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Warden got a reaction from yamamushi in Food and Water
I can ironically only really see player restaurants etc work if, next to good customizable interior design and gadgets like local music (jukebox etc) food is required.If I didn't have to eat I wouldn't go there and unless you were a roleplayer that simulates food consumption on paper, building one would be rather useless or a simple filler for some location.
In turn the most immersive experience I can imagine is actually using an ingame restaurant to eat and to perhaps discuss business deals at the same time; like in reality.
But time will tell. I'm generally for survival mechanics including hazards a such as extreme cold, heat, toxic areas, radiation, etc.
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Warden reacted to yamamushi in Dual Universe Explorers - Weekly Fanmade Roundtable on Twitch
Episode 2 of Dual Universe Explorers is now available on youtube
We're going to try and focus on reducing the length of these roundtables in the future, although it's fun to talk about DU for 2 hours, it's probably not in the best interest of our viewers.
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Warden reacted to this3ndup in Food and Water
I agree that a full-blown survival model with food and water would be a bit much for what this game is. That being said, the need for sustenance would infuse more complexity into the economy and introduce a new consideration to weigh along with other cargo, fuel, ammunition, etc.
What I might like to see is "sustenance" simplified into a single item, much like a future MRE, that would need to be carried on your person or in your construct as a sort of solid fuel for your character. You'd simply consume them over time, and if you went too long without access to one, there would be some sort of negative effect. If not damage and outright death, at least some sort of debuff.
To craft this item, special food resources could be required, meaning some degree of simplified, low maintenance farming and gathering would be necessary for production. This is surely something many players would largely automate eventually, reducing the burden on play time while retaining the impact of that infrastructure's existence in the game world.
In my opinion, some sort of sustenance model could be an important balancing element, and would lead to some compelling economic opportunities and geopolitical dynamics in an emergent game world such as this.
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Warden got a reaction from Wilks Checkov in Ammunition: War-Time Economics.
Hey, I'd say food count also counts towards survival (and economy). The higher the better!
But I didn't mean to change topic or anything.
This is actually an interesting thought. I mean as you produce ammo I wonder how it may work. This is both sandbox and an MMO. Do we see people dig up whole planets for precious materials? Or can we see some middle-ground solution where we perhaps have resource clusters that perhaps allow some harvester to be placed near or on them so they produce a longer lasting steady input of materials?
I can see factories pop up all over mineral rich worlds for war production alone ... or alternatively if there is no harvesting via machines (would be pretty outdated tho in that age) many holes and cages dug by people. In turn, certain ammo factories or hubs could become potential targets in conflicts.
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Warden got a reaction from Wilks Checkov in Ammunition: War-Time Economics.
I still wonder why people want all of this (which is fine) like ammo count, limited or 'weighted' fuel for spaceships in turn and a lot more ...
... but still refuse to have basic food mechancis in the game where you perhaps have to eat once a day for like a few seconds or perhaps a bit more often per every few hours of gameplay
I'm in favor of this by the way for both characters and vehicles - ideally there will be melee alternatives later on.
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Warden reacted to Kiklix in Possible Solution to the P2P/F2P Argument
Introducing all kinds of barriers based on the pay model of the game introduces confusion to new players and it also introduces a lot of coding.
Dual needs to keep this simple, just make it a subscription model at X amount per month. Everyone is on the same footing, there is no confusion and no additional coding because of tiered gameplay or anything else confusing.
I really don't understand what is so hard about accepting a simple subscription model. Look, I do not say this to be abrasive, but this is simple. If you can not afford a modest monthly subscription, then you should probably be asking for more hours at work instead of playing video games, if you are a younger person...save your allowance, go mow an extra lawn a month or pick up a single evening of babysitting.
There is no need to over complicate how Novaquark is compensated for their services.
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Warden reacted to Legate in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]
A high amount of effort went into this and it seems to be a great option!
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Warden reacted to Astrophil in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]
This just puts everyone else to shame doesn't it? Welcome to DU, Warden and Vulture Corp!
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Warden reacted to Code24 in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]
Wow. So cool to see an organization so well prepared already. Good luck in the Dual universe, Vulture Corp .
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Warden reacted to Traceur in Full PvP or allow player-created PvE zones? (outside of Ark)
I can see why that stance would derail into catfights...
