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Sybily

Alpha Tester
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  1. Like
  2. Like
    Sybily got a reaction from DrangPo in Packing Up Constructs   
    For the love of god, YES we need this!
  3. Like
    Sybily got a reaction from killthrush in Bounty / Commission / Quest board   
    Absolutely disagree. Doing so would not allow meaningful emergent gameplay. If the game/NQ does this then there is no incentive for players to do it. What would be the point of organizations to focus on security or other government structures if the game gives it away for free? There aren't many companies in real life that sell air to breath because there's near infinite supply, thus no demand. The point of emergent gameplay is to give purpose to the things you do. There will be no purpose for a kind of government focused organization to exist if the functions are already provided by the game.
    It would be inaccurate to think that player based enforcement mechanisms would be less effective than one built in game because players can offer a human touch, whereas game logic cannot. Sure a finite number of things can be enforced by the game but there is no way game logic could possibly understand abstract/complex kinds of contracts/quests that players might come up with. 
  4. Like
    Sybily reacted to Project_Icarus in Packing Up Constructs   
    Quick Idea here; a nanopack tool that allows you to 'pack up' a construct and place it in a linked container, store it all as a single unit (not separated into component elements, voxels, and etc), and then 'unpack' and deploy the construct when needed. NO fussing about dismantling it bit by bit. No messing with LUA configs and scripts when re-deploying it. Just a simple way to pick up, store, and place constructs with little effort.
     
    (Also, until docking works reliably this would be pretty useful)
     
     
     
  5. Like
    Sybily reacted to BaileyVandenbroek in Roads that doesn't require core to build for big cities. [suggestion]   
    The idea would be to simplify city creation by making it easier to build streets without having to place hundreds of cores.
  6. Like
    Sybily reacted to LeineDearg in Organization Resource Tokens   
    My idea is to allow an organization to use Resource Tokens to pay it's members for helping the organization to grow. Basically the organization is in need of a large amount of resources, or a service, so the organization issues a quest(s) for parts of what ever good or service.  Instead of paying in currency, the organization pays out in these resource tokens. 
     
    First off this similar ideas have been mentioned in different ways in the forums.  While there may be more, I wanted to make sure to link at least the ones that I have found already.
         An example of Stocks https://board.dualthegame.com/index.php?/topic/14142-physical-financial-securities/&tab=comments#comment-95277
         Example of player created resource tokens http:// https://board.dualthegame.com/index.php?/topic/607-resource-tokens-for-player-item-trading/&tab=comments#comment-4271
     
     
    Second A Scenario: 
    A new organization needs resources (lets say 10,000 units of iron) to get off the ground. However, being new this group, lets call it Orbit... I am really bad at naming things and the gum is sitting in front of me right now ok!.. don't judge me...  Anyways, Orbit  does not have enough money to pay its members for a quest. Also Orbit wants to keep track of who actually does the must work for the Organization to award those members later. So Orbit starts a quest for its members that pays out 100 "Orbit Resource Tokens"  for every 100 units of iron that is delivered. The players that does the most work get the most Orbit Resource Tokens.  
     
    Some time has past and Orbit gets access to extra fuel. There is not enough fuel to give out to every member, so the group sells 'X' units of fuel for 'Y' number of  Orbit Resource Tokens. Again the player that has the most Orbit Resource Tokens can purchase the most fuel.
     
     
    Basics:
    The way it works is that every organization has access to a specific amount of resource tokens. For example Orbit as a new Organization has access to 100,000 resource tokens that it can issue out for quests in place of in game currency or objects.
     
    The value for these tokens depends on what ever the organization is willing  to assign them. So it could be everything from nothing to a one time prize of 1 DAC.
     
    Some thoughts on these tokens:
    Each organization only has access to a limited number of tokens Number of tokens can be scaled based on Organization size or some sort of leveling system The intended way for an organization to get bask the tokens through either a trade, the barter system, or a quest Tokens can only be set up to trade to other members or allies of the Organization This includes trading between players in the same organization that does not involve a quest Either Tokens are non physical item to prevent theft from PK, or any tokens not in a current member's inventory after 14 days are automatically refunded back to the organization A player leaving the organization would automatically see  their stored tokens refunded  back to the organization after 7 days  This time frame could be changed by the founder, or their designee player in charge of tokens (token master, quest master, Mister Fred)... did I mention that I am bad at naming things No in game requirement for a Organization to use tokens No in game requirement for a Organization to pay players back for tokens No in game requirement  for a Organization member to give back any tokens More Tokens cannot be made by the organization  
    That is pretty much it. I thought that I would share my idea and did not spend a lot of time to see anybody better at naming things already shared it in the forums. If I missed a discussion I apologize. 
     
