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Queejon

Alpha Tester
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Posts posted by Queejon

  1. 7 hours ago, MaltoSigma said:

    There are still 2 open questions about the micro-loan system for me.
    1. If a player's attempt to make profit with his or her investment fails, will it be very frustrating?
    2. Could this also be done by a player organization? (Then there won't have to be a built in loan system.)

    I've read about market bots on the wiki and they want to permanently remove them after some time and only implement them again, if it really is necessary for some reason.
    The only idea, I could come up with, that could counter inflation in a DU with market bots being available permanently, was implementing a market, where you could buy cosmetics (outfits, fireworks, music, etc.) for quanta on the arkship. It would depend on the players though, how much they will want to invest in these things. These would have to be things, that are desirable to use in social interaction or have an aesthetic value and a lot of them should be consumables (having a one time use effect).

    1) Of course it will be frustrating, and yes it should have consequences of some sort. Even in games, if there are no consequences, the rewards mean nothing. Now it shouldn't be to the level that they must restart the game in any large way, but it should feel as if something was lost. 

     

     

    2) I'd suggested a player organization possibly run it in my original post, but the problem with that is it still must be backed by a game mechanic. If there are to be player banks of any sort that deal in Quanta, then Quanta must be able to be transfered as an item would, stored and locked away in a storage container, and not in some inventory.

    On top of this, players would have to drop Quanta on death or from serious damage so that there is incentive to store Quanta somewhere safe. 

     

    Personally player run organizations to safe hold Quanta because it is treated as an item you drop on death is something that appeals to me greatly, though I'm sure it makes many feel the opposite. 

  2. 1 hour ago, MaltoSigma said:

    May I ask why the market-bots on the Arkship don't buy an unlimited amount of resources from players? (At least for resources, that can be mined on Alioth)
    Why does the amount of quanta in the game has to be limited?

    If I'd read correctly, then NQ was trying to simulate the DU economy as closely to real life as possible. In my mind, this would mean limiting inflation enough  that it doesn't get out of control, but letting it go on enough for the economy to grow. In my opinion, this would mean not keeping the bot on at all times, but maybe most of the time. 

  3. There was a discussion recently in my org about how Quanta would be given value, and the ore buying bot was brought up. This seemed like a great way to kick-start the economy, and maybe even revive it if need be. However this got me thinking: if the DU economy is built to resemble real life as much as possible, what happens when money begins to stop moving as freely, and players begin to hoard? The other user in the conversation suggested that prices would all drop due to no one being able to afford anything with little money being circulated. In my mind, this equated to mass poverty throughout the population of Alioth and beyond. Recently I have been reading that one of the ways poverty is being dealt with worldwide is using a type of loans called "micro-credit loans", which are not loans to governments or organizations to help people indirectly, but instead are given directly to people in hopes of the impoverished starting their own sustainable business.

     

    While much of the situation surrounding these loans is not applicable, one key part is: where the loans go to, the people. If loans are given to the people by some bot, with low interest rates in times of economic turn-downs, then players could kick-start their organizations again, and possibly revive the economy. These loans would be repaid in small payments weekly or bi-weekly (as in real life they are usually repaid monthly or bi-monthly).

     

    Whether this idea is fulfilled by some banking organization, an in-game mechanic, or both, remains to be seen, but this idea is one I believe should not be ignored, so a safety net can be created for the economy of Dual Universe.

  4. 5 minutes ago, Aaron Cain said:

    And maybe the person who ownes the safezone just confiscates your ship :P I know i would if you landed on my safezone with no rights on it, lets call it parking fee :D. We all need to make a buck or two

     

    LOL. You have a point though. Many safe-spaces if not all outside the lunar havens and alioth starter zone will probably be costly to go through, with a fee for landing, and many renting out space inside.

  5. 14 hours ago, pekka1 said:

    If you build a ship, is it possible to park it on a safe zone when not playing? What would be a reason then to build a fixed contruction on non safe zone? Are they mines and other production buildings that can't be built into ship?

    There's not much stopping this nomad style of play, and I've even considered doing so myself, but there are a few holes in your plan: You can't use territory units on dynamic constructs (ships), and size for ships is kind of limited right now by the core sizes. A ship would have a hard time scripting a bunch of smaller dynamic cores, voxel, and elements to fly together, than to just set down a few. extra cooridoors in a base or static  construct. 

  6. 1 hour ago, musicianmadness said:

    I agree that it is unavoidable. And it would be an interesting thing to consider. I'm sorry if I sounded really against it, I just have concerns as well as ambitions with that kind of game mechanic in mind.