Safe zones don't become a problem for PvP players because PvE players go there, they become a problem because other PvP players can go there, and thus exploit them in various ways that are often perceived as damaging to the PvP dynamic as a whole. This isn't a case of one play style demanding everyone else plays the same style, If this was a server-split game, I wouldn't care if their was a no-PvP server. But when it's all put together, when there's the potential for someone to blow up my base with ships built from a factory that I can't blow up back, that's going to be a problem.
Also, it's worth mentioning your perception of PvP is very much screwed to a rare griefer kind, usually of younger years. A lot of PvP players in sandbox games are social PvP players, they aren't looking for the next kill to feed their ego, they like taking part of large organizations with something to loose because they enjoy the politics, the large scale cooperation and strategy, the comradery, the sense of duty and the feeling that you are needed and perhaps most importantly, the sense your actions and choices have consequences. You are right that there's ego food involved, but while you are imagining a 13 years old troll getting off on a kill, it's more often a 35 years old taking a break from a life of circumstances to feel like something they are doing is of value.
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Warden got a reaction from Kiklix in Price model, SAY NO TO MONTHLY SUBSCRIPTION!
AMEN
P2P aka subscription fees guarantee a stable income and allow the devs to plan more easily opposed to perhaps random dynamic income from shops or whatever while serving as a minor anti-toxic barrier (those purely out to cause chaos on a general level have it easy if access is free).
As for those saving money due to getting software or stuff elsewhere for free: You save a notable amount of money if you get something like that on occasion, so chances are you can afford one subscription fee for an MMO.
Again, I know some really have to watch the money they spend but I could afford an MMO when I still went to school with pocket money. If you have a PC, internet and can get new games on occasion, then you surely have the few bucks per month to spend on a game like this I'd assume.
E: If we leave a trial aside for a moment I also realize that free to play may encourage more players to check out the game - but if it's really good even a fee won't keep those who're interested away.
In short: I don't want to save money short-term only to possibly have the game crash. I'd rather invest a bit into it and be able to play it longer so to speak. But that's just me. Others will prefer other models. I personally hope they settle for something that keeps them afloat, and I assume subscription fees may be the most stable income.
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Warden got a reaction from SledgeHammer in Price model, SAY NO TO MONTHLY SUBSCRIPTION!
AMEN
P2P aka subscription fees guarantee a stable income and allow the devs to plan more easily opposed to perhaps random dynamic income from shops or whatever while serving as a minor anti-toxic barrier (those purely out to cause chaos on a general level have it easy if access is free).
As for those saving money due to getting software or stuff elsewhere for free: You save a notable amount of money if you get something like that on occasion, so chances are you can afford one subscription fee for an MMO.
Again, I know some really have to watch the money they spend but I could afford an MMO when I still went to school with pocket money. If you have a PC, internet and can get new games on occasion, then you surely have the few bucks per month to spend on a game like this I'd assume.
E: If we leave a trial aside for a moment I also realize that free to play may encourage more players to check out the game - but if it's really good even a fee won't keep those who're interested away.
In short: I don't want to save money short-term only to possibly have the game crash. I'd rather invest a bit into it and be able to play it longer so to speak. But that's just me. Others will prefer other models. I personally hope they settle for something that keeps them afloat, and I assume subscription fees may be the most stable income.
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Warden reacted to Anaximander in Price model, SAY NO TO MONTHLY SUBSCRIPTION!
@gingerdeadman6
F2P is asking for level 1 trolls to log in loaded with cheats. I stopped playing Planetside 2 due to that, as well as other F2P shit on the market. This game is going to be MASSIVE. F2P means SHIT these days. You get F2P , you get Endless upon ENDLESS farm so the item shop will seem nice to you, with whatever prices are in there. I would prefer a P2P game, knowing that I support the game as much as everyone, rather than play a F2P game, where the guy who paid will always win. The problem here is, that most people, especially teenagers these days, have been raised up in the age of youtube and torrents. Well, guess what, you got to pay for things you like in life. I totally support Novaquark on a subscription model and I believe they should not budge on the subject, cause I personally, as well as many others, are tired of playing F2P games where they eventually head over down the Pay-2-Win route.
