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Warden

Alpha Team Vanguard
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Everything posted by Warden

  1. The right of enforcement or setting the laws is in the hands of the players - on their own grounds, primarily. If a player nation arises and claims a planet or system, they can declare iron contraband in their areas and confiscate it. Of course iron is a weird example but you get the idea. The players make it all. Beyond said nation, another could declare iron as normal resource. Heck, another could worship iron. Just don't think too big, there likely won't be the one player org to impose everything on everyone, but many individual groups. Just like the world today. And if one faction manages to obtain universal control, kudos to them anyway. To quote the Necromongers: You keep what you kill.
  2. Code: [center][img=https://auth-media.s3.amazonaws.com/media/organization_1288/logo.png][/center] Now if you have exactly that and it's still wonky, then I don't know. For me this usually works.
  3. In my book it should be simple: If you have your discord in your recruitment threads, expect them to be considered public unless there was a clear context or message that would indicate otherwise, but then again it should perhaps not be part of the recruitment thread with a link. So if all the data was collected from open (recruitment) threads, I see no problem. If not, future data should be collected and added here according to (recruitment) threads anyone can view as it's basically public knowledge then - or could be. This makes it easy for all - you can assume orgs give auto-consent if their links are public. You as the one creating the list don't have to get back to individual ones and ask "Can I add this to the list, please?", or, in turn, don't have to deal with the occasional "OMG REMOVE IT AT ONCE, POST-HASTE!" messages. Thus I basically consider using public info in the list by default as the easiest way. E: Recruitment threads are just an example. "Public knowledge" could also relate to messages posted in chat where someone advertises their organization on a broad level while sharing Discord servers. Same outcome, really. You get the point, ladies and gentlemen.
  4. The worst for smugglers or dealers would be a cohesive tight-knit efficient security or police organization with proper "incorruptibles" and mechanisms to prevent corruption passively or actively. Chances are there will be a few more 'cohesive' organizations out there among the many player made organizations, nations, etc. There's already quite a few "crusaders" in Star Citizen. While gameplay mechanics may be different, I think you can roughly compare Star Citizen and Dual Universe because in a way community interaction will be comparable. But then again it wouldn't even matter much if you offer "universal", ironically. Say a player government really cracks down on smuggling and keeps their places relatively free, and them (smugglers, dealers, etc) out. That's good for them but it wouldn't even matter much to the dealers or whatever. What would you do if operating there was nearly impossible or not worth it? You'd move on and try elsewhere. You could say the 'shady ones' still win. In theory. Of course if you move somewhere else there could be competition... Looks like it won't be easy for anyone, either initially or after some time.
  5. Look at many (popular) games where clubs (or bars) of any sort become known distinct places because tasks or the plot takes you there. And then, look at reality of course. It seems obvious to me that these things will have a place in such games where players can create worlds, civilizations, cities, etc. You just need to have the right tools from the devs to do this. G-Mod is a good example with all the plugins and modifications you can add to a dedicated server. I can literally join my (somewhat custom) HL2 community, place a radio, speaker, etc. anywhere on the map and play any sound file I can upload to specific places such as dropbox, enjin files, etc. while I can set the range and volume. I once simulated loud music droning from behind the closed doors of a club there. In another case, I set up a construction site that looked like one while playing very loud construction site music or sounds with heavy drills, hammers, etc. That. Is. Immersion. As simple or small it may seem, if you compare "Before and after" the effects become noteworthy - then again in G-mod you can also heavily add to maps with props you can set up. If we get that level of customization for player controlled areas with props, items, furniture and then maybe music, then players can really shape and customize. Sadly I still wonder if NQ will go that far. Implementing it technically may not be the most tricky issue, I assume. It works already with other server structures. The question is whether the potential abuse does not outweigh the benefits. To me the answer is clear, but I'm not sure how the developers or customer support sees it - long term, that is. But that's a topic for the other thread that covers the topic already. Just saying it can be a great benefit to many.
  6. I still see a difference between roaming alone in an MP environment and playing singleplayer exclusively, however. A good personal example I can give is Conan Exiles ... or maybe DayZ. The environment is dangerous, and so are other players in theory. In the few days I played the former, I haven't met a single person face to face until yesterday - and that was literally face to face, almost. But the "thrill" is that you could meet someone and that the area evolves. For example, in the few days additional houses and bases popped up in my area - so that's an active development and change to the landscape. You don't get all of that in singleplayer unless the AI is somehow developed to expand or pull back depending on what happens. Still, one can't exactly replace human beings with AI or offer the same 'quality' or irregular responses. To others who fit the bill (below) now and who read this: Perhaps some may not feel 'used' to operating in an MP environment with emergent gameplay and risks. To those I say: Consider getting out of that 'comfort zone' and try it out, even if you suffer initial losses. Why? Because if you establish yourself and get by, it becomes great over time. That precise risk caused by other players or development is what makes these sandbox games great in my opinion. It's a dynamic world with ups and downs.
