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Eternal

Alpha Tester
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Everything posted by Eternal

  1. We all want DU to succeed. Why did I backed it in the first place? My stake is to see it succeed and be developed as a good game for me to spend my time on. You asked for suggestion, I gave you my suggestion. It is up to them.
  2. I am not a software specialist, so feel free to correct the technicalities (if I did got them wrong): Minecraft is a voxel-based game but the vertices cannot move (unless you edit the source-code itself). Minecraft offers limited geometry of only a cube that snaps perfectly with each other, and variety of textures. This is the game without modding it. And then you have Boundless Online, it offers the same thing that Minecraft offers but more option for static shapes. These games have what you call "static vertices" (vertices that do not move). Excuse my vocabulary, alright, I am not a software specialist. And then you have Dual Universe, it offers the same thing these games offer in a single-shard environment, but with limitations such as core-bound, and it does offer dynamic vertices (editable/movable vertices), hence it is more "extensive" (as what the Building Trailer is trying to project). But what is the method of moving these vertices? Yes, it is just like the experimental Landmark (where they actually got the idea from), you have to voxelmance because there is no tool thus there is no other way. Sure, it is more extensive in the sense that it is capable of producing extensive results but it is not accessible! You love to voxelmance? You love to build your own voxel libraries from voxelmancing just to get started in building? You love how complicated and time-extensive the building editor is because there is lack of intuitive and productive tools? I do not, and the majority do not! Only few minorities are capable of producing decent-looking constructs in this game because the extensiveness of the editor is not accessible to many! I am the same as you: what I was looking for was a building game with better graphics in an MMO scale. This is not it! This editor is unproductive, too complicated, too buggy even. I just don't see myself putting up with this editor. If I need a building game (one that I will build my gallery on permanently), I need a building game that has a better editor. Dual Universe's building editor is just inaccessible to many, including myself -- it is both difficult and too time-consuming! It is an editor that is too hard to use and too hard to produce with! Maybe you love this kind of thing, I do not! I prefer to type my resume on a word editor, you people love to carve it on stone! I don't understand the people who find this editor good, I just do not! Look what people have built in Minecraft and look what people are able to build in this game and tell me which is more capable? Minecraft is not core-bound man, while people struggle with the editor of this game! call it more extensive, is it even accessible? Not many people can build in this game no matter how creative they are, it's the truth! You saying this game's building is more capable than Minecraft's? How about you google image and you tell me? We have limitations in this game and the extensiveness of being able to move the vertices is not doing me anything! It is not doing me anything if I cannot access it without putting ridiculous amount of time and going through the complicated process.
  3. And by the way, the subscription model of this game is nothing! $7/month is nothing! Even $20/month is nothing! If you have a job, you can pay that! It is not a factor why most people are quitting or aren't attracted to the game! I don't understand why they ask this on the survey! People who don't intend to pay for sub ofcourse will be unattracted by the model. There are plenty of people who are willing to pay for sub if they can call the game their permanent MMO, especially if it is only $20/month. This is about their time man! Even at the cost of free, I will not be playing this game at this current state! This is not about the monthly fee but the state of the game! Try playing it and tell me if you don't get bored? There are so many Free-to-Play MMOs already currently available in the market! Why am I not playing them? It has nothing to do with the money, they are just not worth my time! If it is worth it to dedicate on permanently, they will spend on it as they put the time enjoying the game. It is really just spending on a hobby/activity. It is not because it is Pay-to-Play why the game is dying. The biggest turn off for me is how complicated it is to content create in this game (given you already have the resources) regardless or not the editor is extensive.
