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Shynras

Alpha Team Vanguard
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Posts posted by Shynras

  1. 22 minutes ago, Mordgier said:

    That's the biggest issue in DU.

     

    Here's a joke for you - know why the game is called Dual Universe? Cause there are two universes, one that NQ thinks the game is and then one that the game actually is.

     

     

    You can talk all day about planned features, planned player roles, and things that players could do in the game - but if you actually truly take an honest look at what the players really do in the game  - it's a distinctly different game.

     

    If you talk about the mythical vision of building a society in space and all that - you get lost in the hopes and dreams. Do not make this mistake. Look at the game as it is today and how it works today, with the player options available today, and tell me that you still think that the patch tomorrow is the right patch at the right time.

    I think it's a patch that 's better to happen now than later, we can't wait for the game to be feature complete before we do these drastic changes. I understand that for some people this patch brings some of the fun away, making them feel as there isn't much left for them to do, but in that case I'd suggest to just take a break and come back when they add more content. 

  2. 28 minutes ago, calewars said:

    This is a well worded statement and so agree with this but the largest factor thats being taken away from the game in its own right was the simplicity of the game and how it operated and made everyone happy but gives more power to those who understand these specialized skills taking away the simplicity and the inability of becoming a solo creator with limiting factors, I cant log on singleplayer and build that deathstar or emerald city that would look cool in the game. Enabling economists to have an upper hand  on how the game functions is comparable to real life and the manipulation of the average consumer to buy a specific product vs being able to do so by yourself, if people wanted an economy system like this in a game they could go to star citizen, eve or other genre based MMORPG, but the limitless factor DU offered became more limited having to rely on societal and economic standards given by those who worked their way into those spots which could limit others from achieving those goals through realistic scenarios which are already occurring involving espionage and monopolization of the market in favor of those who control it. 

    DU was meant from the beginning to be EVE + Minecraft, so it makes sense for it to have that kind of economy system. The economy will find its new balance and the game will work better than before. I understand that in a way these limits can be annoying, but it's the price to pay to have the economy and the emergent gameplay running. Without specialization the economy simply doesn't work.

     

    23 minutes ago, Kruzer said:

    That may be the problem.  I'm here for entertainment.  I live in an actual society.  So factories have been crippled.  Well, ok it was interesting to expand my factory and be able to create new equipment to expand my capabilities in the game but, babysitting a factory was getting a bit stale and probably wouldn't have held my interest for too much longer.  So now that has been hobbled and I'm supposed do what instead of managing my factory?  Mine?  No thanks.  Make screws and schlep them 30 km to the nearest lag fest that pass for markets?  Again, no thanks.  Maybe, take what little wealth I've accumulated and piss it away on PvP.  That could be fun but, the current combat mechanic is pretty much at the level of being a graphical text adventure.  There is so so much that needs to be added content wise before worrying about forcing specialization. 

    True, the problem aren't the changes themselves but the fact that there are a lot of features missing and players are left with very few choices

  3. This is a mmorpg, so it makes sense for players to have a need for others to achieve things in the game, otherwise we would be playing a survival singleplayer which is not what DU wants to be, nor was ever marketed as such.

     

    "Large organizations will have an advantage"... I've heard this so many times, and again it's a baseless claim. The economy has and will have producers of different sizes, from the solo player to the largest organization. An organization with 100 players may end up producing 100 different elements earning 100 mlns, the solo player will simply produce 1 element earning 1 mln, which makes sense since the reward/player ratio is the same. You don't have to produce everything to compete as a producer, nor you're alone against the large organizations since there'll be plenty of other solo players/small orgs participating in the economy, trading and supporting each other. 

     

    Specialized roles and a working economy will benefit the game greatly, making it more likely for players to play the way they want, since now we start needing each other for production so we effectively pay people to produce elements for us, instead of building industries for self production. One day we'll see other parts of the game require more specialization and it won't be that easy for a miner to pilot a large cargo ship, nor it will be easy for a pilot to use a weapon: we'll need each other and be willing to pay them to do a specific job that we can't do. At that point we'll see new kinds of jobs rise naturally (bounty hunter, miner, hauler, ... ), which is part of what being a sandbox means. 

     

    DU isn't just a building game for creators, NQ wants to create an actual society that in a way works as a self-sufficient ecosystem, and it relies around the equilibrium between all parts and entities that take part in it. This change is one of the first that goes in that direction. 

  4. 5 minutes ago, Mordgier said:

    If you are willing to describe mining as easy, please get me 10L of chromite, we're running low.  It is easy right? 

     

     

    Ps, that L isn't liters. It's L containers. 

     

    Yes it is easy, it may take a long time, be tedious, still remains an easy activity that only require you to follow the scanner and click a button. Open a dictionary and go look what "easy" means because you still don't get it :D

  5. logo.png


    Genoma è un'organizzazione italiana con l'obbiettivo di compattare e rappresentare la nostra community nella scena internazionale, per favorire cooperazione e dare supporto ai giocatori indipendenti ed ai piccoli gruppi.