  7. Solution (for individual groups, organizations or states): Allow everything. Saves you time and resources due to not really having to control cargo and a lot more. What's that? You want to be Han Solo? Fear not, I'm sure many player organizations or states will still declare certain goods to be illegal or heavily monitored or regulated. I see it simple so far: A "drug" could just become a combat / work / party enhancer, assuming there's no permanent negative damages or nuclear explosions upon use. Could even get some tax and profit out of it if you allow certain things on your markets. But in the end that's just an outlook either way. We'll have to wait and see what weird items we may get ingame and then see how viable this whole thing is.
  8. I thank you two (and for that matter anyone else who may find it remotely interesting now or later on). I personally think it'll fill a good niche, especially for the folks into this stuff. General law enforcement RP maybe. I think having this as a somewhat separated project allows more people access to it, compared to forcing some to join specific organizations or possibly being restricted by them. Example: someone could be in some company and then join up here to see a different type of gameplay. Given that we will focus on large and / or neutral places, I think a conflict of interest can also be reduced. At the same time, strictly governmental or faction-focused police and security organizations are not touched by this, so there is no "monopoly" or competition here. To summarize, I mostly see benefits. But alas, time shall be the ultimate judge.
  9. I (as non-BOO member) joined the Conan Exiles server and so far it's been fun. It's not too packed but also not too empty which results in the right "balance" for me. Ironically I haven't really met someone face to face yet, but you see the occasional house here and there. Shows you there's stuff going on. I like the slow pace so far where you slowly build something up for yourself - before you probably end up in some larger clan war.
  10. I just love all these puns about it
  11. Huh? What gore do you mean? I see nuthin' On that note I considered the original ones to be still okay / borderline. If you look up Event Horizon, there's worse ones. I suppose it's relative.
  12. I am actually considering trying it out - still on the fence about it. If I /do/ get it, I'll likely hop on that server, however.
  13. Thanks, I'll try to work it into the form somehow. The most general terms would probably be "Casual - hardcore" ... or one could add a specific point about bureaucracy, but it would seem a bit ... exotic, so maybe keeping it simple may be better. Keep in mind you can still mention many many aspects as part of your organization ad or message, including a higher level of bureaucracy or 'structure'. Next edit this evening (GMT +1) or within a day.
  14. I'm kinda hoping for it, hence the (in)official thing. I have yet to request it, but it shouldn't be a problem I think. In the other forum (given the posting frequency in organization threads) it wouldn't even work if it wasn't pinned.
  15. This is the feedback thread for the thread: »☑ The (un)official "Looking for Organization" Thread Here you can share your thoughts, feedback, etc. If you think the form is lacking, add your suggestions here, too.
  16. Recruitment should be easier - and it can be! With many if not endless amounts of organizations now and later on, trying to find the right place can become tricky. So someone in Vulture Corporation *shameless ad* sat down and thought: Let's make it easier for all. Based on another forum where a similar layout works well with mod support, here we are: Welcome to the (un)official "Looking for Organization" Thread that gets people results faster. How it works is simple ⛹ Organization seeker You simply use the form provided below as basis for your post, fill it out and post it in here according to your specifications and then wait for the messages and offers to pour in. If you found an organization, you edit your posting and indicate that you did to prevent additional, possibly unwanted messages - and maybe false hopes for some recruiters. ⛳ Organization provider You simply monitor this thread and respond to fitting requests. Please do not reply in this thread and contact recruits via the preferred contact method indicated by their posting only. ⚠ Forum moderators To allow for a good structure and overview, it is suggested that moderators delete fulfilled requests from time to time if the post was marked accordingly by the user. In turn users, upon posting, should automatically agree that their posting can be deleted, if fulfilled. Notice: For feedback about the form or other things, please send a PM visit the feedback thread found here: »Feedbackthread - "Looking for Organization Thread" This thread is just for those looking for an organization, not debate or organization ads. Thanks to Tal from the SC forums for the inspiration. Changelog: - --------------------------------------- Form (Remove the informational parts upon posting - Subject to change depending on feedback in feedback thread or sent via PM) Name: Desired role(s) you wish to play in-game: Ex. Pirate, Smuggler, Trader, Soldier, Mercenary, Bounty Hunter, Miner, Explorer Organization Membership Type: Do you look for a main organization or do you just intend to affiliate with others while you remain in your core organization? What type of Organization are you looking for?: Ex. Pirate Group, Trader Coalition, Corporation, Player Government / Nation, Military Organization, Cult, Mercenary Group, Empire etc... PvP or PvE Oriented?: Region/Timezone: Country or, ideally, timezone Language spoke/Written?: Here you can also indicate if an organization should speak a certain language primarily Roleplay Interest?: How mild or heavy you intend to roleplay - or if there is no interest whatsoever Are you looking for an organization that will focus heavily on Dual Universe or one that plays other games together?: Preferred organization size: Do you look for a rather smaller or larger organization? Other: List any other specifics here Preferred contact method: State how organizations should contact you, ex. Steam, E-Mail, Discord, Skype, private message on this forum etc.