  4. Well, let's go watch this building trailer: I've been testing this game since Pre-alpha. I know the current state of the building editor and terraforming (mining) tool and how it changed from back then. This trailer is just too good to be true! I do acknowledge and I know that you can produce such extensive results as shown in this trailer but you don't have good tools to do that. How is it achieved? By workarounds such as voxelmancy and spending way too much time (as for terraforming for example) because there is no easier way (which there should be! You want us to build? We will farm the resources but you will provide us a good tool). An editor needs to be intuitive! In Dual Universe, it lacks features to make it intuitive! Since I want terraforming, I put my skills in dredging, and my god, terraforming in this game is very hard. Often, it leaves little FODs of soil floating in the air that you have to point out on (carefully) and mine out, one by one. You have to mine carefully (slowly) because it will leave a lot of FOD which you have to spend more time on cleaning up afterwards. It is ridiculously hard to terraform, it is ridiculously hard to voxelmance, it is ridiculously hard to script in this game with LUA (and I am intermediate in Javascript, and LUA is easier than Javascript). Furthermore, the auto configuration script sucks in this game that you will crash and burn with it. So, you have to program, and how do I do that if I am not a Senior Software Developer that you made the programming of this game to have a prerequisite of? You are modding the flying script of this game and how do I do that if I can't understand the backend? My opinion of this game's building editor, scripting, and terraforming (mining) tool (terraforming in general) is it is capable of producing extensive results but the means to achieve those results is way too time-extensive and too difficult. I've already spent a lot of time, alright! I know what I'm talking about! I've been trying to build since Pre-Alpha! This is not the building game (building MMO) that I want to dedicate on permanently! It is too hard and it takes too much time to produce with the editor of this game! (and that is with you already having the required resources!) I don't care about the extensiveness of this building editor, with terraforming, and with lua scripting if those are not achievable anyway without going through the complicated workarounds, the time-extensiveness, and in the case of LUA, understanding the backend. I can program with LUA but look at how complicated you made the programming to be! This is not a good building game for me! If I cannot produce with it, there is a good chance that I will quit! Make it easier to produce (given you have the resources) and leave it to the creativity of the players! let them spend more time putting thoughts to their designs rather than spending that time on the process. This comment of mine took time because I put my thought in it, not because I carved it on stone using a chisel and a hammer!
  5. I was thinking of angling the wings as well. If you don't angle it, how are you gonna get relative wind? In real-life, wings are angled for more A.O.A (enough that you can take-off with it). I don't know what will happen unless I test it in the game. Does it really increase your A.O.A? (more lift coefficient?) I don't know! Things like this has to be tested. It's not about the comparison to real-life but the lack of info. This is the problem: lack of info. -------------------------------------------------------------------------------------- I don't program in this game (yet), I use the default flight configuration, and my god, the ship is uncontrollable. It is too hard! And another problem in this game is the programming: you are modding with LUA and flight in this game is programmed in Lua so you have to understand the flight modules. Too hard man! If I'm not good at programming (and I can program), I can delegate the work, sure I will delegate that through collaboration. What am I gonna do? I will design the airframe, and here is the problem here. You have to voxelmance if you are working with voxels. Too hard and everything in this game is too hard!
  6. this is an attitude indicator. There is a limit to pitch angle before you stall and crash. This is how it works in this game: you will crash test experimental planes to figure out this critical pitch angle and you will put this information on the aircraft's operations manual. The "stall angle" information on elements means nothing to me since I cannot use that information.
  7. Then they give me "stall angle". what is the significance of this to me?
  8. Angle of Incidence is fixed by design (so this number does not change and it is given by design). Angle of Incidence is the chord line of the wing and the longitudinal axis of the aircraft. Longitudinal axis of aircraft can change as aircraft changes pitch, but the wing will move with it because the wing is fixed to the aircraft and the chord line does not change relative to this axis. It is a fixed number because the wing is fixed (it doesn't tilt and no Wing Element in this game can tilt). There are few aircrafts (rare) in real-life which can tilt their wings (variable wings). If it can tilt, you can vary your angle of incidence, otherwise it is fixed. Almost all aircrafts have a fixed wing, that's why they call it fixed-wing (they don't tilt). Pitch Angle will change as you vary your pitch and you can use this to calculate the A.O.A. using Lua! It is simple man!
