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Warden

Alpha Team Vanguard
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Posts posted by Warden

  1. I think it is safe to say that, especially in sudden random encounters (if not in general),VOIP will be useful or rather the most useful tool compared to text. Text input is more clear and you can go back and read it. Vocal comms could be distorted or perceived as such (you did not catch something the first time).

     

    But vocal comms are faster on average. You don't have use your hands to type while your attention can remain on a situation rather than the keyboard. In fighting it gets worse if you solely rely on text without any vocal comms.

     

    Whatever your preference is, local VOIP will usually favor or encourage player interaction or even resolve certain situations - as some have stated. The benefits outweigh the possible come in my book.

  2. I think infinite is misleading. No game environment is "infinite", at least not these 3D sandbox worlds. I like to compare with Minecraft. Roughly a few Earth sizes large, you eventually hit a generation or processing limit and enter the "twilight zone" before it just fails.

     

    Instead I would think of a potentially very large virtual world space that we need, assuming single-shard idea. And with this I don't necessarily see a broad devaluation of space or territory. There can be plenty of reasons, still. A good location, a city or settlement, certain resources, etc.

     

    You could find or make some of this elsewhere, but some would ask: why, if you can try to take it?

  3. hear hear i almost dont even want to waste my time now. unless it is like $1 a month.  no game now is worth a monthly charge.  especially a alpha game. 

     

    You can assume that any monthly fees would matter once the game was in mid to late Beta about to be released, or upon release.

     

    You may not like it, but there is a reason MMORPGs usually have some kind of payment system compared to "buy once, play forever" games - it's the servers and of course the staff that costs money. Renting large servers or server networks is expensive. There are bills to pay each month. I consider it reasonable to add a reoccurring fee therefore or some other way of payment model so that they can keep up the service or infrastructure we depend on.

  4. Before people jump on the Courts idea as a bad thing nobody would ever want to do, there is a court system in Space Station 13 that is used all the time, and lawyers who wander around stations looking for clients to represent. I've seen trials in SS13 for everything from Clowns suing for their right to honk being taken from them, to murder cases where there was photographic (ingame polaroid) evidence of the person committing the crime. 

     

    Even if it's not a mechanic that is supported directly by Novaquark, if there are jails there will likely be courts that are created and run by players. 

     

     

    I wouldn't know where to begin on implementing a player-run punishment system with jails that would be balanced and fair, and not open for abuse.

     

    But let's face it, even real life justice systems are ripe with abuse of authority. 

     

    As SS13 player myself, but at the same time as roleplayer, I must say that the whole court / judge idea from SS13 seems rather absurd to me. Of course they finally changed some of the names and tasks finally so it seems more fitting. While one could perfectly explain or justify that sort of SS13 justice system, it always seemed absurd to me to have a whole amateur court system on a privately run space station that is managed by a not so nice Corporation.

     

    And then next to theory, there is practice. Just to name an oddity: We recently arrested an unknown person who was not on the station roster at all, and he also had a modified or sabotaged ID. So with this big red flag or question mark aboard this privately run station that also has vital areas (vault, command, AI, technology, science wing, etc) we naturally arrest and keep him at brig for interrogation and further processing. In comes some "Internal Affairs" member (those who know older versions know these were basically renamed lawyers and starts heavily arguing pro unknown person.

     

    It just seemed bewildering to me, with or without the renaming (Lawyer / IA). At least on a privately run station. I would just assume security could deal with most people and when in doubt, the command staff of the station up to the Captain. Adding all these other ranks just seems like fluff to me - in the end the Captain still mostly runs the station while security enforces the regulations and laws.

     

    But arguing with SS13 examples is a bit besides the point as in DU a lot more could be possible and after all, we also have nations or quasi governments here - not just privately run entities that are at war with each other.

     

     

     

    I wouldn't know where to begin on implementing a player-run punishment system with jails that would be balanced and fair, and not open for abuse.

     

    But let's face it, even real life justice systems are ripe with abuse of authority. 

     

    I personally think that it does not always have to be "not open for abuse" - abuse is relative. Say you later have some ruthless state or empire or even some group or just a bunch of pirates. Would it be fair if they tried to arrest or imprison someone else because they didn't meet ridiculous criteria, broke ridiculous laws or simply were at the wrong place at the wrong time?

     

    No. But it could, at the same time, be part of the risk and fun. Basically, "abuse of authority" as part of the world, setting, game, player-driven lore, etc.

     

    A bit like random unexpected PVP. I think I know what you mean bottom line, however. There should be some kind of limit to this so it is not overdone nor giving players the ability to imprison almost anyone for an indefinite amount of time.

     

    Then again the whole topic is somewhat sensitive and tricky - I would not be surprised if the whole mechanic or idea is just avoided altogether by the devs - at least for a long time. Unless they intended it to become a gameplay feature.

