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Eternal

Alpha Tester
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  1. So these are ways to earn quantas, to gather for resources, and to craft items. Question is, what is the point of doing these things? Yes, this game lacks the consumption mechanics! What people are gonna do is to build factories and continue to craft, they are gonna use those items to build constructs that are efficient for hauling (this is the ship-building industry in the game), and then they are gonna use these constructs to gather for more resources, and the loop begins again. This is a mining game! The consumption mechanics in other MMOs that have content is an RPG progression and/or PVP progression. You can't have a PVP with no progression! There is no incentive to PVP if that is the case! The battlegrounds, duels, sieges, in other PVP MMOs reward you exps and items that contribute to your PVP vertical progression. This is how the economy work in those MMOs! And you people are looking at Eve: a game that has no content! We came from different games and you guys are just starting to figure out how an MMO economy works! Your game (Eve Online) has no economy! How can it have an economy if it has no progression to serve as the consumption mechanics? What Eve Online is, is a single-shard GTA online! In that game, I can just walk into your house, take your computer, and set the house in fire, seriously! Who will play such a game? It's a senseless game! We are struggling to design a working economy because we are basing this game on a game that has no economy! Even Eve Online right now is copying those MMOs that I described to make their game work! (I heard--correct me here, I don't play that game--that Eve Online just introduced PVE progression which is common sense)
  2. In this game, we don't have a single CBD that is not owned by Aphelia because we just couldn't compete in terms of conveniences. If the government just invested quality public works on other regions that have potential for growth--and they can do this with the national budget as it is a unitary country (not a federal one)--, then the economy wouldn't be concentrated exclusively in Greater Manila (Metro Manila, Central Luzon, CALABARZON) which is by the way more than half of the country's total production. This is in contrasts to California that has 40 million people (15% of the total population of US) which is the largest state economy with an output of 15% of the total GDP. When the quality public works are there, then the private sector will invests in developing the community and participate in PPP (public-private partnership) infrastructure projects. For example, building a light-rail system (LRT): that can be funded with private money because it can be monetized and it's profitable to the investors. Technically the private sector cannot own public infrastructure such as a train system because that is a monopoly (a monopoly creates incompetence). So they will fund the infrastructure project, the government will give them the operating contract for a term (this is part of the PPP deal), they will profit from the operation of this public infrastructure (enough for them to make a profit from all their investments), and once that term expires, they lose their rights to ownership and operation and there will be a bidding on who will be the next to operate it. The private sector funded the construction of the infrastructure, they are the owner until their term expires and the ownership is turned over to the government. That is how it works! You gonna make the city competitive in terms of conveniences to attract investments! If another city is more competitive, that city will bag those investments! You can't grow if you can't attract investments! (the money the city has are those investments) You cannot compete with the conveniences of the districts! That is why we don't have any city in this game that is viable for activity! We do all our commerce in those districts! Everyone is gonna be there unless some city can compete! If you want new cities to emerge, you gonna fix this problem! And it is possible to have a city in this game that has no central government. All you need is a cluster of tiles owned by different people and you got a community that has no politics. It's an area of commerce where everyone has a storefront, and as they make more money, they grow their business until they become a tycoon that can fund privately-owned mega projects such as big malls. To get an economy like this going, there's gonna be consumption. This is what you call an entrepreneur society with entrepreneur culture! This is my dream for the game! I don't wanna see slavery and all these bull sh*t inequity! How do you become a successful entrepreneur if you are gonna join an org like New Genesis and work for them for free? How do you become a successful entrepreneur if your goal is for the good of the org and it's leaders? The problem here is the culture! My dream is everyone is an entrepreneur themselves! There are 2 types of entrepreneurs: the ones making money and the ones losing money. It's a game! But because this game is group-oriented, you can't compare this game to games like Ragnarok Online where people make a merchant alt to vend their items that they farmed, crafted, and/or bought, in busy cities like Prontera, Morroc, Payon, etc. making everyone entrepreneurs (and the economy in those games work because the consumption are there). This game sucks! It is dictatorship! How do you become an entrepreneur on North Korea? This game is a replication of Eve! Wow did we just copied everything! Eve sucks man! That game is a spaceship game that has no content! The traditional MMOs that I played all have content and a working economy! Stop copying Eve and look at other successful and better examples! It's better, so why can't we implement that? Because it's not Eve! It's still better and more immersive! My rant here is you are dragging this game to the ground replicating that Eve! It's not even a good MMORPG! What it is is an MMO simulator! That's what it is! No wonder you got no RPG element! How do you support an economy without RPG? You support it with the PVP! So what it is is a dictatorship game! And then you got people practicing politics when I'm trying to improve my character and asset! What the f*ck is wrong with you people? The game has no order! How do I protect my equity on a game that has no order and has culture of disorder? I need an environment to grow, not fight the Vietnam War with you warmongering people! You got 2 choices to make the economy work: Develop the RPG in this game so the consumption will come from there (making it a character-centric game), or Develop the PVP and make it technically work so this game will become Rust and Eve (group-oriented games). What do you want: a character-centric game or a group-oriented game? Me, I prefer the former!