  9. The man has a point! Personally I am qualified to do the maintenance logbook (sign for the maintenance work) of specific models of aircraft, I have real life experience with aircrafts, and there are people that I mentor, and my god, I could not fly in this game! I build a ship according to the game's mechanics and applying what I know in real-life, I right click the cockpit and choose "auto config flying construct", and from there without touching anything, it already crashed! How is this accessible if someone like me with real-life aircraft experience, training, and education cannot even make a plane work in this game? It is not accessible and that is coming from an aircraft mechanic! For example, the weight and balance: how does this work in the game? Where is the C.of.G? Aircraft stalls because of Critical Angle of Attack. Are any of these visualized in the game? Where is the C.of.G if you don't let me know where it is while I'm building in Build Mode? (preferably you want this on the wing on empty weight by design) A.O.A is the angle between relative wind (the direction of flight which is opposite to airflow direction, they are the same line) and the chord line of the wing, Where is that? People here confuse Pitch Angle with A.O.A, they are not the same thing! Angle of Incidence is fixed (wings in this game do not move relative to the aircraft where you fixed it), and there is a fixed A.O.A when the aircraft is on ground because of this. When you are flying and you are changing Pitch Angle, it is this that changes the A.O.A! Pitch Angle will change, you will use Lua to calculate your A.O.A and spit you the information. Where are these information to begin with? If your C.of.G location changes, just like in a lever, it affects your Pitch Angle, Which affects your A.O.A, which affects your lift, which affects the safety of your aircraft and your cargo. No information to work with, so it doesn't matter if I am a mechanic! How can I tell my A.O.A if I don't have the information to use to calculate my A.O.A? How do I do weight and balance if I don't have the information as well? Cannot build and cannot fly! I have a better chance of building my own plane (manned or unmanned) in real-life and make it work successfully than in this game! I hate to break it to you, it is harder than in real-life!
  10. We know very well what game that is! I don't wanna advertise anything here. I can afford to play as a robot, even C-3PO, if things are working better in that game.
  11. Years ago, there were more of us. Right now, there is less of us and the game is dying as days go by. Population isn't increasing and it has been decreasing dramatically and this will continue should the game is to "continue with it's course" until there isn't enough left to support the game. If you have a school with COVID outbreak and you let it "run the course", by tomorrow, all those kids will be dead. You solve the problem, you don't run the course! You don't see the problem? In order for emergent gameplay to take place in this game, they are looking to reach a "critical mass" of players. How will this be possible if the game is dying and have shed a lot of people like World War II? The game is not getting critical mass, it is in critical condition! Furthermore, by next year, it will have a competition so it will shed more blood. We've made some good points, and god damn, listen to them! Most people in this game hate the building editor so how can you sell it as a building game? It is the most complicated building editor that I have tried requiring the most effort. What is rewarding is putting the time to create something and applying your creativity, not wasting the time learning and going through the unnecessarily complicated process of building because the editor is designed that way -- it is lacking of intuitive tools! it's like you have passion in writing in Chinese language(中文) but instead of typing your piece of writing in a word editor in a computer, you are gonna use a brush and ink and draw the calligraphy using Traditional characters (or perhaps Shang Dynasty characters). Real art man, real art to express your idea/context! It should not be done this way man, ****ing use a computer! You see, the sense of reward here is putting the time to craft the literary work creatively and personally your own, not going through the process of writing itself (the process that I'm talking about is grabbing the brush and drawing each characters when you could have just typed them. This has nothing to do with creative writing at all!). Simplify the editor! As someone who also have passion in writing and marketing, I don't want to be writing with my blood, lol! If that is the process, I'll find a computer! This is a beta and it needs to be course corrected before it's too late!