  17. I think the whole genre and focus will make it unlikely we get to see singleplayer features at all. Alternatively, I can see them come last or only in a limited fashion, such as a simulated smaller area for sandbox / creative purposes, but not a fully fledged universe. The universe would also be pretty dead in SP and they would have to force the NPCs in. From what I know, they will have a rather limited capability in MP as it is. So all in all I theorize that you should perhaps not expect SP as you expect it. I personally think all focus should go into the MP as that is what most people seem to want. I, as someone with an MP preference, would frown if any dedicated classic SP effort could potentially take months away from MP development. Now I don't know what exact problems some (incl. you) might have with the internet. I also realize some live in areas that have worse or little coverage. But those who intend to play DU later on better calculate that SP features might be limited or non-existant, so you better consider how you can improve on availability within the next years. The plus side is that you benefit in general if you can make sure your connection is stable or better ... or available when you can play, at least.
  18. While we may prefer the more "decent" regions in reality (depending on what we're used to), in these games the hellish and hostile landscapes attract me. There's various 'preferences'. Can include: - Lava all over and lack of atmosphere and whatnot - Poisonous, greenish or similar with heavy industrial pollution and active or abandoned factories, mining installations, etc. - War torn with settlements or cities left over, grey-ish bombed landscape - active fires optional - Snow biome The more bizarre and hostile to life or any scanning (with bare eye or technical), the better. I consider that passive defense. Then again I would just as well roam in the biomes we're used to and chances are those more "lively" biomes will be a more favorable choice for settlements and whatnot, and thus commerce. Time will tell.
  19. What salary? Here's your daily food ration, now get back to work! While there's monetary reward systems planned here (in our group), obviously they can't be offered right at the beginning. Everyone will have to do their part in basically every organization - at least for some time - until you can establish whatever fancy salary system you may have set up. Since it's not as crucial as in real life I think the "hardcore approach" won't be that popular and I can imagine that if the economy goes down, people just continue without (demanding) salary if they like organizations. More power to anyone who manages to eventually establish a large system in some player run government faction. But I don't think this will be that viable or do-able from the start. Perhaps I miss the grand aspect or point in this debate or look at it from a too pragmatic or simple perspective. But regardless I'm willing to bet that small to moderate organizations won't even apply any fixed reoccurring salary, or not think of it by default. Unless they're rather "hardcore" in terms of roleplaying, trying to be realistic, etc. I come to this assumption because among the many endless organizations this is usually not a point that is too highlighted or mentioned. Usually other rewards are favored or chosen to motivate people. But I'm not against this before anyone gets me wrong. I think it would be nice to eventually be able to pay actual salaries (and demand things for it in return). I just don't think anyone can pull this off from the start.
  20. Greetings! Given potential renewed interest in this project by a faction, this thread may receive some minor to moderate overhauls in the near future. As soon as one faction, group or other entity requests this service for their settlement, port, city, areas and whatever you can think of, there will be a website / forum considered in addition to organize this more thoroughly. Of course we could also consider integrating this "unit" into an existing forum. Whatever works best in the end. Your demand - our progress.
  21. SirJohn, I also played certain classic MMORPGs such as SWG and saw RP in those. I get what you try to encourage the devs to add and it makes sense. On the other hand I kind of take it easy and almost expect that anyone with a certain MMORPG RP experience knows how to help themselves in order to support or find RP. How's the situation in most classic MMORPGs for RPers anyway? The fact is (at least to my knowledge and as seen in all MMORPGs I played so far) that not even on the 'official' RP servers, all are roleplayers. On official servers you can never really expect passive roleplay (what people mostly do in MMORPGs) all the time and not from everyone. Solution or workarounds? RP hubs and creating interest groups. Just because you join some RP org doesn't mean you are restricted to just playing with them, but it's a good first step to get started. Chances are many other groups will offer something you like and that makes it easy to find what you look for once you know it exists. The rest is just arranging things and details. But that ties in to my previous post: Give the roleplayer some basic tools, at least some character customization and some emotes and the rest will be managed by them. Heck, throw in some decent tag, a very small icon as indicator or a colored name if that helps people. But the rest - such as organizing themselves - is up to RP'ers. Those should be thankful in general because these games with emergent gameplay and lots of player freedoms naturally support immersion or some basic level of RP. Some should keep in mind, RP doesn't necessarily have to be passive and strictly text based. There's enough games or game modes out there that cover active RP or both active and passive RP. I like both combined, if possible. And I think DU may be a good candidate next to SC.
  22. Despite being no IT or coding expert, I think it's safe to say that many can agree that these simple (in comparison) changes don't take excessively too much effort to get into the game compared to other even more required things. Now for the "passive roleplayers" crowd, as dev you always have it easy IF you provide them with a few basic tools and certain emotes: they mostly generate their own content. It would almost be unclever to not give them a little bit of care, you potentially bind players a long time.
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