  3. I'm not a professional programmer but I know how to program with Lua! I know because I took courses for both Javascript and Lua! Things in this game that involve the flight mechanics is very hard to understand! You gonna know the backend, right? How do you learn that? Yes, you gonna interpret the source codes on your own! Programming in this game that is related to flight mechanics are for professional experienced programmers! Lua in this game is not easy! It is not! It is actually for the pros! The problem of the OP and myself is the difficulty of building. Programming the voxels with Lua is gonna make this easier, and perhaps productive? Building in this game is daunting! Very daunting that you don't wanna make this your building game!
  4. You know the difference between a marketplace and a market? Marketplaces is on the districts, while markets are not. People want to be there and nowhere else because the conveniences are right there such as the VR machines, the ship shop, trading machine with bots and storage, the district teleporters, the shuttle, and accessibility to the default respawn point! Why would you leave this place and lose these conveniences? That's why everyone is there and this is where they advertise as well! It is the CBD area! (commercial business district) People will migrate here because business is the most convenient here! Metro Manila is the most densely populated city in the world and that "tip" (which is surrounded by a bay on the west and a lake on the east) is smaller than Bangkok. They can't expand because there is no more space and the only way for them to do so is reclamation projects in the bay. It is too congested because people are continuing to migrate in, and you can't blame them because other parts of the country have poor infrastructure. Do you know that Metro Manila is 30% of the country's GDP and it's surrounding regions in the north and south (Greater Manila) are another 25% of the GDP, and if you add these up, that's more than half of the country's total production? Only Manila has public train systems (and this is being expanded to Greater Manila), do you know that? The opportunity is all there! So how do you decongest and make the national growth inclusive? By creating opportunities elsewhere! The same as DU: how do we do that? How do we make a good player-driven and player-established CBD outside these districts with competitive conveniences? If the CBD is not competitive, nobody will do business there! We can't decongest because nobody can compete with these districts and there is no mechanics in this game that can provide you that! Here is a failed attempt: Nobody is leaving the districts unless we can have better CBDs or something in par with those! Starbase is gonna come out and it's gonna have the same sh*t! The undisputed CBD is the game's starting zone and people will live as close to it as possible, just like in DU.
  5. You don't wanna be there because it's daunting to build right there! I'm the designer type. Have you built in this game? The building fundamentals is extensive but it is very hard. So for me, this game failed on the building aspect because it's too hard for me to participate in the extensiveness this game offers. And then the game failed also on the economic aspect. So you can see, the game lost it's appeal to me! Another extensiveness but will that make the game playable to people? I'm worried about the playability! This game is too hard! The flight mechanics in this game is tied to Lua. My construct works like sh*t and therefore I have to deal with Lua. Where is the real-life reference to that? There is no real-life reference! So even if I'm in the aviation industry (and I am), I cannot get this construct to work! Flight mechanics is based on physics in real-life while flight mechanics is tied to Lua in this game! How am I gonna understand that? You see, I cannot fathom these things! And now you wanna tie it to voxels? I cannot understand and learn the Lua in this game! It is too hard! And aren't you modding with Lua in this game? So that means you have to understand the backend! This game failed to simplify and explain that! You are forced to learn it on your own and interpret those codes! Just so you can learn the backend to mod this game! You actually have to be a software developer with experience to deal with Lua in this game! I'm not overreacting, that's what it is! The YOLOL in Starbase is something that I can understand, handle, and apply my creativity to, even though I am not a professional programmer at all! This game is very extensive but it is a very difficult game!
  6. Sheet metals in real-life are cut in the machine to specific surface (length x width) according to the blueprint and sheet metals come in standard thicknesses. The thickness is something you cannot alter as that is already standardized! When you are bending these metals to specific radius and point, you use the k-chart to calculate the sight-line (the bending point). The k-chart takes into account the thickness of the sheet. When you buy these sheets, they only come in standard thicknesses and when you use that chart for bending, the chart is based on standard thicknesses. The only thing alterable here is the 2D surface (length x width) of the sheet in which you use the manual shear cutting machine (for aluminum). The thickness of the sheet is based on standard thicknesses. In Starbase, I want to see 2D surface cutting of these sheets (by simply moving the 2D vertices) that already have standard thicknesses and then rivet these sheets to the skeletal structure (the beams), and for f*ck's sake, these beams better be standardized! Bending is complex and I don't want to see that mechanic in the game. You gonna limit the game! So there you go! You are working with 2D (not 3D) in terms of sheets! Very very simple, an idiot can do it! In Dual Universe--which is based on voxels--you are not dealing with sheets, you are dealing with a metal bar that you put in the jig and the 3D cutting machine will 3D trim it. Starbase is more simpler and more limited at the level that it's just good enough, but this game is just too extensive and unintuitively difficult because of the lack of productive tools to edit these dynamic vertices. I wanna see Starbase limited to sheets. In this game, you are working with a steel bar that you have to 3D shape! In Dual Universe, you got a lot more possibilities than Starbase such as these metal poles people hold onto in the train. This is impossible in Starbase! You got to make a choice and based on my experience building in Dual Universe where you have to keep a voxel library, I'll take the limited game! I'll take it! In Starbase, there are actually mechanical mechanics that you have to factor when you are designing. In that game, you are designing based on function. What function does a metal pole serve in that game? Nothing but obstruct space! So you will not add that to the design because there is no practicality! In Dual Universe where you lack mechanical mechanics, you are designing based on aesthetics. If they make the building editor more limited, you get less aesthetical possibilities. You will get an easier and more intuitive game though! Look at Minecraft though: that game is way more popular than this game! Let's say we get those people to try this game: I can see it, they are gonna give up on how hard this game is! Either you limit the game or you offer intuitive and productive tools! I hate to voxelmance to tell you the truth!