  12. I totally agree! I just watched another recent dev interview just before writing this and I don't think they see how important addressing this issue is. Most people who are not into PVP are builders. This is a civilization-building and PVP MMO! They have a priority in addressing the lack of PVP contents but what about what is lacking in civilization-building? The biggest problem is the building editor itself. Those builders would be more likely to stay, join this game, or continue playing for the long-term if the editor improve to be more intuitive (easy to use), robust, and productive, and the extensiveness to be available without the complicated and time-consuming method of voxelmancing. Nobody wants to put up with voxelmancy and creating voxel libraries from voxelmancy because of the time-extensive and difficult process. Please see the importance in this! I used to be a hardcore and dedicated player. I've been following this game since 2017 when I first heard about it and I backed this game up 3 times. Furthermore I own 3 high-end computers on 1 large desk all capable of running this game. I've been playing/testing the game before for atleast 8 hours everyday and I do have a very demanding job. Right now, I've transitioned to being softcore (casual) because the building editor is terrible. What was once a male lion that will eat anything is now a pussy cat. This is not a good sign because I am losing my interest in the game. To restore my dedication, the editor needs to be improved so content creators like myself can produce designs and build at better quality without the ridiculous and unnecessary effort that it currently requires. I'm still playing the game but I'm now playing it very casually. It is not that I cannot put up the time (I do have the time), it is that I'm losing my interest.
  13. I'm the one here with the least varied sentence structure and limited word choice to the point that people have accused me of being a chat bot as they see the same rhythm on my writing. To be honest, I find it very difficult to write in English (ironically I'm from Canada); it takes me a lot of time than what it normally should take and I rely on Google Dictionary to compose my writing. I'm running out of words or perhaps I've already ran out of words but I will repeat my points once again: Dual Universe is a space MMO building game. I bolded "building game" because I want to emphasize this particularly. Let's talk about broccolis; they don't taste like raspberry shake because it's a "vegetable" -- all vegetables taste like leaves! It's a property of vegetables to taste like this! A building game should have a flexible and intuitive (easy) building editor, not just extensive as this game's building editor currently is. The current building editor is capable of producing extensive results (and I do acknowledge this), but this extensiveness is gated behind voxelmancy, a workaround method of manually moving vertices of a voxel to modify it's shape. With how the building editor works and how it is designed, it is very complicated both in terms of difficulty and time-consumption to use. It is not a productive and is a very complicated building editor by design. You are required to have or to build your own voxel libraries to even get started in building/designing which is very complicated itself to create. The process to build/design in this game is very time-extensive and very difficult. Content creators will see how capable and extensive the editor is, they will try the game, they will see the process of building, and they will quit. This is the problem here! This kind of editor is not good! It requires too much effort because the flexibility is locked behind a very complicated process. It should be about the creativity of players! Lock the flexibility in voxelmancy and all content creators (real content creators) will have to voxelmance because they must have access to the flexibility. They will create their own voxel libraries because shapes are very hard to produce manually (they will do this to make those shapes reusable and save time). More brushes of shapes on default shapes (on "e" key) will not fix the problem! What will fix the problem is eliminating the voxelmancy process completely by adding flexible intuitive tools on the editor. If voxelmancy should remain because of the lack of available tools, it is a problem and no content creator want an editor like that! We got a problem with this editor! Next thing that I want to emphasize is "MMO". An MMO is not just about co-existing in one space, it should also foster interaction. Hardly anyone interact with each other in this game because the game is systematically designed like that! How can we have an economy if everyone is self-sufficient? If a country is self-sufficient, do they have to import anything? A country like Singapore export assembly and chemical products, all of which are finished products from raw resources that they import because they got no raw resources. If you don't export anything, you don't import anything for balance of payment (BOP) to be 0. If you import more than you export, you got a BOP deficit. This brings down your current account and increases your capital account. This means you are plunging into debt! Singapore has no raw resources, what do they export? they export human and mechanical resource to balance their trade! We can do this in the game: A player balancing their trade to acquire the things they need. You must not be self-sufficient! Self-sufficient means you don't need to trade with other players! Also, economy is consumption and production. If there is no consumption mechanics in this game, why the need to produce? You can see this reflect on the increase of purchasing power of quanta (deflation) everyday continuously. There is too much production and very little demand! Add consumption mechanics! Continuous deflation is bad for the economy because it doesn't incentivize you to invests the cash, instead it incentivize you to hoard! Why invests on items if they go down in price indefinitely? Ofcourse you will invests on liquidity! So here is another problem: the economy of the game is broken! Also, why are ores more expensive than the finished products that they produce? How can this ever pay for the logistics? How can secondary and tertiary sectors exist if there is no money to pay for them? If the chair is cheaper than the wood needed to create the chair, where is the profit? You see, you don't incentivize production at all! You only incentivize production for self-sufficiency! Why would you craft to rip yourself off by sellling it off on the market? I've played other MMOs with player-driven economy and I can tell you that this is the worst I've ever seen!