  5. /* Conspiracy Theory */

     

    That's just what they want us to believe. 

     

    In truth the Neutron star was a giant Illuminati conspiracy perpetrated to get all the world governments to build massive Arkships for them to escape an overpopulated and polluted planet. 

     

    All of the Arkship passengers had their memories wiped so they wouldn't remember the true reason for their departure, and so they might have the opportunity to rebuild civilization without bringing the weight of their past with them. It was also a safety guard against anyone who might be a traitor to the cause. In doing so they underestimated the true nature of man though.

     

    Through playing the game and exploring we will discover ancient alien artifacts that point towards the existence of a massive alien civilization somewhere in the past. 

     

    Eventually we'll all discover that the "Aliens" weren't alien at all, and that they were actually the last remnants of a long extinct human civilization that had gone into the stars in search of the Arkships. 

     

    /* End Conspiracy Theory */ 

     

     

    --- Immediate alert: subject has awakened ----

     

     

    +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++

     

    Prep covert retrieval team and perform memory wipe --- re-integrate into workforce

     

    +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++ +++

  6. And why should other players bother to build a prison that would be fun to be incarcerated there?

     

    Players are players, they'll do what is the least effort to archieve something.

    Especially when its a big project like a prison facility.

     

    If there is demand, there will be offers. Likewise, there will be offers if there is demand.

     

    Some intend to build a city collaboratively. A prison facility is nothing in comparison. I've also seen a few player made ones before, in Minecraft for example, although that specific one I saw was basically for admins (as in managed by them) and misbehaving players on general basis, aka rule breakers, less so much ingame prisoners in that sense.

  7. Sounds too complicated for me or not so feasible. You could as well build an ark ship that was better suited for moving between worlds or in space as a "mobile city".

     

    Unless you intend to build said floating city and restrict it to a planet only. Otherwise it may be tricky to move all that infrastructure into the cold depths of space - a lot could get broken realistically or get hit by random debris and space rocks. I would consider anything more "connected" more feasible. Heck, make an underground or underwater city or a normal one and I'll sign up as resident.

  8. We need to have other forms of punishment that doesn't prevent one from playing the game.

     

    You can still apply some sort of prison or punishment in prison system - in many online communities it's part of the gameplay. If you f-up you can be put in prison by other players. Here, the challenge is not making it too bland or restrictive by being forced to sit or stare in a small cell - it could be a viable option without restricting players at all.

     

    Make it a larger prison with various things you can do there and make it temporary and it would be a fun thing have - in my book.

  9. IMO Original Factions or Factions that just reference a franchise (or real faction) are more interstening and exiting than exact copies of already existing factions

     

    I agree. Any approach has pros and cons however. Take the Empire for example or anything, really. HALO, Umbrella (Resident Evil) etc.

     

    It's not really that creative to use in my book. But it's already known and can attract a specific fanbase "the best". In addition there's already plenty of multimedia / artwork you can utilize. But perhaps at the same time it can seem unfitting (wrong "lore") or at least raise eyebrows and you are somewhat stuck to that theme, whereas other orgs can build their own story.

     

    In the end its relative. I personally do not aim for exact copies from other franchises or universes.

     

    In the end, you have to be happy with your choice. If not, adapt.

  10. Creating a city would not be the largest obstacle - but perhaps among it.

     

    Maintaining it or keeping it relatively "clean" would be a task on an equal level I like to think. For example, how you intend (whoever runs that city) to keep escalations within to a minimum.

     

    A quick example to highlight potential problems, if conflict was technically possible in the city any time:

     

    What laws do you enact regarding weapons? Do you "ban" weapons in the city limits or in certain areas? Do you permit them but under certain conditions, for example you can carry them but may not incite conflict with them of course. Or do you do not mind this?

     

    Depending on how "open" a city or larger settlement would be I see room for conflict and perhaps even random violence. Another one has to get to this point first. A big obstacle may be that everyone may try to do his own thing and no one (or only few) get somewhere instead of many just focusing on very few cities that will then deserve that category, however.

     

    I'd rather have a large shared city where you may find eventual borders to your HQ, office, outpost or whatever than solely have a large but ultimately loney rock far out in space. In fact having both is useful but I can see myself favor activity in the city or hubs.

  11. Make it rather block based or entity based, than area based. That way you can have specific things regenerate or even decay. For example things could slowly overgrow or just fall apart. Correct me but that seems to be the best way.

     

    This could also just affect blocks or entities that are outside and exposed to the elements. That would mean that outside structures could actually look decayed after a prolonged time, if left abandoned and of cared for. This would serve vital gameplay feedback or input, too, rather than everything looking brand new or pristine all the time for eternity. We could talk about a simple visual change to "blocks" or even damage to insulation or quality.

