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Eternal

Alpha Tester
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About Eternal

  • Rank
    Novark Citizen

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  • Location:
    Scarborough, ON, Canada
  • backer_title
    Ruby Founder
  • Alpha
    Yes

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  1. If you're looking for an organization with a corporatist state structure, Pantheon Jumpworks is currently the second biggest corporatist state that has English as official language and has the best structure for a corporatist state out there. Sign up now!
  2. Hello, fellow Canadian!
  3. Here is the problem: even in real-life, they don't exist! They are "Consensus Standards" that are crafted by participating party/s and any external group have the choice whether or not to adopt that certain standard. That's how it works in real-life as I already stated. These external groups think — they will always choose to adopt an existing Consensus Standard that best meet their requirements over another. Ofcourse, a group's set-standards can change over time as better Consensus Standards get created to become available or because of the dynamics (change in situation over time) — they will make the choice to replace a current set-standard of theirs that they think is now obsolete (they need to do that in order to continue competing against other groups, as the standards that they are using can affect their performance). These standards that you're talking about are not Universal, they are Consensus. The only thing Universal is what are set by the game (such as Hangar Door Elements' doorway dimensions, Liter as unit for Volume, etc.). If you want the community to create standards, it has to work this way.
  4. No way! I'm from Toronto as well! Where in Toronto? I'm from Scarborough (in Guildwood).
  5. I'm Canadian here as well from Toronto.
  6. @Aaron Cain Thank you for the warm welcome! ? I'm glad to have a friend like you!
  7. I guess Asians really are a small minority in this game! It really sucks for me!
  8. A "Market" is the sum of all Buyers and Sellers in the considered area. A "Marketplace" is a platform or place where transactions / trading occur. The game will have a Bartering System (Player-to-Player Trading System) which was announced for the upcoming r0.15. You can't take data out of that! What you described is a "Promotional technique" in which the community can do it themselves in-game on their own, directly and/or indirectly (we have Screen-Elements in the game). To increase or create interaction between Potential Customers and Sales, Promotional techniques are used. The aim is to increase or create awareness, create interest, generate Sales, or create Brand Loyalty. Let the Sales Team handle them! If you are looking to buy a specific Item in real-life, how do you know where to start looking for them? The answer is, you might already know because of word-of-mouth and these Companies are paying a lot to Promote their Products! All you have to do is go to nearest Retailers that sell them (in which the Retailers are also paying to Promote themselves). Retailers, Wholesalers, and Distributors are Distribution Channels for getting a Product to the Market (the Buyers). There is a Supply Chain to this! I wanna see the cities in DU full of Promotions! It just looks more bustling, lively, and commercialized!
  9. @Yuuyake Don't worry man! I already have access to the Test but I am still taking a break from Testing the game (I can Test the game if I want to, but I have no motivation). Let's keep in mind that this is a Test and all the mechanics of the game are still not finalized (some are still in development, some are yet to be developed, and some are subject to change). I am just like you, I am not even Testing the game! We still have a lot of time before Beta and Release. In which the mechanics of the game will expand and change. We don't even have the Combat developed yet! There are just many things to factor when it comes to Construct-designing that we don't even have yet or not finalized!
  10. @Yuuyake Very good question! I was actually talking about real-life model (which is what I would prefer). The way that the Devs plan to design the economy, is Players will be able to sell Blueprints that cannot be duped and can be used to produce limited amounts of Constructs only (like only 10 or something like that). This means that the people who will buy Blueprints will have to shoulder the required Material costs to produce physical Constructs -- Material costs is on the Consumers along with the Blueprint cost. The Market Value of Blueprints should be more than their total Development costs -- if they're not, there is no profit. Blueprint Development is the Secondary Sector of this game. Tertiary Sector is the people who will buy these Blueprints, shoulder the Material costs themselves to produce physical Constructs, and use these Constructs to create Market Value by providing Services. You cannot provide Services without Assets (physical Constructs is one of them). Again, there must be profit on this Sector otherwise this whole logistics is pointless. I don't know if you could ever Liquidate Assets (physical Constructs) in this game. I would prefer that we could by being able to sell physical Constructs, otherwise it would suck! If you could never Liquidate such Assets, then it counts as an Expenditure. We bought a developed Fish Farm + Land Property in real-life that has no tenant. We don't count what we spent to purchase the Asset as an Expenditure in our Fish Farming Business -- the Asset has value in the Real Estate Market and we can always Liquidate that Asset. I know the local Real Estate Market well and I always update myself -- I have been studying it since like years ago. Imagine running a business where Assets could never be Liquidated -- it will be harder to make net profit and your risk is higher! I would highly recommend that this game give us the ability to Liquidate Assets (physical Constructs). If you can never Liquidate, you can never exit!