  7. Just a thought: When you manufacture anything, there is quality control. Some output will fail to meet the specification, therefore they will go to industrial waste. This is the same mechanic found on other MMOs such as the one I described above. I worked in manufacturing before. What they do is set the machine by producing a sample, then checking it's quality, and then resetting the machine, repeating this process a number of times until you have produced the acceptable sample, and now that the machine is set properly, you will mass produce. Over time, the setting of the machine is going to deviate and you will know this by checking the quality of the output by comparing it to the good sample and checking for any defects (every 10 items produced, you check the 10th item for quality. If they are beyond the tolerance, they failed the quality test, and so the machine has to be adjusted again). The point of the process is to be productive, and at the same time, reduce industrial waste (this process is called "six sigma" if I remember?). I know how to operate the machine (and you have to service it as you use it) and I know how to fix the machine when it stopped functioning properly. You do not just start the machine and it will produce everything successfully, that's not how it works in real-life! There will be industrial waste (a lot of it based on real-life reference), and since the game needs a mechanic to reduce the over-production, this is one thing that I propose. Let the machine run and let them produce either of the 2 results through RNG: an output or a defected output. Everytime the machine produce defected output, it is producing nothing and destroying the materials, which is a good mechanics given the unlimited materials and output in this game! Before you get to 1 Large Atmospheric Engine, you have to go through a lot of industrial waste. In this game, you run the machine and everything it will produce are successful! Have you done this job before? That's not how it works! And believe me when I say there is a lot of industrial waste! There are a lot of stages (this is called a "line assembly") before you get into the final assembly of the product. Some parts are bound to fail and so you must produce a little bit more parts than what you need so you don't end up short of parts throughout these stages (if you ran out of parts, you have to make the parts, and setting the machine takes a lot of time, so it's not productive if you are always gonna ran out of parts). In the end, you have to produce the units required by the order. The machine is not perfect and you are not perfect. When they ship these, the receiving (the buyer) is responsible for checking the quality of the products before accepting them, so ofcourse you will not ship what they are gonna reject as you will just waste money on the shipping cost. So quality is important in production! I'm giving an idea, but then again, they are not gonna look at this, so why bother?
  8. Before this year ends, they plan to add the auto-mining, so this means more raw resources (since that is passive) and therefore more products. I was here since the beginning of EA so I'm aware how much over-production this game has. You are correct: it is unlimited that it drove the prices of products down to ridiculous level! People here have continued to dedicate to growing their factory, increasing their yield exponentially, as they continue to buy more and more industrial machines, transfer units, and containers. It's out of control! This is how other MMOs work: You will farm leathers at low drop-rate and you will craft clean work gloves (5 available upgrades). You will farm 10% and 60% attack scrolls for gloves which rarely drops and you will use them to try to upgrade your gloves. You will use the 10% success +3 attack scrolls first and try to land them on the gloves, and you will destroy many clean gloves in the process due to failure. You will do it again on the successful gloves and try to get +6 attack with 3 available upgrades left, then you will upgrade these gloves with the 60% success +2 attack scrolls which you only need to land 2 successful attempts in a row to end up with a +10 attack work gloves. It's not that easy to produce a +10 attack work gloves, and this is only a training gloves, not an end-game gloves (end-game gloves is the stormcaster gloves or brown work gloves upgraded for more attack). If you can earn 250 million mesos, you will just buy that +10 attack gloves in the free market which you need in order to train and advance your character. What we don't have is the massive production of these gloves as the drop-rates of materials are low and the success-rate of upgrading successfully in a row is low, destroying the item when you fail (and during this time, there is no protection mechanics). Producing upgraded gears is not easy and certain, and with the process, it destroys the materials upon failure (so even if there are a lot of materials supposedly, the game has a mechanic to take them out as the whole point of the game is the gears). Yeah, we need to slow down the production in this game which is out of control! How we are gonna do that, I don't know, you guys propose. The more they slow this down, the more work you gonna do. Leave this work to the industrial people (the crafters) and let's buy the products from them. I played many MMOs. I'm not a fan of modern MMORPGs because the free market concept is limited. Traditional MMORPGs from the past have good economy and this game failed big in replicating those success. I have my nostalgia, this game do not come close to the economic success of those games that I played in the past.