    Glad to hear someone has the same mindset as me when it comes to this! :)

  7. 3 minutes ago, musicianmadness said:

    I would agree that a notifications would be a good feature however controlling and operating ingame constructs or parts would not be a good addition.

     

    As far as mining drones: Mining Drones are not a thing in Dual Universe and are not planned. The idea is basically boycotted by NovaQuark at this point. They have reiterated many times that mining all has to be done by hand by players. This is so that bigger organizations or ingame companies couldn't steal the entire mining economy away from other players among many other reasons.

    And as stated by other users features like this could be easily exploited.

    I realize that it's exploitable, but making a completely unexploitable game is near impossible. I also just would love to see NQ keep mobile integration in mind, as I personally think that's where a lot of the newest innovation is. 

  8. 6 hours ago, Lethys said:

     

    I doubt we will ever See such a thing

    Thanks. Just read through the thread, and I think a creative mode would work better than a CAD import or Bench, simply because the in game building mechanics are the way they are for many reasons. The creative mode also gives more options like testing resources needed or how well it handles, while Cad imports would have to have their program running the same physics engine as DU. The chances of that is unimaginably small. As for the Cad Bench, I think it would be pointless to make another building system to the game when we already have a pretty great one. It puts more stress on the developers than I think any of us want to see, because this undertaking would be like starting the game again. This option would delay other features for months possibly. 

  9. On 5/8/2018 at 6:43 PM, Thainz said:

    I propose that a cad like software is put into the game so builders can build more advanced structures and ships. I think this should be done from a "cad bench" where the builder can use a cad program in game to make a blue print for a ship/structure. once the blue print is made a building robot (or robots) will then use materials to build the structure in the cad model. in the cad program the units will be in terms of Voxel size. for example if you put down a small core of 1 unit would be the side length of that core. As far as Parts, such as the core, motors... ect.. those could be elements that could be placed in the cad file as another part in an assembly. 

     

    Adding cad for building would make many much more interesting structures and would be another area for players to specialize in. although cad is relatively complicated, it is not difficult to learn,  and players who do not want to learn can still use the voxel system. Cad would be like LUA is, not all players can do it, but if you learn it you can do more. 

     

    As far as the difficulty and system load of a cad program, I imagine that it would not be that difficult. Onshape is an example of a low load server based cad program. It is simple and can be run off of chrome yet it is extremely powerful. 

     

    Limits can be put in place for size so a player cannot make a thousand super fine lines. In addition most elements in the game are 3d files so custom 3d files may be easy enough to render. 

     

    If not a full fleged cad program then possibly tools such as,  extrude, filet,  champ-fer, loft, and rotate would be nice and would add a lot.

     

    That would be great to have! Maybe have some zip file to download all the most used elements, and then a zip file for each category or something. 

  10. On 5/23/2018 at 6:50 PM, CalenLoki said:

    According to my knowledge:

    1. You "just" need resources/quanta(in-game currency) to create/buy it and fuel/energy to operate.
    But you also can buy in-game currency from other players for DAC (in-game item that can be bough for real money, and can be used as monthly subscription)

     

    2. We don't know much about FFU. It may be physical shield that prevent entrance unless you have permission, but it may also simple prevent damage from weapons. I hope the later - physical shield feels fake af.

    I agree it would feel fake

  11. So I just read up about how territory is going to work, and how the force field idea is implemented, and it got me thinking: Will there be/is there, a more in depth system of permission setting then just allowing or not allowing someone access?

    I would suggest we have options like "tagging" all, but for organizations once implemented in game. Also, I drop down menu based UI would be welcome, though the current one seems to work fine from the Dev footage. This drop down based system could be per "tag" (an individual, all, organization, etc), and have a default setting.

     

    I'd like to hear any other ideas other people have about this, because sharing rights can be a tedious things sometimes. Any other "tags" like the "all" "tag", are especially invited, because I'm more interested in those mechanics at least to start with.

  12. So I was thinking about Agents of Shield (I was listening to the music while working on other stuff) when I had a sudden, kind of wierd but awesome idea: what if someone made the Zephyr from Agents of Shield in DU? I was wondering if seems completely implausible, or if this mobile base idea would actually work out well.

     

     

    ***before someone gets on to me, yes I realize about the NDA, I'm talking just from what's been shown in the Dev Blogs and other official videos***

     

    Also while on the topic, are there any other good mobile bases like the Zephyr that anyone can think of to use?

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