  11. That is called a Secondary Sector. The extraction of raw resources is a Primary Sector; Manufacturing and Construction are Secondary Sectors; Services, Wholesaling, and Retailing are Tertiary Sectors. That is how an economic activity works. What else do you do with raw resources but to supply them to Secondary Sectors? What else do you do with finished products but to supply them to Tertiary Sectors? All of these Sectors have Market Values. When building materials are used to make a building, the Market Value of the building should be more. If it's not, it cannot ever promote an economic activity because it's an operational loss. Tertiary Sectors should have the most Market Value, followed by Secondary, followed by Primary, otherwise the logistics is pointless. What happens when you construct a building? The Market Value of that building should be more, or as an Asset, the fair Market Value of the Asset and profit from Services should be worth more (you can always Liquidate an Asset. An indication that you are profiting is Total Revenue exceeds Total Expenses. Asset value + net profit should be worth more than construction Materials and construction Expenses). If this is not the case, then you are operating at a loss!
  12. When we came to Alioth from the destroyed-Earth, we brought with ourselves frozen Embryos of agricultural Livestock and Crops through Cryo-preservation for our food source to ensure our survival. These Stocks can be brought back to life and they can reproduce. When you deploy something like a hatched Chick, they will Free Range for limited distance from the spot where it is first deployed. If you wanna relocate them, you can pick them up and re-deploy them to another spot. These Chicks will grow to a full-fledged Chicken. They will lay eggs on a spot, where new Chicks can hatch. Or you can pick up the unhatched egg and do whatever you wanna do with it (such us putting it in an Incubator). You have to take care of these Chicks (such as feeding them) until they reached their market size for consumption. Have a Slaughterhouse Facility (I mean we have a Refinery in this game? Why not an automatic Slaughtehouse Machine?) where you can convert these Chickens to Poultry Meat which people can cook and eat for Energy. If you have 0 Energy in this game, you just move slowly such as you can't sprint or you sprint slower. If you have Energy, you move faster and can sprint faster. You can also add mechanics like Call of Duty "Sleight of Hands" for things such as reloading faster where Energy will play a role. Energy supply inside a Ship will determine how much Endurance that Ship have for operation -- they need to resupply at some point or it will be hard for them to continue operation. Another thing that I would like to propose is a growing colony of Producers for the Food Chain. When you Mine in this game, you will find things like Coal Ores within 1 bulk (the only difference is how much volume that bulk contains). When you deploy a bulk of Worms, Crops, etc. -- all being Producers in the Food Chain which feed on the Energy of the Sun (Photosynthesis), nutrients of Soil, Chemosynthesis, etc. When you deploy a bulk of these, I want them to grow in volume over time (when you pick them up, it will indicate in your Inventory that the volume grew). You can then harvest these Producers after and feed them to the Primary Consumers like Chickens. You can use the Chicken Poop to fertilize the soil ("Chicken Manure" is an Item that can be collected for Organic Fertilizer). You can turn an unfertilized Soil to a fertilized one which looks different. At the same time, you can put it on the Crib of your Pond to fertilize the water -- it will Eutrophicate the water turning it greenish (it means there is nutrients to the water). Over-Eutrophication in real-life causes fish-kill because of oxygen deprivation in the water. You will Eutrophicate the water only to certain degree of greenness to add nutrients to it so your Fishes can grow faster, but you will not be stupid to Over-Eutrophicate. This is a bulk of Aluminum Ores with it's volume. This is a bulk of Worms that is deployed and can grow in volume (the concept is the colony grew). You can then harvest them with your Nanoformer and feed it to the Primary Consumers. You can link a deployed Chicken that is Free Ranging to a Food Container (you will fill that Container with Food exactly like how you would fill a Fuel Container with Fuel). The Chicken will eat when it's hungry. They need to eat in order to grow faster -- if you go cheap on feeding them, it will extend the harvest period for longer. Yield is very important in the Agricultural business (if you don't Yield enough, you don't profit enough). You also need to utilize your area of land for the purpose of producing the most Yield out of it. We can have 2 sources of Energy in this game: Meat and Produce. Meat provides more Energy per consumption than Produce.