  9. Have you played that MMO ArcheAge? That and Ashes of Creation--which took it's inspiration from ArcheAge--are hybrid sandbox MMOs (not 100% a sandbox). A 100% sandbox MMO is yet to work! It doesn't work! Do you think we can manage with that? Instead of ending up with a civilization that upholds both cooperation and equity, you threw us into an anarchy! We are 100% incharge, so what do we get? A free-for-all society that is ofcourse vulnerable to exploitation! Do you think we players are capable of fixing these social problems on our own? They want to make this game as less limited as possible, but at the same time, what you want to happen is not feasible! It is ofcourse possible, but not feasible, hence it is too ambitious! This is what I don't like about 100% sandbox: not only that there is no demand for production and development (hence you don't have an economy), it's also a social anarchy because it's a free-for-all! Now how about my equity? You don't want to play an MMO that is in such a disorder! That is why you gonna intervene and f*cking limit the game! Make it a hybrid sandbox and make the building fundamentals of this game (this includes Lua) also limited to make building in this game user-friendly! You want this game to be a designer's game yet building in this game is very difficult! Again, another feature that is too ambitious! The building aspect of the game offers very extensive possibilities yet it is so difficult to build! You got to limit the game! I'm not in favor of limiting it to the degree that you have less than what traditional MMOs offer, but you got to limit it to the degree that the game practically works! The design--as it is right now--is too ambitious!
  10. Imagine if the world is the way Dual Universe is: we wouldn't have developed and advanced to exactly where we are right now and continue to seek growth, instead we would be a minimalist society. My point is, you cannot strive for development without the incentive for development; you cannot work on solving a problem without the problem! So, for a civilization-building game to work, you need a game-loop (in the form of content), not just leaving it all to the players! This is the reason why the economy doesn't work at all! There is no demand! Why do you need a sword with +126 attack fully enhanced and endowed with wind element or something like that? It is to train a character, to farm for drops, and to PVP for stake (reward), hence the item actually has use (we call this the "intrinsic value" of the item). In Dual Universe, you have market value with no demand, and then the intrinsic value of these items are lacking (because of the lack of game-loop)! Now how do you evaluate these items as a buyer? In real-life, you look at the intrinsic value! If the market price offered is lower than the intrinsic value, it is a good deal, because in the end, that is all that matters! Keeping useless items in this game is like keeping gold as a security! People in this game are hoarding and they are hoarding things that lack intrinsic value! You are hoarding garbage! We need a game-loop, otherwise these items have no use! This completely player-driven design is not working! It's never gonna replicate real-life and we are never gonna get to that! In real-life, we actually have a loop (in the form of demands) that incentivizes us to continue to produce and develop. This is why we don't have an economy!: Why bother when there is no demand? There is no demand as this is 100% a player-driven game!
  11. And what are you gonna do with so many constructs and private lands (tiles) that were left behind by people who left this game? They have to be adversely possessed by scavengers and squatters! You cannot leave them the way they are! This is a major problem that is turning off current players and will turn off new players!
  12. DU's in-game economy has been stagnant ever since the beginning of early access and is only continuing to recede as we lose more and more players over time! Why is that the case? You cannot support production without consumption mechanics! In a consumption-driven economy, money (coming from an external source) needs to be injected into the domestic market in which it will end up in the hands of consumers who will spend those money to support the local industries. The economic growth is dependent on consumption! If the consumption remains weak, it does not matter how much money they have in hand (and how much this eased), if they will not spend (because of lack of consumption mechanics in the game), there won't be much trading going on and therefore the lack of activity! The difference between this game and real-life is you don't need much in this game to get through! The game is 100% player-driven, with no progression, with lack of consumption mechanics. This explains why the activity in this game is as such! People have no expectation because there is no goal! The economy has no engine at all! If the game is designed to be minimalistic, there is only one way to play the game and that is to play it as a minimalist. You got too much items in this game that don't break down; you can literally provide for yourself without needing to trade; and there is not even any goal in this game but to continue to acquire more things that you don't need. What happens when you already get to the top of the mountain? You are discontent! So add more content for me to continue to have expectations! And you got to do something about our declining confidence in the economic system such as the exploits, free quantas, the bots, etc.! Not only is the economy stagnant and receding, it is also broken to the point that it already collapsed!