     
  7. Like
    Sybily got a reaction from eviltek2099 in Devblog - r0.15 Update (Part 3): Barter System!   
    Having tiers of wearable gear with different stats and looks just like WoW would be pretty cool too.
  8. Like
    Sybily got a reaction from eviltek2099 in Devblog - r0.15 Update (Part 3): Barter System!   
    Having a mailbox system like WoW would be pretty cool too
  9. Like
    Sybily got a reaction from Jet in Camera elements that can link to screens   
    Perhaps people could create security cameras throughout their base (or large space station) and can monitor them from a control room. This might add an interesting twist to PvP.
     
    Another use case would be for large ships that would otherwise be difficult to land or maneuver through structures or or cities (though a 3rd person view might mitigate this point). Or perhaps to allow a ship captain to better orchestrate the crew on-board.
     
    I'm envisioning a control room like in sci-fi movies that have dozens of monitors, each of which correspond to different cameras. 
     
    I'm not sure what technical hurdles would be to achieve this, but the cameras could be a low frame rate and low resolution. For cameras near the player, i would imagine that the image can be rendered on client side (I don't think trusting the client for this would be an issue since its the client viewing the images in the first place). Cameras at a distance from the player would have to render the images server side when the player approaches the monitor I would think. I can't say what the performance considerations would be for that but perhaps long distance cameras would have a hefty cost to operate, so as to artificially reduce the amount players make, thus less work for the server.
    Of coarse I could be speaking out of my a** in regards to the implementation details but those are just my thoughts. So I'll leave it up to the Dev Team
     
     
  10. Like
    Sybily got a reaction from SneakySnake in Camera elements that can link to screens   
    Perhaps people could create security cameras throughout their base (or large space station) and can monitor them from a control room. This might add an interesting twist to PvP.
     
    Another use case would be for large ships that would otherwise be difficult to land or maneuver through structures or or cities (though a 3rd person view might mitigate this point). Or perhaps to allow a ship captain to better orchestrate the crew on-board.
     
    I'm envisioning a control room like in sci-fi movies that have dozens of monitors, each of which correspond to different cameras. 
     
    I'm not sure what technical hurdles would be to achieve this, but the cameras could be a low frame rate and low resolution. For cameras near the player, i would imagine that the image can be rendered on client side (I don't think trusting the client for this would be an issue since its the client viewing the images in the first place). Cameras at a distance from the player would have to render the images server side when the player approaches the monitor I would think. I can't say what the performance considerations would be for that but perhaps long distance cameras would have a hefty cost to operate, so as to artificially reduce the amount players make, thus less work for the server.
    Of coarse I could be speaking out of my a** in regards to the implementation details but those are just my thoughts. So I'll leave it up to the Dev Team
     
     
  11. Like
    Sybily got a reaction from MaltoSigma in Camera elements that can link to screens   
    Perhaps people could create security cameras throughout their base (or large space station) and can monitor them from a control room. This might add an interesting twist to PvP.
     
    Another use case would be for large ships that would otherwise be difficult to land or maneuver through structures or or cities (though a 3rd person view might mitigate this point). Or perhaps to allow a ship captain to better orchestrate the crew on-board.
     
    I'm envisioning a control room like in sci-fi movies that have dozens of monitors, each of which correspond to different cameras. 
     
    I'm not sure what technical hurdles would be to achieve this, but the cameras could be a low frame rate and low resolution. For cameras near the player, i would imagine that the image can be rendered on client side (I don't think trusting the client for this would be an issue since its the client viewing the images in the first place). Cameras at a distance from the player would have to render the images server side when the player approaches the monitor I would think. I can't say what the performance considerations would be for that but perhaps long distance cameras would have a hefty cost to operate, so as to artificially reduce the amount players make, thus less work for the server.
    Of coarse I could be speaking out of my a** in regards to the implementation details but those are just my thoughts. So I'll leave it up to the Dev Team
     
     
  12. Like
    Sybily got a reaction from Dwinky in Camera elements that can link to screens   
    Perhaps people could create security cameras throughout their base (or large space station) and can monitor them from a control room. This might add an interesting twist to PvP.
     
    Another use case would be for large ships that would otherwise be difficult to land or maneuver through structures or or cities (though a 3rd person view might mitigate this point). Or perhaps to allow a ship captain to better orchestrate the crew on-board.
     
    I'm envisioning a control room like in sci-fi movies that have dozens of monitors, each of which correspond to different cameras. 
     
    I'm not sure what technical hurdles would be to achieve this, but the cameras could be a low frame rate and low resolution. For cameras near the player, i would imagine that the image can be rendered on client side (I don't think trusting the client for this would be an issue since its the client viewing the images in the first place). Cameras at a distance from the player would have to render the images server side when the player approaches the monitor I would think. I can't say what the performance considerations would be for that but perhaps long distance cameras would have a hefty cost to operate, so as to artificially reduce the amount players make, thus less work for the server.
    Of coarse I could be speaking out of my a** in regards to the implementation details but those are just my thoughts. So I'll leave it up to the Dev Team
     
     
  13. Like
    Sybily got a reaction from Aesir in Camera elements that can link to screens   
    Perhaps people could create security cameras throughout their base (or large space station) and can monitor them from a control room. This might add an interesting twist to PvP.
     
