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Eternal

Alpha Tester
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Everything posted by Eternal

  1. Sanctuary is a waste man! Alioth and Sanctuary are the same, except there were more abundant resources in Alioth! How is the game right now, do we still have Sanctuary? When Beta started, I invested in my Sanc, and whatever I mined outside of it, I brought them to the Sanc, and then I ended up quitting the game! It was a trap man!
  2. There is a mining unit that is automatic according to what I heard, but does the territory run out of ore?
  3. Do we still have finite mineable resources in the universe? I'm talking about ores that don't renew, like how this game began. Yes or no? If not, how is it right now? What was so bad before is if you are not mining, you are losing the game.
  4. Fix the game and wipe it out! Not wiping it out only maintains the terrible imbalance that is created by the broken game! I am always open to coming back to DU, but that is only after they fixed it! I can say that this game have a potential to be a viable game after assessing the available and upcoming MMOs! Right now, I am playing nothing because I am disappointed on the quality of MMOs (especially on their lack of contents). Due to the terrible and deteriorating state of our genre, DU stands a chance in the market, only if they will get the game fixed! A game that is fixed is worth a second go!
  5. First of all, this thread is on Off-topic Discussions section of this forum, and second, NQ had warned me multiple times in the past about discussing real-life politics in this forum and so I have no intention of doing it here, as a matter of fact, I have started my own political blog a year ago to exercise my free speech in a world where media is lop-sided and censored (including ostracism). The DU forum is not a platform to discuss real-life politics, and as I have already mentioned, I already have my own platform. I am a Chinese Canadian who was born in SEA with ancestry from Mainland China and spent most of my life in Canada as a Canadian citizen. I consider SEA and China (including all of it's territories) my heritage. Aside from Chinese, I am also fluent in Filipino and Bahasa Malay/Indonesia and is credible enough to discuss local politics as I am integrated with the ASEAN culture, being a SEA Overseas Chinese. Being a local of SEA and EA, I know the politics, culture/tradition, language, and history, right there better than the Westerners who continue to force their own narratives on our local and regional affairs. As currently living in Canada, I can feel the effect of this war from the rise of cost of living (which is already expensive before the war), and sanctioning Russia only aggravated our deteriorating domestic standard of living. As I promise, I will not discuss politics in this forum, but hear this: "you people have your own point of view and opinions about foreign politics including the foreign policies of foreign countries, as if you understand anything foreign at all! We are not your slaves to pressure us to do something that is detrimental to our nation-building, that is against our tradition of non foreign interference, and that is against our sovereignty." The only statement that I would like to give is "you have your own opinion, I have mine!" without opening a debate as that would be a political discussion. All I did is tell you that I do not agree with your opinion without starting a political discussion/debate! I clarified everything! Thank you!
  6. I'm the person who proposed having a system of accountability when it comes to working in a group to make it equitable to stakeholders. You wanna know what the people here said? They don't want to go through that work, they just want to structure and operate with no bureaucratic process. I agree with them, it is a lot of work and it can be complicated! Nobody wants to have a system of accountability in a game! The problem is organizations need it for equitability to stakeholders. You don't want to go through that process? Then you can't have an organization that is equitable! What you want is to just physically plan like the far left! Solution is to remove the corporate gameplay and make it a putting-out game like all MMORPGs where you work for your own equity on your own! Make the game non group-based! If you can't follow a corporate process, if it is too hard and tedious for a game, then remove it! The problem is you wanna keep it and it is not equitable! Imagine working with people and contributing to the organization as a stakeholder while not having any system of accountability, how do I know if the organization is being fair to me? The real-life model doesn't work in the game because it is missing components in real-life that makes it work. How about we look at conventional typical model that already works and is common in MMORPGs? How about the putting-out system? How about the character-centric gameplay? All MMOs are like that! It's like you want to put the power lines underground and you can't maintain them! There are things in life that is conventional, what is wrong with that? If you have to walk to get to somewhere that is 2 blocks away, the best solution is the conventional solution which is to walk there, not build an LRT just to get there! What is wrong with you people?! Lockheed Martin has this concept of a robotic spider leg to mobilize their SAMs. There are things already that we call wheels and tracks that is so conventional and they work effectively. Buy a Tatra truck and put the SAM in there! Are you finding this complicated? You will build a Metal Gear robot that will carry the SAM?