  13. A passive skill system is not a content, which means this is a completely player-driven game. You know, I started following and supporting this game from the first time I've heard of it, which is back in 2017. I was arguing with people from Eve to put contents in this game and not make it completely player-driven. One of my proposal is skill-gating the game through engagement. What they proposed is this passive skill system and leaving everything else to the players, with no content. We are playing that game right now and it does not work! I've pointed out the problems why it doesn't work based on that game that we are playing right now. This is what I worry about Starbase as well: it might end up like this -- it is the same design and people are gonna play it with the same mentality. One of the reason--and a big reason--why people do not like Eve is it is group-based. Do you think this society will offer you equity when contributions are dictated by the market? When there are too many contributing slaves who don't ask for anything in return, your demand means nothing as you are highly replaceable. You want to negotiate? There is no need, I don't need you! Look at Terran Union, the merger "Empire", DSI, and New Genesis, and how easily they acquired their manpower at the cost of nothing and without recruitment process. No recruitment process means they will take every slave they can get. It is a number's game and it's been like that since they opened the org directory. This is the game and this is what every completely player-driven game is! If the only content you got is PVP, you will play it like an ant (group-based). But if you got character-based PVE and you got PVP, you will play it in a group but play it for yourself because you have personal necessities as the game has personal progression. Look at Revelation Online: it is PvPvE. They are playing it like that: they are playing it socially but for themselves. This is what I need this game to be and you cannot do that with no content! Leave them all to people's creativity? That means you have no content! This is my argument with people from Eve: where is the content man?! Your dream is an illusion man, it does not work! Keep them greedy so they will play the game for themselves when they have personal greed! That is the motivation! Add a deep educational system, let them mammonite and continue to invest in education so they can become like Tesla and Elon Musk who are highly productive people, and highly productive people yields greater result. Let them succumb to this personal greed and aspiration of continuing and continuing to improve and what you will get is an engaging game. You cannot get engaged with no motivation! The motivation is an in-game progression! Make this progression deep and what you get is an added immersion! You know, if you make this game more skill-gated (ability of the character) like what I'm proposing than actually skill-based (ability of the player playing it), you are making the game easier for people to get into, and right now, this game is too difficult and too difficult to get into, it is not playable! Make it more playable, make it more accessible, so the game is less of a niche and therefore we can get more players to play this game! You can't make this game entirely skill-based (ability of the player playing it)! That is elitism, and a lot of people here are elitists, so they will disagree with this opinion! Make this less of an elitist game or it is only you who will play it! This is why people here prefer this passive skill system: they are anti-skill-gate so they want a skill system that requires no effort, they are elitists! I'm 20 years old and everyone here is older than me. They are smarter than me because they have more experience in life. It is obvious! What? You want this game to become Ready Player One where the game is based on your skills in real-life? Make this game dumber so everybody can play it! Make it more based on your decisions--and effort-- regarding character development than real-life skills to make it playable! For the average person, Ready Player One MMO is like going into Singaporean politics against PAP and without the credentials! Why even do it in the first place when you are not eligible? An MMO has always been about decision-making and strategy based on your understanding of the mechanics and effort towards character building, not real-life technical skills with a passive skill system that makes everybody equal, making it a skill-based game (like Crowfall for example)! Are we actually building a character as every other RPGs or are we training ourselves in real-life to compete in this virtual sport? I had a lot of discussion about this game from the past with the MMO community from other MMOs. One big thing that they told me why they didn't like this game is the odd passive skill system that they tried for the first time. Most of them do not like it! Take that as a feedback! I tried it for the first time as well from this game. I also do not like it from the reasons that I described from this comment! Majority of the MMO community do not like a passive skill system! I don't care if the majority here do! They cannot keep this game alive! I will fight for it with my opinion!
  14. This is the typical MMO and this is what it has always been. This is the recipe for success! And then you got an MMO currently under development such as Palia that is aspiring to become the first "community simulation MMO". Unlike a typical MMO, they want their game to be a utopia, far from the realm of competition, when a "game" is defined as a "competitive social activity" in the first place! It doesn't work! What the f*ck is the point? What is the point of the game? To relax in a simulation? https://venturebeat.com/2021/07/01/singularity-6-raises-30m-as-it-readies-launch-of-its-peaceful-mmo-palia/ They have raised $30M of capital from investors for the development of the game and this game is very similar to games like Dual Universe. To be honest, Dual Universe is more of a simulation than a game! It is a player-driven utopia of a safezone with nothing to strive for because there is no in-game progression and the PVP sucks. The game has no point but for people to define that point. It is completely player-driven! It doesn't work! We've tried it, it doesn't work! I was hoping for Palia to be more like Runescape then maybe it has the chance of succeeding because that is the f*cking recipe for success! If you are gonna reinvent the wheel, then this is one of the example that it doesn't work! If this is the game, then you might as well play it for group development because there is nothing to compete for and there is no in-game progression to get players engaged in improving their character! This is the reason people are playing this as group-based! They were never engaged to improve