    Another use case would be for large ships that would otherwise be difficult to land or maneuver through structures or or cities (though a 3rd person view might mitigate this point). Or perhaps to allow a ship captain to better orchestrate the crew on-board.
     
    I'm envisioning a control room like in sci-fi movies that have dozens of monitors, each of which correspond to different cameras. 
     
    I'm not sure what technical hurdles would be to achieve this, but the cameras could be a low frame rate and low resolution. For cameras near the player, i would imagine that the image can be rendered on client side (I don't think trusting the client for this would be an issue since its the client viewing the images in the first place). Cameras at a distance from the player would have to render the images server side when the player approaches the monitor I would think. I can't say what the performance considerations would be for that but perhaps long distance cameras would have a hefty cost to operate, so as to artificially reduce the amount players make, thus less work for the server.
    Of coarse I could be speaking out of my a** in regards to the implementation details but those are just my thoughts. So I'll leave it up to the Dev Team
     
     
  14. Like
    Sybily got a reaction from Borb_1 in What would the 7 Greatest Wonders of DU be?   
    https://imgur.com/gallery/m6M3L
     
    I'm surprised the Halo ring world has not been mentioned
  15. Like
    Sybily got a reaction from Borb_1 in Bounty / Commission / Quest board   
    Absolutely disagree. Doing so would not allow meaningful emergent gameplay. If the game/NQ does this then there is no incentive for players to do it. What would be the point of organizations to focus on security or other government structures if the game gives it away for free? There aren't many companies in real life that sell air to breath because there's near infinite supply, thus no demand. The point of emergent gameplay is to give purpose to the things you do. There will be no purpose for a kind of government focused organization to exist if the functions are already provided by the game.
    It would be inaccurate to think that player based enforcement mechanisms would be less effective than one built in game because players can offer a human touch, whereas game logic cannot. Sure a finite number of things can be enforced by the game but there is no way game logic could possibly understand abstract/complex kinds of contracts/quests that players might come up with. 
  16. Like
    Sybily got a reaction from Borb_1 in Bounty / Commission / Quest board   
    Everything about what I was talking about won't be "explicit" functions offered by the game. I'm talking about dynamic civilizations that will be bootstrapped entirely by players. A government becomes a government because players cohesively organize together provided there is a demand for a government with enforcement mechanisms. And means of enforcement are not built in as a function of the game , but rather players themselves enforce the rules they themselves create. They will enforce a set of rules principally because they have the power to do so (i.e. more military/firepower that is sustained through government funding).
  17. Like
    Sybily got a reaction from Borb_1 in Bounty / Commission / Quest board   
    A quest or job can be abstract in its nature making it near impossible for enforcement to exist as rules of the game. That being said, some form of abstract work related contracts can still be made enforceable and can be done entirely by players without NQ involvement by means of enforcement bodies. A government like organization would have some form of judicial system where claims can be made. The government organization would also have some sort of policing to uphold and make enforceable,  contracts made between citizens/other organizations, within the jurisdiction of said government. For such a concept to exist and function, citizens would need to pay a tax to the government in return for legal or any other types of protection from that government.
    Trust is a key point. Citizens need to trust the government to act honestly and fairly so as to know their tax money is to good use. Disputes between players that lie outside the jurisdiction (i.e. citizens vs non citizens) of the government organization would not be resolved by the government and therefore contracts cannot be made enforceable. In this case, the willingness to agree to a contract depends on the players risk tolerance as well as the trust the player has of the other player.
     
    I really hope the emergent gameplay allows for such organic complex civilizations to arise.
     
  18. Like
    Sybily got a reaction from Borb_1 in Camera elements that can link to screens   
    Perhaps people could create security cameras throughout their base (or large space station) and can monitor them from a control room. This might add an interesting twist to PvP.
     
    Another use case would be for large ships that would otherwise be difficult to land or maneuver through structures or or cities (though a 3rd person view might mitigate this point). Or perhaps to allow a ship captain to better orchestrate the crew on-board.
     
    I'm envisioning a control room like in sci-fi movies that have dozens of monitors, each of which correspond to different cameras. 
     
    I'm not sure what technical hurdles would be to achieve this, but the cameras could be a low frame rate and low resolution. For cameras near the player, i would imagine that the image can be rendered on client side (I don't think trusting the client for this would be an issue since its the client viewing the images in the first place). Cameras at a distance from the player would have to render the images server side when the player approaches the monitor I would think. I can't say what the performance considerations would be for that but perhaps long distance cameras would have a hefty cost to operate, so as to artificially reduce the amount players make, thus less work for the server.
    Of coarse I could be speaking out of my a** in regards to the implementation details but those are just my thoughts. So I'll leave it up to the Dev Team
     
     
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