  7. That's not even how real-life works! In real-life, you contribute to a company because you are a stakeholder. Employees get paid = they are stakeholders. Applicants and employers negotiate the term of employment and both has to sign the contract of agreement before one becomes an employee. And you cannot just fire stakeholders (contributors) for no reason without negotiating the severance. If you want to terminate their employment (which has been signed into contract) without reason of misconduct, you have to negotiate their severance which they are entitled to. Individuals have their own equity and nobody will assert it but themselves. In this world, you do not get what you deserve; you get what you negotiated for and asserted for! Nobody will represent yourself but yourself! It is an equitable system, not a collective system! A person has to take into account their own equity! You do not contribute to an org all for the benefit of the org (which does not physically exists) benefiting only the people in power within that org! Employees do not get paid = they are slaves. This is what I meant when I called this a communist socialist game! It is a collective system rather than an equitable one! Look at what I proposed--damn it NQ!--about formalizing contracts. It's not perfect, but it's better than nothing! The truth is--aside from Eve Online--I have never seen an MMORPG like this where you are forced to work together with other people and share your resources. You cannot protect equity without judiciary. It is the same as a corporate system in real-life but with no way to protect equity. The least we can do is to formalize the irrevocable MoU/MoA in the game itself. The best thing we can do is to make the game a putting-out economy (cottage economy) like every typical MMO like Runescape. You want a corporate economy (factory system/industry system) with no way to protect equity? How does that work? It is a f*cking communist socialist game! It is a free market, so what?! How do I protect my equity if I am going to share my resources and contribute to the group? I have no problem cooperating! How do I protect my equity? That is the question! You contribute with no personal stake, are you serious? You contribute because you have personal stake! This game has nothing to protect personal equity and it forces you to trust other people and work together! Just make this a putting-out game like every other game, it is as simple as that! That works and it's been proven to work for MMOs and this concept that you took from Eve does not work! Look at Eve! Just f*cking look at it! It is a far left game! You want free market capitalism? "Capital" means "equity"! How do I protect my equity? If you can't reinforce that, you can't call this a "capitalist game"! It is a far left game!
  8. This game doesn't seem to want to introduce a PVE and/or PVP progression system, so what is driving this laggard economy besides vanity (cosmetics)? The PVP! The PVP has nothing! It doesn't have any progression system unlike in Revelation Online where your participation in PVP contributes to a PVP progression system giving you something to work for! PVP in this game is about raiding and looting. It is about who has the most stuff and those who have the most stuff are recognized by the community to be of greatest social status. These stuff has no intrinsic value at all but for cosmetics and social status. Stuff in this game are poker chips for PVP! You will bet chips to take chips from your opponents and those chips you took will be used as a bet in order to take more as you cannot stake without betting anything! The game is about mammonism! The PVP gameplay is already shallow (and MMORPGs are supposed to be deep) and what makes it worse is it has too much protectionism for you to enjoy what little of gameplay this game has! If what you intend to do is to make this a gambling game, make it a competitive game! If not, then listen to what I proposed and introduce a progression system! A progression system allows for players to play the game on their own pace of progression! A PVP game without a progression system should be competitive! You gonna make a choice! The game--as it is right now--is a mammonist PVP game with a lot of protectionism. Let us gamble and mammonite, and if you fall, you will work for your equity through PVE activities and gamble your way back up. You can always recover, so remove the protectionism in the PVP areas, increase the PVP areas, and enjoy this gameplay because this is all we have right now!
  9. We need an official platform for non-legally binding MOU or MOA (memorandum of understanding/agreement) in-game which will help establish trust between parties by formalizing their agreement through the game itself therefore encourage more business activities. Parties will negotiate with each other and they will craft an MOU/MOA document outlining the terms and details of the mutual understanding/agreement stating each party's requirements and responsibilities. A delegate from one of the party will type the document in the in-game platform making it non-confidential, and in order to fully ratify this document, all participants--may it be players or respective officials of organization--must agree to the document in-game, and once they agreed, they cannot take it back. All this is intended to do is formalize an understanding/agreement without legal obligations so when a participant fail to comply with what they agreed, there is a formal MOU/MOA document that was crafted in an official platform as a permanent record. If you fail to comply, you will settle with co-participants or lose credibility in the international community. Trust is the foundation of business. In this game, you only do business with people that you know well (meaning through relationship) because of the absence of judiciary. We don't need any judiciary but we need a framework and an official platform to upload the framework to establish a merit system within the game for us to do business outside of relationship (cronyism/nepotism) and promote a competitive business environment. What I proposed is not hard and costly to implement, it's very feasible, and it has a great impact in improving this game! What else is missing? You don't have any active progression system so where will the demand come from in order for us to do something? An economy/activity is driven by demand in which we have none but vanity (cosmetics)! My economic proposal above is useless without an in-game economy!