their character as this game is completely player-driven. This is the problem! You might as well play it for the group! What is the point of the game? You know, we think about ourselves because we have to fend for ourselves. In a game where there is actually progression, you have to progress, and if you don't, you get left behind. That is what we feel when we play these games. We have this drive to compete! It is a game after all! But in a game that is a utopia, with no progression, with no necessities, you already transcended what it means to be mortal! There is nothing to do but for you to figure out what to do, only for you to figure out that there is nothing to do because this game has no content and is completely player-driven. Tell me what is there to do when you are no longer mortal? This is why there is no concept of self anymore! You have become one with everybody, and I don't care, because I don't need to worry about anything as I am invincible. You know, the more needy a person, the more selfish they are. When you have no needs, you have no self. And this is where we all become a socialist. "What is mine is mine, what is yours is also mine", and it doesn't matter because I don't need them, in a game where I don't need them! Have anybody seen the movie "Ghost in the Shell" where a human's consciousness merge with another consciousness in a vessel. My god, if you are gonna design a social game, make it social! Don't make it a social simulation, make it a social game! A social simulation is a socialist simulation because it takes individuals to socialize. When they merge into a vessel, you can no longer call it social. It is impossible when there is no longer self! It's a selfless simulator! This is what this is! You are simulating immortality! It's not gonna turn out well! We are humans! We cannot comprehend these things! The only thing we can comprehend is our mortality, our equity, our individuality! My god, why does a f*cking game feel like "Ghost in the Shell"? Make this a mortal game--and make it a mortally playable game--for us mortals to play! The first immortal simulator? When you are no longer mortal, you no longer care about anything else! You might as well no longer care about logging in and playing the game, which you will do in an immortal simulator! How the f*ck did they managed to raise $30M on a game that is designed for you to no longer care about playing it? Lol! How does this guarantee someone's investment? Lol!
  15. Have you played Rust? That thing is a survival player-driven PVP multiplayer. On that experiment, it is clear that games like that is the same as Eve and this game. You won't play the game for your equity. You won't join a group and play it for your equity. I've never heard or seen from the history of player-driven sandbox online game of anyone who managed to create, structure, and maintain an equitable organization for individual stakeholders. Games like that is about dominating the world and you will never dominate the world by yourself. Instead, you will join a group, fight for that group, and forget about your individuality and your equity. It's about being a part of the dominant group, and to some, their political power in that group. There is no individuality in this kind of games! It never happened yet! And do you know how hard it is to structure and manage an equitable org? It is hard in real-life and taking that concept to a game is also hard. That's why nobody have managed to do it yet! If nobody can do it and you are forced to be in a group, this is the gameplay that you will get -- it is group-based! How do you fix this problem? Add character development so they will play the game like Runescape. One of my proposal is an active skill system: You know, to have a city, you don't need an org as that city. All you need is to claim a tile near or beside someone else's tile, and if that neighborhood grows large enough, you got a community, which is the city! You don't need an org and you can have a tile under your name in that city that is free for you to develop. Because everyone lives close together, the logistics is efficient and convenient and the cost is lower, which is the point of a city. That is all that needs to happen! Stop complicating things that is not at all complicated! What are you gonna propose? Somebody become a Mayor? Mayor for what? Stop creating positions that have no demand at all! This game is completely player-driven, and guess what? We don't even know how to do it! We don't know how to build a civilization! There has to be some level of player-driven and some level of in-game structure laid for us because we don't know how to structure! A completely player-driven game is very f*cking hard to work, it's illusive! I have the same dream in my mind, I don't think it is viable because we are not capable of that!
  16. I'm not saying that this is a good or bad idea. I'm giving an idea that you should study the viability of before making a decision. My proposals are: 1.) Scrap the passive skill system entirely. 2.) Build these learning institutional facilities and let them sell you courses for quanta. Field > program with level of degrees > prerequisite courses and courses. One of the purpose of the game is for you to mammonite and spend that money on education that will unlock the skill-gated contents and make you a more productive individual. This will replace that garbage passive skill system. You need active in-game content! I proposed this during earlier development of this game and the people from Eve wanted to make this game entirely player-driven. It doesn't work! Believe me, I lobbied against that passive skill system! You will work for money => you will spend it in education => you become more productive, thus your income grows => you will continue to improve your productivity by investing in education and never stop learning until you have learned everything and NQ offers more advanced technology for us to learn. That is the activity regarding the skill system (I call it "educational system") and this system has vertical progression (major) and horizontal progression (jack-of-trades). 3.) And for god's sake, remove that daily quanta allowance per account! That is the same as daily login reward! It just devaluates work in this game! 4.) Remove the market bots and give us ways to earn money through active input. The market bots is one of the reason in this game why the economy is broken. Now that we have a money-sink (which is my proposal #2), you can remove the bots! 5.) Introduce more money-sinks through services and items that is exclusively from the NPC alone (example: medical consumables that can only be acquired from the NPC), in that case, we can finally have a market economy without these bots regulating what we buy/sell. When you create money, you gonna destroy money, otherwise the economy doesn't work!