  12. Small nations that at the same time try to appear big without any RP context seem a bit silly to me. Usually when you hear of nation or government, you tend to think of something larger. I advise something different for starters if they are on their own unless they can expect steady growth until release.

     

    I see nothing against starting with a different concept and smaller until the numbers are actually there. Example: instead of "Nation XY", start with "Sovereign Colony (or colonies) (of) XY and grow from here. Or, heck, start with a city-state.

     

    Of course, trying to create or spearhead nations in an early phase is understandable, but good luck trying to fill all these positions "naturally" until emergent gameplay is a thing.

  13. I would not even compare it too much with classic MMORPGs. Because, from what I gather so far, the content will be vastly different and motivation determines what kind of people play, pay and how long. This here will be less of a theme park but let players actively shape a large universe or game space.

     

    A massive emergent sandbox experience with MP on one large shard is worth some bucks per month. If it is really good or complex, then I can't see many complain. But that's just me.

  14. The simple solution that I expect to see from most orgs is if you break the rules you get kicked and set to kill on sight. Death, while not permanent, is going to be a lot more impactful than it is in many other mmos.

    I think there can be worse alternatives for someone in terms of punishment. Being KOS for some group in a possibly large universe isn' that bad on first glance. You can move on and find a new place or people, or generally evade.

     

    What's worse is being shunned by a larger group. If you cannot trade at certain places anymore or get big extra fees while your general reputation is in shambles, then you know you really did it. At least I'd consider some sort of effective outcast status an equal punishment.

  15. As someone hinted at a prison system:

     

     

    I would not overdo it with some kind of prison system if it's totally in player hands.

     

    In the Minecraft Civcraft (server) community, you were able to actually imprison players with some effort. The player was then bound to a physical pearl that you had to get access to in order to free him if you were not the owner of said pearl. I think that was the system in a nutshell, and an extreme example on how to not do it or how to add a limit.

     

    I like the idea but simply think that being able to keep a player "hostage" for a possibly long time is over the top.

     

    Don't get me wrong with my example, you were in another dimension as prisoner or "pearled player" then and kind of able to play - but it was all detached from the normal dimension. I'll refrain from giving examples on how this could work here as I'm not even sure anything remotely going into that direction is intended by the developers.

     

    So far.

     

     

    ----

     

    Apart from that, you want punishment, then use your measures given to you as organization leader or some other abstract soft power you may have acquired. Think of player driven disciplinary action or law enforcement.

  16. Vacancy notice

     

    We are currently interested in trying to fill two specific gaps or positions - unless a potential applicant is interested (and somewhat qualified) for both at once. The assignment can be temporary and external, too, or eventually lead to full membership so to speak. Membership, access or level of interaction will be appropriate to any outcome. Ideally, applicants look for membership eventually.

     

    If external, we will keep in mind good work and may reward this later via ingame measures. This offer aims primarily at Dual Universe, but Star Citizen employment is also possible.

     

     

    --- --- --- --- --- --- ---

     

    General notice:

     

    For any membership procedure our requirements apply. We consider the following spots critical (long-term) and will therefore be rather nitpicky beyond the formal requirements. Your reward will be the impact you have on a small but slowly growing team and later on the world that you can actively shape as part of this team. In addition the work and effort you invest will likely also benefit a larger community later on as we actively try to create or support infrastructure.

     

     

     

    1) Lore and roleplay support | Quality assurance

     

    We intend to improve our content and generally look for an interested individual with a roleplaying background or experience that is either interested in becoming a member and assisting us in terms of lore and roleplay integration or an external individual that is interested in assisting us with said aspects without becoming a member. Potential members are not restricted to this of course and may find integration in one of our three core branches.

     

    To express your interest or to ask any questions, ideally you reply in this thread or via PM.

     

     

     

    2) Analytic assistant

     

    We intend to boost both our security and science division with emphasis on threat assessment or scientific analysis respectively. For this, we look for someone who does not mind rather "dry" work including polls and more. Ideally you have some previous experience or a remotely connected professional background. Alternatively, you do not mind acquiring experience or interest in the related areas over time.

     

    For this spot, we rather look at a potential membership position than external support. Ideally you reply via PM.

  17. Time will tell. I don't think a lot is really set in stone so far, so I'd rather wait for the details and more progress ... or, in other words, when it really will be set in stone.

     

    So far I mostly see ideas or plans float around that people assume to be valid until release. Let's see how many ideas or plans really make it until then - or how many details will actually shape the various features over time.

  18. A multi-organization or "independent" city would be ideal I think, if they remotely coordinate building efforts and zoning.

     

    Because that would add some proper believable diversity in the makeup of the city inhabitants while a blow to an individual organization would not possibly risk the whole city. Small to moderate orgs would benefit from the increased traffic and accomplish something that only a large one could easily do.

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