  10. NQ wants to regulate the economy and now it wants to do the job of the IRS (CRA in Canada)! Are you trying to reinvent the f*cking wheel? These are unnecessary work for the developers! All you got to do is look at conventional economic and monetary design that was already implemented in existing MMOs! Plain, simple, and equitable! Why don't the NPC just buy your security/s and then sell them back for the same price? It eases and destroys the money in a conventional way without any regulation/intervention. It solves everything. The NPC will end up regulating the price for everything? Then let the NPC just buy/sell oxygen/hydrogen (which is fundamental material for crafting) and nothing else! The point of easing is for you to have liquidity to use for transactions. This problem have already been solved, don't reinvent the wheel with these unconventional non-sense that are not even equitable!
  11. I was ranting on NQ. Giving free money is not fair! As I already explained, it is stealing! If the system is not fair, will you play the game? Nobody will, and certainly not myself! They aren't even willing to do anything about the exploits so this is a very inequitable game! They should reward you for that, and they should reward you for that by making the game fair! You reap what you sow.
  12. What they need to do is to make this game equitable where you reap what you sow! To make a game like that, you have to design it with nothing but conventional economics and monetary policy to make the game fair! This is a game, a game is supposed to be competitive, and it means nothing if that game is not equitable! What is conventional economics? Everything is free market and all NQ has to do is to regulate the fairness of the game! What is conventional monetary policy? The NPC will buy security/s and will put them back for sale at the same price it was bought for, therefore the money is backed with a reserve! As you spend the money in the NPC to buy back the reserve, the money is retracted, so you don't need to tax at all, and you don't need to regulate the economy at all! You worry that the NPC will end up regulating the price for everything? Then limit what it will buy/sell! (my recommendation is to limit it to oxygen/hydrogen which is fundamental material for crafting) It's as simple as that! Trading is trading value for value! Does giving us 150k Quanta everyday per account create any value? Does doing missions create any value? The answer is they do not create anything and those money will be traded for something! How do you expect us to be productive in this rent-seeking game? A simple question: will you play a game that is not fair? The money in this game has no value because they are backed with nothing! You will trade nothing for something without introducing value to the marketplace at all! If that is not stealing then you have got to be stupid!
  13. The mission system is rent-seeking as well because you didn't introduced any value to the market but generated cash for you to spend on the market (where you offered nothing to)! That is stealing!
  14. The creation of wealth without producing wealth is stealing! You are stealing from people that produced! In real-life, we call that rent-seeking! The central bank eases by loaning the money or by purchasing securities. It's not equitable to print money and just hand it out to selected people, only for them to spend it on people that actually produced. If this is real-life, this mission system and daily login reward are pure rent-seeking! The system is just inequitable and corrupt! They are going to release this game without wiping it out. Talent points is persistent, grants is persistent, even resource accumulation is persistent as they do not decay. Do you think the status quo will ever change? It's an oligarchic game! The developer is rich so what do you expect? He probably believes in this saying: Bull sh*t! Use your common-sense! How are they ever going to catch up on a game that is persistent? (and persistently rent-seeking?) Do you know how real-life works as well? Real-life is dynamic but they rent-seek to stay in power! This saying is an excuse to convince the poor not to demand their government to do something about the inequality when they are the constituents!
  15. This is a good thing and it's a good thing that they are finally nerfing voxel complexity! Look at these hardcores complain! Do you know how long it takes to build in this game? By reducing the allowed details, you will be able to build faster and it makes the game more optimized! The economy and gameplay as well needs to be converted to a putting-out system (like in almost all MMOs) to make it inclusive to everyone and to make it much easier to set up instead of the current corporate factory system that we have which is not possible to implement equitably! The game is designed to be as extensive as technically possible instead of limiting it to make the gameplay feasible! It is unnecessarily complicated that for an MMO, we could not even have a functioning commerce after more than a year that the game has been soft-released! How about you limit the game and add a progression system so the commerce will work just like in all MMORPGs? A year have passed and you can give us another year and we will still never industrialize as a civilization-building community because the game has been designed to be as complicated as in real-life! Make the game more accessible to make it feasible, which it currently is not! It's about time that we stopped catering to the hardcores!