     

    Il nostro orientamento è PvX, in modo da dare ad ognuno la possibilità di specializzarsi nel ramo che preferisce e offrire un gran numero di attività di diverso tipo ai propri membri; ciò ci aiuterà inoltre nello sviluppo di un'economia interna,  la quale creerà ricchezza e ci garantirà indipendenza da altre organizzazioni su diversi fronti.

     

    Reclutiamo sia singoli giocatori sia i gruppi.
    Il gioco permette infatti di creare organizzazioni all'interno di altre, per cui potete far parte del nostro progetto senza rinunciare alla vostra identità, ottenendo al contempo dei benefici che solo un'organizzazione più grande vi può offrire.

    Per ulteriori informazioni o anche solo per fare due chiacchiere, venite pure a trovarci sul nostro discord:

    https://discord.gg/8fsBy2z

  6. On 12/13/2019 at 10:40 PM, unown said:

    It has yet to be stated by NQ (or post a reference please) As I am curriuse if that's the case.

    it was stated a long time ago, in many occasions, I don't remember where. They said something along those lines lately, maybe in the last podcast.

  7. On 8/22/2016 at 12:16 AM, LynkxDev said:

    I really hope the Devs reconsider it !!

     

    I think i have showed that ANY item that can be purchased by real money, and sold in-game for game money is P2W!!! 

    Since a Rich guy with 1000$+ to spend, can start in the game today, buys a lot of sellable plex, and become a millionaire ingame tomorrow,

    and use all this ingame money to buy everything he needs to finance his guild / company / army of destruction. (including hire mercenaries with those Plex)

     

    And he will be unstoppable simply because you wipe his armada today just to see him replaces his ships and items using his real money to convert in game money

    selling those Plex, while you need to have all your guild members mining to try to repair yours,

     

    Also soon you will see that all important items in the market will be priced by real money comparison not game currency.

     

    Ingame money is not generated from the shop, but it's grinded by another player, so:

    -Buying and selling DACs doesn't cause inflation (which would make products more expensive for everyone and adds grind). 

    -The seller is limited by market availability and the law of supply and demand. This means that he can't sell DACs istantly, nor where he wants, nor for the amount he wants. 

     

    This system is the same as eve online, wow, and other games which were never considered p2w, so don't worry, it'll be fine.

  8. "With great power comes great responsabilities" cit.

    If you want power you'll have to work hard to get and mantain it. (Ye, this isn't really what spiderman meant) 

     

    Regarding OP:

    You can create the organization you want now, at release or years after that. It does not matter if there's a similar one already: if yours is better you'll succed, otherwise fail. That said, that mentality you have isn't really going to work for this kind of path, you're already demoralized before even starting. 

     

  9. Wheels: Hovers are pretty much a better version.

    Rotors: if we manage to create rails, we can probably make rotors.

    Rails: You can maybe build them with voxels? Or tunnels so that the "train" follows a path? Or script its path?

    Sliders: same.

     

    So, there are alternatives. They said once that wheels are a problem because they collide with ground, and that is taxing on the server, so I'd imagine that "moving parts" in general have the same issue (they move, so they can collide and that creates load on the server, like space engineers after all, collisions are always problematic).

     

  10. 3 hours ago, NanoDot said:

    It's a very poor example you quoted there.

     

    If any member of an org does something that damages the other members, that player will be rapidly ejected from the org and its territory. Members of an org in DU are not like the faceless citizens of a city like New York. In DU, everyone knows everyone else, because you need to watch for spies all the time.

     

    If an org in DU outlaws a drug, your life span as a potential customer for that drug will be extremely short in that org...

    Nope:

     

    -Drug effects are not necessarily noticeable.

    -Many territories and orgs will have visitors and players crossing their borders, for various reasons, especially for $$$. You can't kick them from the org/territory because they provide economical benefits to you.

     

    Other than that:

     

    -Like in the real world, when someone gets caught gets punished ( pay a fine, get ejected from the org/territory, any other punishment the players decide, ...). And there's nothing wrong with that.

  11. I think it's a good idea to add drugs, but needs to be done properly. What makes drugs different from simple buffs? They have the downside of being illegal and the upside of being stronger. 

     

    What defines an item illegal in DU? The law is made by the players, so they're the ones who decide what's illegal and what's not. NQ can't simply add an item in game and say "Hey, that item is illegal", because noone would care. 

    Why players would want to declare an item illegal? Why it is in the real world? Because it is damaging for the player who uses it AND ALL THE OTHERS. 

     

    What do we need to make an "illegal drug" be possible in the game:

     

    -A strong istantaneous positive buff on the player.