  14. I am not a fan of complicated voxelmancy and in my honest opinion, it has to be simplified. Display the vertices and give us the control to be able to move them. Instead of wasting the time creating shapes in such a complicated process, we can allocate that time in the technical design of the construct instead. That's what matters in construct-design! A complicated voxel editor is an unnecessary burden.
  15. I prefer to use a yoke system over a side stick or helicopter cyclic stick because you can control the aircraft better with it. It feels more natural. You can steer the yoke to control the ailerons and push and pull it out to control the pitch and both can be done together, while you have to control the roll and the pitch with a stick that has these axes overlapping while using the pedals for the yaw. The stick works great for a helicopter because all it does is tilt the swashplate, while for fix-wing, it's not good. Why not use a control that feels more natural like a yoke for a fix-wing? For throttle lever, I prefer to have a turbine engine throttle lever that has 1 speed brake lever, 1 flap lever, and 4 throttle levers for 4 engines (if you have less engines, you can always use less of the available levers). What if you have more engines, where are the additional levers to control all the engines manually if you only have 2? Common sense. For rudder pedals, it doesn't matter -- a pedal is a pedal (configuration are the same). Just get one that feels the most comfortable to put your feet on. The equipment that I prefer (if they should all work for this game) are: Saitek Pro Flight Cessna Yoke Logitech G Pro Throttle with Airbus A340 Handles Set LITE CH Pro Rudder Pedals And then I will use the keyboard to assign the inputs that you will otherwise have on a cockpit panel. This is the setup that I prefer. Would they all work for this game? I wonder as well.
  16. We have many Landing Gear Elements in this game of various sizes and they all have the same function: retract and extend, that's it. The variety of sizes and how you pick the most appropriate Landing Gear type for your construct and how many of them to put, are just for the looks. Add a load capacity to these Landing Gear Elements and make them take damage when you land with them extended with the total load capacity of all the Landing Gears exceeded by the construct. This will make construct-designing more function-based.
  17. Here is my opinion: it is a waste of resources. Why would you waste an already limited resources on porting this game to consoles when consoles are just dumbed-down computers. Sure, their specs got better -- it's still far from being on par--in terms of performance and controls--to a budget computer that costs the same to build. A budget computer is a JF-17 or an Su-30 being used as multi-role acquired for a price of $35m/unit. A console is an FA-50 (Korean FA-50) being used as multi-role acquired for the same price of $35m/unit. Do you see what I'm saying? It's not capable as a multi-role and never will it be no matter how much "facelift" you throw at it! You want to waste resources "modifying" a trainer and acquiring more units only to still get sub-par multi-role capability in the end? Stop wasting resources on this non-sense when DU doesn't even have HOTAS support in the first place. Prioritize those because those are actually practical! A computer is purpose-built for a game like DU and MMORPGs generally. It's like you wanna convert a trainer to a fighter jet! It doesn't work man!