  16. You have a zoo, you put the gorilla, the lion, the tiger, the jaguar, the crocodile, and the chimpanzee in the same gated habitat. If you leave them right there, you expect that they will learn to live together in harmony and everything will function eventually? The problem with this realistic economic design is you need a board who will regulate it to keep it under control. Simplify the sh*t and just use a representative currency and make aphelia buy/sell nothing else but the commodity (oxygen/hydrogen) so we have liquidity to use for transactions. Using representative currency IS bartering as it is the same as using the commodity itself. Does this mean that the market will now remain stable? No! It is still defined by market price, in other words, player activity. Now you can let it run it's course as it is a barter economy! (don't wanna use the representative currency? They can always barter using something else!) The good thing is you no longer need to regulate currency supply. It doesn't work to just let them grind for unlimited money (that has no intrinsic value) and resources and not regulate it. Also remove the helicopter money in the game! I'm the central bank and I give you $500, you cannot retract that! You've introduced face value by just printing it out of thin air! Versus you've sold me an Xbox One, I keep the Xbox One in the reserve, you get the $500. It is retractable because I can sell you the reserve and I get the money back. It is not QE! Money is an MoU that they will pay it back with securities! What value is the money with no security? It doesn't work to print them out of thin air and it doesn't work to have no reserve! You will give them $500, they will spend the $500 on people that actually produced, it is rent-seeking! And we will get DAC in the future which will f*ck up the already f*cked up economy! My advice is to just simplify the economy to make the game more accessible to players and to make more practical use of the company's limited resources!
  17. If the NPCs will buy all stuff for a certain price and they sell stuff for a certain price, then the problem here is the prices are regulated by these NPCs. We don't want a regulated market! Aphelia owns the sole payment system in the game. To craft most things in this game, you need oxygen/hydrogen and I think they are equivalent in value. These will be the basis for a single representative currency called "Quanta". Aphelia will buy all oxygen and hydrogen at permanent price and she will put it up for sale at permanent and exactly the same price she bought it for, making Quanta a representative currency. Without a money sink, and what you have is a representative money, price stability is entirely dependent on player activity and NQ doesn't have to do anything to regulate the market. Everybody can craft oxygen/hydrogen by refining their T1 ores to T1 pures via nanocrafter. They are cents, and just like money, it has cents. You should think oxygen/hydrogen as money and they are very valuable because you use them to craft nearly everything -- they are fundamental. This is a better proposal than what they are doing! If you can decentralize the currency, if you can decentralize the market, and there is a way, why not do it? Why settle for broken and regulated if you can fix it and deregulate it? We don't need a realistic economy! We need something simple, functional, and deregulated that works for MMOs! It's highly possible on a realm of a game, so do it!
  18. The resources and money available that players can grind for is dependent on time that players are willing to invest on grinding. By not limiting them, it is a seamless MMO design exactly similar to what you find in traditional MMOs and not session-based MMO design that you find in modern MMOs. Nobody here wants to see a session-based MMO, so I agree on not limiting them! What I do not agree with however is the unconventional unproven monetary policy this game has! For example, the daily Quanta login reward. That is called "helicopter money" and not QE! QE is when the central bank buys securities from the open market to inject money into the economy. The only difference is in real-life, these securities are financial assets (for example, commercial bonds with maturity). With helicopter money, you want to increase their demand, and at the same time, the bot will QE by buying physical resources further reducing them? It's called rampant inflation! Look what happened at the beginning of EA? People are willing to buy all ores for greater than the bot price as securities because they know that it will go up! This created a bubble and if this is to continue, it will exacerbate the inequality and this will be a regressive elitist game! Now Quanta comes from missions (which is helicopter). It doesn't deplete the resources but it depletes people's time (you trade your time for money). How is that productive in economic sense to trade your time for money without producing any value only for you to spend it on things with value that other people produced instead of trading your time for resources directly and using this to barter? What kind of economic policy is that? It doesn't work and I am not stupid! You think it works to just print money without spending them on securities and give it to the poor as social assistance? If ever you are to do it, it's the tax that pays for that! It's called redistribution! I'd like to see conventional policies that work, is equitable, simple, decentralized, and fun, and you don't need to reinvent the wheel! All you got to do is look at examples that best work for MMOs! Runescape is an MMO that has the best economy that is designed for MMOs! Why can't we look at that as an example?! I don't understand man, I don't! Here is what you want: - Production-oriented market and a factory system instead of a putting-out economy that is inclusive to everyone with stable prices. - Specialized and repetitive job instead of horizontal progression that gives you variety of activities. - A regulated monetary system with NQ as the central bank governor instead of a much simpler (and decentralized) representative money. - A passive time-based skill system that doesn't do anything but exacerbate the inequality instead of an active skill system for gameplay content or just nothing at all. - An unregulated, risky, hierarchal, broken, and inequitable corporate system that will always dominate the game instead of designing the game for individual growth and interest that is common in most MMORPGs as this is more egalitarian and equitable. You don't need to hire an economist that worked for the IMF or ADB if you just simplify the f*cking game! Simplify it man! It's not complicated if it is meant for everyone to grasp it and let's not complicate it like in Eve! Also the game is designed to be regressive, it is South Africa! You gonna make it inclusive and equitable!