  17. Why is the game exactly like Eve Online? I will tell you: When you are doing activities, there is an end goal why you are doing it. In other MMOs, it is to min/max, grow your assets, and continue to compete for social status, improve it, and maintain it, until you run out of content and things to do and new content and event comes in. They play the game for themselves within a massive multiplayer online game because it is player-centric. Your reason for playing the game is that! But in a sandbox that is completely player-driven, with passive skill system, even with PVP, we can observe that most people are playing these games like ants. Everything an ant does is for it's colony. And then you got social hierarchy within that colony such as a queen ant. And then since there is PVP, there are rivalries for power and resources between these colonies. Everything the game has is social status aside from IP development that is mostly based on aesthetics anyway. You cannot climb to the top soloing this game, so you will join a group and play the game as a group. In this group, is the spoil ever divided equitably? No, it is a socialist society like an ant colony, a bee colony, a termite colony, and a wasp colony, with privilege ruling class. Are you saying there are rights within these groups when the ruling class are the ones setting these rights? Rights and privilege are not the same! My rant here is the lack of equity in this game within these organizations. The game is group-based and everything the game is is group development. This game is about domination of resources, power, and influence and there is no way you can stand up to a large empire. If you cannot beat them, you join them! Nobody is telling you how to play this sandbox game, but efficiency is telling me to play it like this! And speaking of IP development, why the hell did you make it so hard to build in this game in exchange of the extensiveness? It is too hard to build in this game because of the lack of intuitive tools on an editor that is extensive. And then the scripting as well (which is part of IP development) is also ridiculously hard to understand. The game is not intuitive for IP development which is one of the reason why you play this game. IP development, as I said, is mostly for aesthetic end (I'm a Mechanic, I know what I'm talking about). Eve Online ended up as a socialist game, it's the same thing here. There is no personal equity when socialism reign in this game. You cannot play this game efficiently thinking about your personal equity. In this game, there is too much inequity, it is just too different than the typical MMO that I'm used to which is about equity. If I'm playing the game, I wanna play it for myself, not play it like an ant.
  18. When you sue a company, it takes from the company alone. The liability of shareholders are limited to their investments in that company. But if you sue a proprietor or a general partner, you are suing people here, not an entity, so their liability extends to their personal assets. When you get sued personally, you can lose everything. So you take the security for yourself and incorporate. If you incorporate which is to merge, you got to be able to work with other shareholders which is not easy. At the end of the day, you are individuals. And let's say I contributed to a development of a building and let's say my share in that building is 20% of it's value. Where is the agreement between parties that my share is 20%? Things like this is documented. I've been saying this many times to create a bloody MOU to assert your claim. You can't take a word of mouth, you need a documented agreement and fight for it player-driven. Issue like this is very complicated to resolve. It is really a risk to invest in such a project that is unsecured like that. How about you invest in something secured that can be claimed?
  19. And this is what I worry about Starbase since it has similarities to DU. You need character development and attachment to that character. In real-life, we improve ourselves and our assets as individuals. You wanna know why corporations exist? To protect the owners from personal liability and lower tax. It is called a "limited liable company" where the company is liable as a legal entity, not the owners. With no personal rights within an organization in this game, you might as well put your stuff under your name as the proprietor and enter a partnership (informally) with another proprietor. In that case, there is a wall between who owns what and who manages what. There is no point of a corporation. It doesn't do anything in this game. In real-life, I am forced to incorporate because of the benefits. In this game, I wouldn't think of incorporating. it doesn't even do anything but serves you disadvantages such as management disputes and personal rights issues. All the MMOs I played (and I did not played Eve at all) is about character development, so when I played this game, it is so different. I do not like the group play in this game. It feels like you are contributing to the org in the expense of yourself. That doesn't make any sense. Please, for ****sake, Frozenbyte!
  20. "What is mine is mine, what is yours is also mine" = it's the same thing as not having the concept of personal rights/ownership. You got a group where tangible resources are involved, where is the personal claims to those resources? You got none, so you don't have personal rights/ownership! A personal contribution as well means you are entitled to a stake (share of the reward). If there is no distribution of stake, there is no individual entitlement, there is no personal rights! "What is mine is mine, what is yours is also mine", and this is how you play the game! Look at that profile picture of yours, you are from Eve! I bet a system like this is what you prefer! It is socialism, to put it simply, because "what is mine is mine, what is yours is also mine". I'm Chinese and this is what an American told me: "China's copycat culture(山寨) originated from the lack of equity ('what is mine is mine, what is yours is also mine') from China's history of socialism". This is what he told me! My source is an American! An American told me what socialism is and you as an American are telling me that I need to educate myself based on your own education? What is wrong with you people? Socialism (which is an English word) from American sources such as Wikipedia points that socialism is the lack of equity within a social organization. In other words, it is exactly how you run an org in this game! A Western word describing an Eastern concept with Western implicit from a Western source. I'm educated! You educated me!