  13. We need Standards that are developed by cooperating and participating Parties. Using (Recognizing) such Standard IS A CHOICE by any external Party. The whole DU community do not need to comply to an existing Consensus Standard. It is a choice of any external party to Recognize an existing Consensus Standard and use it as their set-Standard. What I will probably do when this game Releases, is I will join a Corporation because I really have a Corporate mindset. I will propose a Founding of a Technical Committee within this Corporation in order to create Consensus Standards that will be factored to our designs in order to create integration for our products. What use is something that is not integrated? Standards are basis of facilitation for compatibility and interoperation - that's all it is! Multiple systems are not functional together if they are not designed to be functional together! Standards will help unify these systems together for interoperation. You people are thinking about operation (a single system), I am thinking about interoperation (multiple systems working together). To me, products that are integrated is an improvement to the quality of the design (they are functional together with other system/s). In the example above, my Corporation created it's own Consensus Standard to be used by that Corporation for interoperation of their products, thus integrating their products. Other external parties (other organizations) who didn't participated in crafting that Standard, will buy our products. They will test our products, and if they find our design to be good, the specifications of that product will be adopted to their Standard by their own choice. Let's say that they really like a specific model of our airplane - they will buy that model, and the facilities that they will buy must meet the specifications of that airplane model. They now have their Recognized Standard, which really, came from us. Another example is you bought a facility. Your org likes the design of this facility and want to make it's specification their own Standard. The ships that your org will buy must be compatible with this facility by your org's now-Recognized Standard. One of the two Procurement-process in real-life has an "Invitation to Bid" stage - you are not qualified for this bidding if your product do not meet the requirements of the buyer! The Contract of Sale will be Awarded to the contractor that best meet this requirements. That is a process to check for compatibility. You cannot sell something to someone who do not even meet the requirements of that someone! If you bought a facility, you are not stupid to buy Constructs that are incompatible with it! As the one who is doing the procurement, you will set your own Standard/requirements based on the specifications of that facility! (there is a Procurement Committee for this but I am not gonna go deeper into that) That is how a Recognized Standard is formed in real-life! I am not talking about technology transfer here. This is as simple as when you buy something, you will adopt it's specifications, and whatever you will procure afterwards, it has to be compatible with what you already have. Thus, you have your own requirements for procurement that every contractor must meet based on what you already procured in the past.
  14. That is incorrect. When a Player buys from another Player, there will not be any Quantitative Easing from the Bots. While at the same time, quantity of Goods in this game are increasing because of continued production in the game. The economy is growing continuously and you have no Quantitative Easing. That will drive the Price Level lower and lower because Supply is increasing continuously over unchanging Liquidity. As the OP already mentioned, people during this period will hoard their Quantas. People who are holding Goods will lower their price just to make a sale because Aggregate Supply exceeds the Aggregate Demand. People like myself will hold onto Goods instead, because I know Price Level fluctuates based on Supply vs Demand. @nzwoodturner is correct.
  15. lol ? The deal is I support having a Standard even to just the Consensus level. If people still do not agree, then there is another proposal - what I would like to call (and this is my own terminology) a "compatibility certification". A specific facility and Construct have to match. If they match, they are compatible; if they don't, they are not. Just have the paperwork to back this up! This is integration! Sometimes, something is integrated with some things but not with others; sometimes, they are not integrated with some things but is integrated with others. Make a tree out of this! I highly support having a Consensus Standard at the very least. How are you gonna design based on integration without the compatible specifications which is what we call a standard? You need it to design if you wanna design based on integration! You wanna use AMRAAMs, Sidewinders, JDAMs, Pythons and Derbys on an SU-30? These Armaments are not compatible with this Russian Jet. There are specific Avionics and Armaments that are compatible with this jet - Armaments and Avionics that are certified for this jet. When you are marketing this jet, you have to provide these information of what can be fitted to it - what is compatible with this jet. Also, think about aircraft parts in real-life; the engines (powerplants) are manufactured and designed by companies like Rolls Royce, GE, and Pratt & Whitney. The Airframe is designed and manufactured by companies like Boeing, Airbus, Bombardier, and Embraer. The Wheels, Brakes, and Tires are designed and manufactured by companies like Goodyear, Bridgestone, Dunlop, and Michelin. The Actuators are designed and manufactured by companies like Moog. etc. Aircraft Assemblers on the final assembly will assemble the whole aircraft together with all of it's parts (it is the Airframe company that do this final assembly like Boeing and Airbus). Cars are the same thing. Toyota, Honda, Hyundai, etc. do not design and manufacture all the parts that form their car. This is what you call "integration". You will design a facility first because the facility is bigger than the Construct and contains the Construct (and have you seen that door Element? What if your Construct don't fit in it?). Afterwards, you will design a Construct that is compatible with this facility. You will then design more construct models that are compatible with this same facility. If you wanna get into facility design and construction business, you will design your facility based on already existing constructs. Same thing for Construct design and manufacturing business - you wanna design them based on already existing facilities. We call this "designing based on already existing platform". This is how car manufacturing industry and aircraft manufacturing industry are integrated parts by parts - they design based on already existing platforms. the platform is the market. You cannot sell Tires, Exhaust System, Windshield, Airbag System, Child-seat, etc. without an existing car which is the platform. You cannot sell car-wash services, oil-change services, maintenance and repair services, without an existing car. You think about the platform! If it doesn't exist yet, create a platform (which will create a market), and then create something that is compatible with that platform. Designers and manufacturers of facilities and Constructs that are integrated don't have to be the same Org nor do they need to be affiliated with each other at all! There will be 2 different kinds of designer in this game: 1.) the ones who create platforms. 2.) the ones who create something that is compatible with existing platform/s. That's all the kinds of designer! If they don't care about integration, they will just be creating more platforms which is #1. Integration means compatibility. If there are people who do #2, they are creating compatibility based on #1. This is integration! If you don't like a certain platform (you don't like how it is designed), don't create integration for it! If you like a certain platform, YOU HAVE THE CHOICE to create integration for it!
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