  19. Dual Universe is a building game and the question we should be asking is how do we make the building aspect of the game an element of gameplay when we couldn't even think of a way of doing that in concept, better yet implementation? Minecraft has millions of players, it is a building game (with PVE survival mechanics in it), and technically it is not a game--building engine is the best way to describe it. With all the upgrades of Dual Universe, why haven't they migrated to this one yet if what they are looking for is a building engine? Have you already played Minecraft? The FPS in Minecraft is a lot faster, you can build and edit in that game a lot faster (meaning it is the more productive engine), and even if you build in Dual Universe without applying voxelmancy supposed you already have all the materials, it will take you a lot more time! Let me remind you that it is also buggy to build in this game so you take your time! (in Dual Universe, the vertices move and it is easy for you to completely f*ck up something if you are not building carefully! How about editing? The dynamic vertices make it hard for you to do that as well!) Minecraft is a lot superior to this engine despite all the upgrades of Dual Universe that makes it more extensive! People seem to opt for more simpler fundamentals that can be creatively scaled and can be produced faster! How do we make the building an element of gameplay if you want to convert this into a game? Nobody has ever done this before!
  20. That military tactic is called "scorched-earth". https://en.wikipedia.org/wiki/Scorched_earth
  21. A city in real-life in average is around 600 km² big (60,000 hectares). Around 2 ~ 15 million people live in it. Around 5 to as much as 30+ million work in the city formally and informally (many live in the metropolitan area and commute to the city regularly). 1 tile = 1 km² (100 hectares) ---> this is the average CBD in real-life. 1 tile is already a f*cking CBD! You know how many people work in the CBD? Atleast 200k! La Defense CBD in Paris and the Golden Triangle in Jakarta are the size of a tile each! Do you have 200K busy workers (with work) to justify the development of a 1 km² CBD full of class A office buildings? That is only 1 tile which is already too big for it's use! You can't even justify a CBD, better yet a city! There is no need, it is a white elephant just like everything in this game! We are only roleplaying here! These excessively big tiles are individually-owned as well! Has it ever come to you that the concept of shares (incorporating) does not work in this game because there is no credible law which is not possible in a player-driven game? A privately-owned property is not a city no matter how big you make it to be! How can we (as a community) have something organic that will agglomerate if the basic unit of land is ridiculously big? You got a mining industry in this game, you got manufacturing industry, but there is almost no possible sustainable service industry in this game aside from transportation! The first 2 sectors are useless in a player-driven game without the service sector! You can't replicate the economy in real-life as you don't have similar survival mechanics! Do something that is feasible for the game which is to add in-game progression content to serve as the gameplay loop!
  22. Minecraft is just a building engine for aesthetics! You make that a persistent single-shard MMO and you made it a social platform! Dual Universe is just an aesthetical building-based social platform, that's all it is! This social-platform has no progression content meaning the in-game activity is driven by aesthetics as that is the only existing essence! Other MMORPGs have robust economy because of their progression content while this game has unsustainable economy! Do you call art a sustainable industry in real-life? Exactly! When the only essence you have in this game is aesthetics, you will build them anyway for that purpose, otherwise there is nothing to do at all! You see how it doesn't work and people are jumping to Starbase hoping that game will work when it is missing the same essential components?