  18. In order to stimulate economic growth, you need QE to increase consumer spending. Like you said, QE causes rise in prices and drop in purchasing power. The government has an inflation rate target every year for controlled inflation and that is what you want (not hyperinflation). How do you control inflation? Interest rate because whatever the bank profits is a "sink". Increase the interest rate and their reserve grows (they took more money out). But people do not borrow when interest rates are high and in order to incentivize them to borrow, you lower the interest rate (if people do not borrow = less economic activity). They play around with the interest rate to control the inflation. That's how it works. When production increased and more and more goods are produced, prices drop (deflation and an increase in purchasing power). If prices should continue to drop, are you stupid to spend now when you know that they will continue to drop and you can get it for cheaper in the future? and are you stupid to invest in stocks at all when you know that they will continue to lose value? People horde money when prices are continuing to drop. So deflation is not a good thing. You need moderate inflation (not deflation) for a healthy economy. To do that, you QE while your economy is continuing to grow. That's what people do when prices go down. What people do not understand is it will go back up again (like they always do) because government will do something to get the prices back up. It's rigged man! Right now stocks plunged low as an effect of this Coronavirus. Go to stores right now and line up and you'll see that things are cheap because they are trying to clear up their inventory to generate liquidity. Now is the perfect time to invest on the correct stocks and that's what I'm doing because I know that the market is rigged and this is a bubble. Prices will go back up again because of government intervention or Canada will be forever screwed economically.
  19. When their reserve is low and fails to meet the minimum requirement, they borrow from the central bank. If the central bank bails them out because of default, the same thing happens to the central bank: the liabilities grow while the loan is wiped (government becomes more indebted). They bailed them out because the economic activity will be affected if these banks are to close (they will do a rate cut first; bailout is like a last resort). We have the Coronavirus right now and because of people getting laid off and unable to make loan payments because they lost their livelihood, banks become more indebted because of defaults and lack of revenue (because of this, the banks do not have enough reserve). Government needs to do something to save the economy on a crisis such as this.
  20. A bank is considered bankrupt (or insolvent) when it cannot meet withdrawal demands of it's customers in terms of liquid asset and fail to raise it. Commercial banks can also issue credits (IOUs) in the form of deposits like a central bank issuing bank notes (currency) out of nothing and loan them to borrowers or acquire physical or financial assets. Commercial banks are the biggest source of credits and next to it is the central bank. Did you know that 90% of the money in the world that we use today are in the form of electronic deposits and only about 10% are cash? If the commercial bank keeps generating IOUs electronically out of nothing, their liabilities will grow while their assets will remain the same (supposed if the loan is not paid) -- this is why they cannot abuse this too much (they will get too indebted, and like I said, bankruptcy is when they fail to meet withdrawal demands of customers when they want to withdraw cash). All assets must be deposited to the bank in the form of liquid asset. A loan is an asset to the bank (they are called "illiquid asset" and when the borrower defaults, that bad loan is wiped and that asset disappears. If they are paid, then the bank managed to convert it to liquid asset). A bank is not bankrupt yet when they have negative shareholder's equity. You have to understand that the way the economy and the financial system are designed is not based on equity (fairness) but to sustain production in order to meet demands and for development also. Cash and bank deposits are just IOUs. Commercial banks can generate IOUs too and that becomes new money when they loan them (in fact, they are the biggest credit source, not the central bank). Commercial banks help keep the economy running by advancing loans to the public (they do not loan only the assets that they have on their reserve such as customers' cash deposits, they can generate electronic IOUs out of nothing and loan them. Borrow from a bank and that is what you're borrowing). Ofcourse the government needs these banks, without them the economy will be worse.
  21. You want collateral, and at the same time, the customer is needed to make a bailment (a deposit) in order for this to work. If the private bank is the one holding the collateral to guarantee your withdrawal demands, would you trust them? That is why you need a third-party involved -- the government. Let them hold the collateral so in the case of default, customers can go to the government for recourse. This collateral is the insurance. I invented this system. And then just practice fractional-reserve banking because the purpose of a bank is to make money and that's what makes the most money. The problem with fractional-reserve banking is meeting the withdrawal demands of customers that exceed the fractional reserve. If customers make huge withdrawal demand that can't be met with the fractional reserve, take from your insurance reserve in the central bank to give to the customer (this can be processed electronically without having to travel. the central government will buy the private bank's garbage in the marketplace machine element with the insurance money for a quick transfer so there can be no delay to the customer). according to the regulation: insurance reserve needs to be equal to the total deposit made by all customers combined. In other words, you are required by law to insure all their deposits. This is the system I designed. Two birds, one stone. You get to make the most money while insuring your customers, and they are really insured because they can go to the government that has the collateral.
