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MaltoSigma

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Posts posted by MaltoSigma

  1. Ok, so there will be different "money sinks".
    But will there also be "product sinks"? When building material is used to make a building, it's gone from the market. When a ship is destroyed, it is (partly?) reverted to building materials. (Reducing the value the product had gained by the process of building it)
    So materials will always be used, they can be used up very fast and if you hoard them (in neutral territories), chances are increasing , that they will be robbed from you.

  2. 7 hours ago, nzwoodturner said:

    They will have the quanta from when there were no buy orders lower than not price. With permanent market bots, the price for ore will fluctuate just above the bots buy price on average, because when you just have the bot buying stuff you will have inflation, but when you have the players buy orders you will have deflation 

    I thought, when a player buys from a player, then you have neither inflation nor deflation.

  3.  

    10 hours ago, Eternal said:

    Do you think interior-designers chose the color for the aesthetics/appearance?

    I did think that.
     

     

    10 hours ago, Eternal said:

    They chose it because of the atmosphere which is function.

    Well, yeah ok.

    So are you for the butter idea, or what is the deal now?

  4. 9 hours ago, Queejon said:

    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. 

     

    Even NQ CEO Baillie said, he doesn't know, how the game society will look like. (although maybe he has a good idea about it already)
    But I think you're right in that there can't be a player owned bank, as long as quanta is not handled as an item.
    Also like Eternal said, these micro-loans would be a bit like charity, which also indicates, that we won't see this from players.

    This would both speak in favor of the micro-loan idea.
     

    Do you think, this should be introduced at the start of the game, or only later, when the market bots are removed?

     

    10 hours ago, Queejon said:

    Amassed wealth

    So they would buy resources for higher prices than the arkship market price. Then make products, that they would sell for a profitable price. Bought by buyers with quanta, that they got from... mining?
    I'm not good at economics, so maybe I'm confused here for no reason.
    Also, theoretically anything in the game can be achieved without the use of quanta at all, so I'm giving this too much thought maybe.

  5. 15 hours ago, Zekarsis said:

    I dont see anything I DU with shrink Ray's. Also that would be completely ineffective in something like this post. On top of that it would make construction even harder to unify when you can change the size of a ship constantly 

    how about using some butter, if a ship is too large for a hangar? ?

  6. 25 minutes ago, nzwoodturner said:

    I think you guys are thinking too hard about it. The market bots can stay indefinitely without affecting the market, just being there to stop deflation. This is because players will put buy orders up that are worth more than the bots so that they can buy stuff for their trading. In my opinion this is a really good system, because it will keep the average value of quanta level 

    If they put buy orders for more money than the market-bots, where do they have the money from?

  7. 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).

  8. Quote

    I really don't care much about automated mining, I'm fine without automation. However I will be absolutely distraught if i can't make a mining drill! I want to use vehicles to mine and dig. I want to tether my ship to and asteroid to mine it for resources, I want , to bore large tunnels through mountains with a tunnel boarding machine. I do not want to be limited to the equivalent of a bloody pick axe. I'm sure there would be plenty of social interaction required for a large, safe, and efficient mining operations.


    Pickaxe is life, dude.

  9. 10 hours ago, SGCam said:

    I suppose you could offload this extra rendering to the server, but then you need to stream the camera's view to everyone that can see it's screen, thus consuming tons of bandwidth on top of the extra server resources.  Basically, I love the idea, but I'm not sure how technically feasible it is considering the extreme complexity of scenes in Dual Universe. 

    Could the camera's view be converted into a format, that uses very little bandwidth, when being streamed?

  10. Quote

    I am more concerned about what will happen to a player that murders another player .


    "Murder" sounds a bit harsh for an online character ^^
    I think there are 2 possibilities:
    - The "murderer" will feel excitement as dopamine is rushing into her or his bloodstream, because she or he achieved her or his goal.
    - She or he didn't actually want to kill you and teardrops will run down her or his cheeks, while shouting: "What have I done!!"

    Regarding game mechanics, I don't think, that there will be implemented a "kill penalty". ^^

  11. 19 minutes ago, Venstix said:

    To my understanding right now , it's totally possible to live around the Arkship doing this and that and retrieve your dues intact next login, but considered how long crafting and traveling times seems to be, having no time for it means no higher tier stuff… at least not before a moment!

    Keeping toxic players away is going to be done via the time & skill necessary to get anywhere i Believe, but also by biggest factions or smaller mercenary orgs, because yeah, in a world where stuff doesn't Simply respawn everything valuable is valuable and shouldnt land in the hands of ill intended people…  

    Sry, I haven't been clear with my wording. "Toxic" is a term used in LoL for example to describe players accused for hacking, verbal harassment, racism and sexism. But also helping the enemy team or having a negative attitude (Which would be acceptable in DU, since it doesn't have to be a team game and noone is forced to ally with you).

  12. 3 hours ago, geronimo553 said:

    I disagree, a logout delay only prevents the inevitable "player disappears" due to disconnecting. Also there are far more age old ways of "getting out of a fight" then just the example of combat logging I provided. With player persistence, trolling will decrease to an extent because the person is not free to disappear from their actions. Thus this would improve gameplay and experience over all for everyone. Also the player persistence in rust is a highly favored system that would work great in DU, in my opinion.


    As for additional concerns about making the game more "tedious". The player model does not need physics attached when they log out. The body can just became a 3d placeholder of a person until they log back in. In terms of straining the game, it would be no different from say placing a chair on the ground or a locker with an inventory inside. DU is already capable of adding player persistence and it would not be too difficult to implement. 

    If you have to get to a safe place before logging out, so noone can rob you, that is tedious in my opinion. And it will reduce the number of active players by 90% or so.
    If by trolling you mean "suddenly 100 enemy players are logging in next to your base", there are other possible mechanics, like login delays.

     

    Quote

    Crafting times also. Drives away casual players, and in DU it looks like casual = pretty much useless… well unless other players fill them up with ressources and they serve as factories… ?

    I'm not in the Alpha yet, but in an interview Baillie said, that they are aiming the game at people with jobs and families.
    Also to increase profit, you will have to try to keep all kinds of players playing the game and only drive away the toxic ones.

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