  23. You wanna know how money is invented and they just put a face value in it? There used to be a time when trading is done in barter, money took away that cumbersome system. And now we are using the digital system more because it is more convenient than cash. This is all ofcourse pertinent to real-life. For a video game, a good reason for making currency a physical item and not a digital currency can be seen in Runescape. The economy in Runescape is a barter system and they treat gold just as any item. The intrinsic value of gold is backed with what you can buy with it from the NPCs and services the NPCs offer. In Runescape, we treat gold as an item! 110K gold (which will drop on the ground when you die, meaning it is physical) and full Rune are both items. Playing an MMO with a barter economy from my experience is better. I'm thinking video games here! Without barter economy, you will have to regulate the economy. That is bull sh*t! Developers need to focus on maintaining the game and developing new contents, not this senseless job that we can all avoid if we want to! In this game, they are easing with free digital money everyday per account, market prices are very unstable, market prices are illogical if we are talking about logistics, the market is production-oriented. I have no confidence in generally the game itself! Think about this in the context of a game! This has got to be the worst economy I have ever seen! In Runescape, no matter how many lobsters you fish and then cooked, before GE they cost 250 gp each. You want a production-oriented economy where the more you produce, the more you can cut your price? What happens if you cannot compete? You can't make profit! Did you seriously designed the game to be like that? Where is the logic? It is not fun to play an MMO like that! Pre-GE Runescape has the best economy for an MMO in my opinion. Eve Online has the most realistic economy, so what?! The game is not f*cking fun man! And then we want to copy the PLEX as well!
  24. The biggest problem in this game in my opinion is they made it a free-for-all. The game is entirely player-driven and they designed the game structurally to be group-based. This means that we need to function as a society and interact with each other for particular purposes/activity. This kind of environment is more akin to real-life than typical MMORPGs -- it's highly competitive because the game is completely liberalized. A game that puts us in complete liberty, and then at the same time we have to cooperate, we are forced to be a part of society that is in nature will always be hierarchal. Social rank defines how much control we have in our society. We all want participation because that is what gives us purpose, and apparently you have to fight for that status in what is a hierarchal world. If you think construct vs construct PVP is a big problem, it is not because the game offers protection from it. My problem is the whole game is completely liberalized except for violence and it is just not fun because it is highly competitive for a game. I've played other traditional MMORPGs during the golden age and I've never experienced a game as liberal as this. Now that I did, it is a frustrating experience! Literally you took the complex social problems that we have in real-life into the game by completely liberalizing it! I don't need to play Starbase to learn what I have learned here.
  25. How is it a city or a center if you own everything in it? It's called a private property the size of a center! Urbanization is when people begin to migrate to planned or organic central areas from rural areas in search of economic opportunities. An economy is consolidation and distribution. Ofcourse in order to compete globally using the limited resources a country has, you got to learn how to consolidate. As the economy improve gradually, you can afford to distribute gradually to lower the inequality. It's a trickle down economy, it's unequal, but that is what you need to do to compete with other countries that are consolidating. If a country has 50 people and it can only produce 5 loaves of bread everyday, a capitalist country will distribute the 4 loaves to 4 people so they can eat a loaf everyday and be more competent, and they will use the last loaf for the remaining 46. As economy improve due to competence, you can now produce 10 loaves of bread everyday and let's say the population is still 50, you have more to distribute. A socialist country however will equally distribute: 5 loaves of bread everyday, 50 people, they each get 1/10 of a slice, a crumb! You see, how are you going to compete on a world that is consolidating except you do the same or you offer cheap labor until you are able to transition to a consumer economy?! Vietnam does not have any Alpha-grade city because they are distributing, while Jakarta, KL, Bangkok, and Metro Manila are Alpha-grade cities! Sure, these countries have more inequality, but they are more competent and are newly industrialized! Vietnam's economy is mostly SMEs and you can very much see this from their lack of skyscrapers. When a country is more competent, it has a higher GDP per capita which is what you can afford to distribute. You consolidate your investments to a primary city! Also, when you construct something, there has to be a surplus of benefit for it. You are building a private property the size of a center, with a capacity of a center, just for yourself and with no economic benefit? It's a white elephant! Give me reasons how your "city" is not a white elephant? This game is full of that! This is after all an aesthetic game and not an economic one! An economy has an engine and apparently there is nothing in this game that drives the economy but aesthetics. It's a game of art, and just like in real-life, it's not sustainable because there is nothing practical about it. This is a game of aesthetics! Correct me if I'm not! It is a persistent single-shard 3D Deviantart community with an unintuitive but extensive editor. We are basically art collecting here! Economics, in the sense of a game, is driven by in-game progression in which this game has none, and instead this is completely player-driven with aesthetics and non-sensical PVP (a PVP that actually has no progression) as the only essence of the game! The vibrant cities and vibrant economy you people have been dreaming about is not possible because this game don't have the fundamental design to make that possible! You will continue to dream and I'm just giving you the reality! What "city" and what "economy" are you talking about? A city is about people as well because it's about the activity that take place there! You cannot call something that is privately-owned by an individual or a few a "city" or a "center"! It's an excessive white elephant private property/s!
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