  22. The purpose of a private bank is to generate income for the institution for it's stakeholders by providing credits. What are your bank's sources of income (revenue)? For example, do you do net interest income? How about the organization's structure? Do you have a good private structure since this is a private institution? And most importantly, do you have people who know some finance and accounting for the operation to work and sustain it since this is banking?
  23. Here is the problem: when a player barters something for something equivalent, it's like exchanging $100 worth of value for the same value. It is not a deposit but a barter for the same value, or a transaction (if quanta is involved) for the same value, only to literally get the same thing in return. The system doesn't work if there is no deposit process -- "deposit" is a transfer of money or physical asset (if that is what you want) to an institution, get a collateral involved and that is not a "transfer". This is a possible implication of a banking service such as this, thus organizations that want to run a bank need to invent a solution to gain the confidence of potential clients because this is too risky for them. Commercial banks in real-life are regulated anyway. There are so many government organizations in this game and yet they lack purpose! Why can't they accept registry of these private banks and regulate them? Private banks can register themselves under the jurisdiction of the government in order to operate in that country, thus they will be subject to it's regulations, then private banks can practice what is called a "fractional-reserve banking". Here is how it works: private banks need to deposit quantas to their balance on the central bank (a "central bank" is a government institution). This money is the private bank's "reserve" currently held by the central bank. What is this "reserve"? This reserve is how much liquid asset the private bank is allowed to hold, in other words this is how much total deposit they can accept from clients according to the regulation. When this private bank defaults, clients can dispute their quantas with the central bank which holds the private bank's reserve. If this government turns out as a fraud as well, then they have no integrity and they will lose their credibility and reputation. Establishing trust between participating individuals is essential to business activities and making relationships. Just like real-life, there are risks, and so we just have to be smart and trust only the people and organizations that have credibility without bad records.
  24. Congratulations Mr. Yamamushi! I hope that you will be able to make significant contributions for the betterment of this game as part of the team now! Quality of this game and it's service have always been--since the start--the interests of the community and I believe that you will represent our interests in your new workplace given the passion you have for this game. Thank you for all your contributions to the community and I hope that you will be able to do more for the community as a new NQ staff now! All we want as a community is a game that truly represents the genre and maintain it as it is without dumbing-down the features with business-model that doesn't break the gameplay. Thank you sir and take pride of your new work and organization!
  25. And what? Turn this game into a casino like your Entropia or a real-life online business like SL? DACs--which are tradeable in-game securities--is the only thing paid that we have in this game. That is for, 1.) to gain advantage in the game by being able to purchase securities that can be traded. These securities are 1 month subscriptions in the form of tokens, it's intrinsic value. ; 2.) to financially support the developer and publisher NQ so they can deliver us a great MMO, and maintain it's service, continued development, and updates for long-term, even at the cost of a little Pay-to-Win (being able to buy securities). The purpose of DACs is to financially support NQ and I will never hesitate to support them as long as they continue to hold on to their development principles which got me involved in this game in the first place. They cannot do it without our financial support as this is still a business, hence I support the idea of DACs. You want to turn this game into a real-life trading platform for players by incorporating something like SL/Sansar Dollar into the game? If you can cash out SL/Sansar Dollars for real-life money, most of that money goes back to players, not to NQ. What is the point? To turn this into a trading platform and shift our attention to real-life, away from the virtual world, while at the same time, it does not support the devs? Why would people sell their equities in the game and cash out their SL/Sansar Dollars? To make money in real-life in contrast to making progress in the game! Ofcourse, it's a f*cking casino! I do not support trashing this game in exchange of a casino for players to make real-life money! What do you want? Turn this into a job? lol
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