  21. People in this game mine using their own labor and equipment on an unclaimed territory. Those resources are their personal equity. Guess what they will do: they will donate those resources to their organization that is under the dictatorship of a legate and the people he awarded rights to. These donors have no personal rights to their personal property that is rightfully theirs from the start. If that is not socialism, what is it? Is this game about character development or group development? Because if it is the later, it is a socialist game! We made a mistake copying Eve Online. Most people here who supported this game came from that game so what do you expect? Admit it, you people are a bunch of socialists!
  22. I've been thinking hard about this: the typical MMOs that you play is about character development including growing the assets of that character. It's about individual development. Ofcourse you got guilds to affiliate yourself with other people, to leverage your connection with other people, but the game still revolves around character development. This is what I call an equitable game! When I play games like Eve Online and Dual Universe, it's about empire development. There is no individuality. Everything is about your contribution to the empire. You made the game a socialist game for the sake of making it social! A social game means there is an interactivity between players. It does not mean making the game group-based making it a socialist game. Organizations have asset that the members have contributed. An organization does not exists physically. What exists in this material world are the people and the people are individuals. Is there like a legal framework in this game to settle the claims of an individual in an organization? None, it is all player-driven! So what we end up having in this game is the communist socialist structuring of organizations that players contribute to without personal rights to your share in that organization, to your stake in that organization that is never distributed and is reinvested into the equity of that organization, as you have no way to assert them but through player-driven way, in an authoritarian system. Legates set rights? Are you serious? If I contribute 2 tons of steel rolled, do I not have the rights to the ownership of those steel? It's called a "share"! And what, it is up to the legate to set these rights? That is why you should f*cking put it on your name! You own it, you should f*cking put it on your name! In that way, you can assert what is yours since we don't have any legal system! In this game, we don't have personal property rights under organization which is needed for capitalism to exists. We do if you name it under yourself, but never in an organization. Organizations in this game is dictatorship, communism, and socialism. Why, you ask? Where is the personal rights? You expect me to wait for it from the top? What is he, a god? This game is about worshiping dictators, it's never about equity for people who are playing this game in a group, and believe me, this game forces you to play this game in a group! no equity, no capitalism! What do you call it? Answer it for yourself!
  23. 1.) Vastly simplify the game in terms of learning curve to actually make it playable. 2.) Remove the passive skill system. The point of a skill system is to create a set objective for players to actively accomplish. A passive skill system does not serve the purpose of active in-game content designed for players to get engaged. 3.) Wipe the game completely prior to release and inform the public of this decision ASAP. 4.) Add a text-based chat system in the form of chat bubble into the game which is vital for facilitating in-game social interaction. 5.) Make raw resources renewable in their natural environment similar to a mining node in Runescape. If you don't do this, we will be forced to spend all our time extracting the limited available resources on an onrush making this a mining simulator as it is right now. 6.) Remove the schematic system. 7.) Get rid of the market bot and let players trade using the 4 basic ores (coal, hematite, bauxite, silicon) as the currency itself. These things actually have tangible value. The problem with this is it is cumbersome as one has to carry these ores. This is why I keep saying to use a representative money. You exchange these ores on an NPC for representative money and anyone can withdraw the ores back from an NPC using the representative money that they have in hand. 8.) Remove the "ayuda" (financial assistance) in this game in the form of daily log-in reward per account which devaluates work. 9.) An economy is driven with consumption. Introduce consumption mechanics to the game otherwise people will not trade hands. Right now, the game has no economic engine. Runescape is a sandbox MMO with developed active skill system, in-game quest system, and a wilderness area to PVP while this game is a sandbox MMO with nothing else. Why do you need resources if there is no end goal but to mine for more resources? The game has no vertical and horizontal PVE progression unlike Runescape! 10.) The point of larger constructs is to accommodate larger capacity. Think of an Airbus A380 with 1000 seats, double-decked 747, long Boeing 777 300-series being used privately by few individuals. The constructs have too much capacity for their use! People in this game are thinking too big! Nobody in this game uses smaller cores! This game is very ambitious. I really like the ideas this game have but it's poorly implemented and so the game doesn't work. If you have played MMOs like Runescape, the game is bustling with activity individually and socially because there are activities to do as the game have a developed PVE. This game failed to replicate that.
  24. Access to wallet should be the elected treasurer of the org. Only they have the power to disburse. They have to be convinced to disburse. And there should be transparency where everyone can see the balance and financial history (record). Should there be any graft committed by the treasurer, there must be a way to remove him out of power. I don't think you should limit it. If the treasurer is a trusted individual (which he should be in the first place), he won't abuse his power. That is the point of the wallet: to keep the funds in the hands of the trusted individual/s. Only they can take out funds from the coffer and give it to a member of organization that requested for it themselves through barter trading. You can't give everyone access to the coffer, it is stupid and unsystematic (unbureaucratic).
  25. Owning the land/property and possessing the land/property are 2 different things according to the law. The trespasser has rights according to the law. If they are not evicted for amount of time, they become the new owner according to the law. This is what will happen to this game, I'm telling you, otherwise what are we gonna do with the abandoned constructs/tiles?
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