    -A strong negative effect that last longer, but acts only after the first effect ended (you can take more drug to interrupt that effect, but the negative effect stacks later = addiction gameplay)

    -An effect that damages all the other players, not physically, but economically. Example: you use drugs and the pollution on a certain tile (or group of tiles) increase, giving a debuff to all other players, elements and items in that area. If it's just a couple of people using drugs the pollution is still manageable, but if there's a lot of drug residues in the air it quickly becomes a problem, so much that can cause depopulation because that territory isn't worth living in anymore. A nation, to protect itself, will likely declare that drug illegal to prevent that from happening. Different drugs have different effects and depending on what the nation is specialized in and what's the territory purpose, they may decide to make them all illegal or just a few ( a nation specialized in military activities, may decide to let players use a drug that has as downside " x% reduction on resources mined", while a mining corp would certainly ban that drug in its territories)

  12. 3 hours ago, Lethys said:

    With one difference though: there are way more resource veins in general which can be mined for quantas in comparison to only a few veins of that specific resource

    You can add more veins or let players craft quantas from many different resources, it's not really a problem

  13. 17 hours ago, Felonu said:

    Emergent gameplay doesn't mean that there can be no intervention.  If the game deflates to the point that mining isn't fun anymore people will stop mining, and the price might go back up after a while, but the game could lose playerbase during that time period.  This is just 1 example of how a little outside interference might be beneficial to keep the game fun and keeping the player base around.  Personally, though, I hope NQ does mostly leave the market alone.  

     

    I trust that NQ will do their best to find a middle ground between too hands off and to much manipulation.

    Not really, the economy is more stable and fair without external interventions and more balanced towards the effort/reward ratio. 

    To make things mroe easy to understand:

    NQ will add bots that will buy/sell stuff effectively transforming resources into quantas (credits), and the prices those bots will be offering will change depending on the request/offer ratio

    Being able to transform raw resources into quantas with crafting is actually the same thing: 1)you exchange resources for quantas, 2)the value of the resource/quanta depends on the request/offer ratio. The only difference is that the first method depends on NQ, the second one depends on the players. 

     

    If you think people will camp mine fields if you can craft credits from that resource, then they will do the same with the resources you can sell to the bots that NQ will provide. If you think about it, both systems work the same way, the only difference is that one is more emergent than the other.

  14. The best way to balance an economy is by using time, because it's a natural and limited "resource" for everyone and for that reason it has a value. 

     

    1) You grind a rare resource (that you can use to print money), you spend time by doing so, your time has value = the rare resource you mine has value.
    2)When there's too much of that rare resource on the market its price decrease, less people will mine that (because it's less convenient and gives you a lower reward for your time) and this will naturally reduce the amount of that resource on the market, rising its price again.

    3)Vice versa, if there's a shortage of that rare resource its value increase >> more miners >> more resource on the market >> its value decrease.

     

    All of this happens over time, there are no swings. The increases or decreases i'm talking about are very small usually, and keep the dynamic value of that resource stable ( and if that resource value is stable, so it is for the money you print from it) , unless there's some unexpected external event (like an anomalous influx of new players). 

     

     

  15. 13 hours ago, CaptainTwerkmotor said:

    problem is, plutonium is a rare resource.

    Quanta is an exchange token for ease of use, same as fiat money.


    PRoblem is NQ not keeping the amount fixed in-game. EVE's price inflation happend cause CCP didn't embrace deflation when crowds moved in, having a currency that inflated over time to ridiculous proportions.

    If people move in or out, causing deflation/inflation, that's still emergent gameplay. Inflation or deflation caused by NQ using bots is not. 

     

     

    5 hours ago, 0something0 said:

    Using plutonium as currency is not viable as large amounts of it cannot be carried around withour it going critical, and the stuff has to be synthesized. 

     

    Also, isnt inflation ok if its done to adjust for new players since inflation causes prices to decrease but new players wil increase demend therefore increasing price?

    The idea is that you can transform that rare resource into credits and back

  16. Quote

     

    All the points you made under "Why a KO mechanic?" are not valuable reasons:

    1)There's no reason to leave them alive.

    2)They can protect their friends even when they're alive, you don't need a KO mechanic for that.

    3)You can just give them some more health

    4)That's just something that you add to justify the KO mechanic, but that it's not needed by itself. 

     

     

    I'm not against a KO mechanic though, so here's my "Why a KO mechanic?":

    1) It's a new combat element that adds complexity and interactions. The gameplay changes for you when you're downed (different skills, can't move, ...), for your enemies that will have to decide if it's better to go for the kill or to ignore you and focus on your friends, for your teammates what will have to decide if it's better to risk their lives to save you or to use you as a bait. 

    2) Social interaction (pretty important in DU I'd say). You can't talk with a dead body right? 

    3) It's more immersive

    4) It's good for roleplay

     

    How I think that should work:

    1)You get downed when your life reach zero and you get a new healthbar. Your opponent can either kill you faster with an animation or by damaging your new healthbar (like GW2)

    2)Your life doesn't decay over time (unlike GW2) so that you have time to have a conversation with the guy that killed you.

    3)You can't deal damage, that would kill any social interaction.

    4)You can heal yourself up to 80% over a certain amount of time, so that it's easier to save you if your opponent decided not to kill you and is taking you hostage (like Dead by Daylight)

    5)You can slowly crawl away from your opponent, so that he has to costantly keep an eye on you, if he decided not to kill you. (like Dead by Daylight)

    6)I'm not sure about this point, but it could be interesting if your opponent has the option to move you, to have some control when you're trying to crawl away but ofc while transporting you he's vulnerable and waste time. (like Dead by Daylight)

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