time passes, your skills increase and you can take on more difficult missions/pve/areas thus increasing your rewards (while risking more) with a more sopisticated ship (cruiser, battleship, T3). Then you start to min/max your earnings (= tuning your ship with expensive modules) because it just makes sense to do a mission in 5min and get 25mil instead of 10min with 35mil reward.

    So it's just a natural player loop to flying more expensive ships - start early with 5mil and end up in carriers worth 10bil. That's no inflation there, it's just risk vs reward. But many ppl think it's inflation.

     

    Kestrel (T1 frig) - 1 year of market data from jita (biggest trade hub)

    https://www.fuzzwork.co.uk/market/link/10000002/602

     

    Paladin (T2 marauder) - 1 year of market data from jita (biggest trade hub)

    https://www.fuzzwork.co.uk/market/link/10000002/28659

     

    Prices are pretty stable, spikes are only people messing with the market or because that ship is prime doctrine of some big alliance. There could be a war too thus people producing less because they focus on defense.

     

     

    NQ will test this for sure once markets are introduced - then they just need to balance sinks/faucets and watch it.

     

    Like I said earlier, you clearly see the massive inflation in EVE when you compare the price of NPC "rare drop" modules. Those modules enter the market very slowly, so more and more money chases them as the money supply increases much faster than the supply of those modules does.

     

    The huge competition between player manufacturers very effectively keeps the price of player-made ships and modules low.

  5. It will be interesting to see how this discussion progresses as we get closer to beta.

     

    We have a very small community active on the forums at present, and I suspect that many of them are organisation-oriented, because orgs take advance planning. The lone-wolves and small-group players will tend to become active much later.

  6. 1. There will be market bots on the arkship that will buy items (most likely mined resources only) from players. That would mean that the ONLY way to get money in the early days will be to either:

    • mine ore to sell to the arkship bots
    • ...or rob miners of ore that can then be sold to the arkship bots.

     

    2. Inflation will start immediately, because the money supply will start increasing immediately.

    • EVE managed to keep the average player shielded from the effects of inflation, even though it has two GIANT money faucets (NPC missions and ratting in belts). That'a because there's a very low barrier to entry in the manufacturing of T1 (common) items in EVE, which means cut-throat competition and low prices across the board, as 100's of player manufacturers all try to undercut each other's prices. However, the inflation in EVE was quite obvious when you looked at the prices of "rare drop" NPC modules though.
    • I have no idea how difficult it will be to become a "manufacturer" in DU, but I get the feeling it will not be as easy as it is in EVE. Mass production is easily accessible to everyone in EVE, which results in huge competition and very low profits on common items.
  7. I share the OP's concerns.

     

    Hiring a player or player group to provide "security" is a very popular suggested solution. It's a myth, however.

     

    In reality, hiring players to provide security won't be remotely viable for anyone but the largest org's. No player is going to guard your cabin in the woods for an hour or two. Watching paint dry will be a more exciting activity in comparison. And paying that guard would mean at least matching their potential earnings from other game play activities. Not to mention that you'd need 24/7 guards... it's just not going to happen.

     

    You could also cover your cabin in multiple gun turrets, walls, traps, etc. (ruining the aesthetics), but static automated defenses are notoriously unreliable when faced with a patient and inventive aggressor.

     

    The RDMS rules defined in your territory control unit (TCU) will protect your structures from "casual trolls" editing your stuff, but it won't prevent destruction/theft of your stuff. But TCU's are supposed to be expensive and hard to build, so they might not even be a practical solution for solo players or even small groups, especially in the early months after launch.

     

    Your best bet is to join a reasonably large player org and build within the "safety" of their guns and defenses.

     

    However, it's impossible to predict the risks in DU at this early stage of development. Much of the detail has not been finalised yet. It sounds like there will be a relatively high "opportunity cost" to everything in DU. Casual trolling for lulz may even turn out to be a very costly hobby.

  8. Perhaps NQ can create a special TU that only works in the arkship safezone. Only allow 1 of these to be deployed per account, and make it so that they have very limited delegation options.

     

    I'm not sure that I like the idea of the biggest org's having 100% safe primary bases (corporate HQ's, warehouses, manufacturing facilities and arsenals) in the safezone, while the rest of the player base has to deal with security issues in the "open world".

     

    The big org's will be far wealthier than the average citizen, so the proposed escalating rental costs for claiming multiple hexes in the safe zone is unlikely to present a significant hurdle. There are also a multitude of "workarounds" that can be used to claim vast tracts of land for the use of one group.

     

    The arkship safezone is supposed to be a place where new players can find their feet and prepare themselves for their life in the open world. It should not be a place where powerful organisations can potentially setup bases that are not able to be attacked, whilst the peasants are cast out into the wilderness to fend for themselves...

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