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Warden reacted to TrihXeen in Price model, SAY NO TO MONTHLY SUBSCRIPTION!
Most of the things I would have said.... Have been said. Also, WOW and EVE are old mmos. They are both monthly sub. Any other game that I've seen start P2P that goes F2P or is a B2P game practically dies after a year or two.
Yes, they are a business, and businesses are created to make money. If this was just a group of people in college, making a game for a project, it would be different. But NQ is made up of people with different educations, who have been planning the game out since 2014. So they have had 2 years at this point to think about their monetization model.
They did say it is still up for discussion in the dev blog. But, you need to think from a business perspective as well as a consumer perspective. You need to think GLOBALLY not LOCALLY. You need to think about what will help protect your product from griefers. IF, you could come up with some ways to allow them a steady flow of cash, for this type of MMO, as well as a way for the community AS A WHOLE to be mostly happy(you can't please everyone), then it would be of benefit. It would, how ever, most likely need to be something that hasn't been done before.
I would never spend years of my life making a game, then make it F2P or B2P, then have the community turn their backs on it because people are just making account after account to mess with those who actually want to play.
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Warden reacted to Darius Sanguna in Terran Union [TU] (PvPvE, recruiting)
We are proud to announce that the Vulture Corporation is now working with the Terran Union together.
We have also to announce that the Terran Union now is using Razer Comms for the internal communication.
If you are a Citizen of the Union and want to join our Razer Comms community, please send a PM to me, i will give you the password.
Changelog Version 2.2.3
Added “Communication” under “The Union”
Changed something in Economy/Companies/Be a Company in the Union
Added “Vulture Corporation” under Economy/Companies/Companies that are currently working with the Union
Added links to the description
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Warden got a reaction from Villspor in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]
General overview
Vulture Corporation intends to provide work, products and services in the following categories listed below. With former root in another contested region (competitive Minecraft, formerly), we look to the stars in the Exodus from Earth to regain a stable footing and to offer our customers and members a lasting experience they can look at with pride.
More information can be found on »vulturecorp.space and »vulturecorporation.com. You can also interact with us via Discord at: »Link
Career? Career starts here. For people from all over the galaxy. It does not matter where you are from, but often, we have or had members from the places shown above, with a focus on but not restricted to European heritages.
We're dynamic and next to qualified motivated employees, we also look for contractors and partners. You are interested in working with us? Simply contact us - while our promotional hubs listed above offer more information and serve as central spectrum presence and hub for us, we prefer to actively engage in conversation with potential future employees, contractors and partners. This is the best way to find your place here and to ask any questions before submitting an application!
But why consider signing up?
Our central team is currently small but growing and we want to offer our employees an optimized experience. Dynamic profit distribution is one thing, but the most vital part is that our employees can take responsibility. You think you're team leader or department management material? If you can prove it, the spot can be yours. You prefer to specialize in specific tasks? No problem, specialists are our backbone.
Who do we look for?
With our new strategic goals provided by the board, we first and foremost look for potential leadership and management material to establish a working foundation for the Corporation. While we wouldn't say no to fitting specialists who focus on specific tasks, in the long run we need a competent number of managing staff that help shape the style and direction of the Corporation. You should therefore apply with this in mind.
How can you apply?
The first step here is simple: Contact us via »private message to find out if and how we can move forward together. While we currently overhaul and generally offer an application system, at this time we prefer the direct interaction with potential applicants.
⚠ So what is Vulture Corporation in a nutshell?
Vulture Corporation is a small but slowly growing player organization, formerly in Star Citizen and now Dual Universe.
Most current members are from European timezones but it should not be a deterrent for others as we want to recruit internationally for a broader coverage and experience - we did this before after all in a Minecraft server community years ago where we were very successful, with members from the US to Europe and Russia. Dual Universe could be the perfect "reboot" for us in terms of sandbox roots.
We want to highlight the fact that we want to support and engage in roughly moderate levels of RP and have an immersive experience. After all, this group was created by roleplayers initially. Initial members had broad RP experiences with both elements of active and passive RP so today we strive for "immersion". An immersive experience is vital for us and can contain active and passive RP alike. We want to bridge worlds where people that are not fully and those that are fully into RP can get along just fine and enjoy what is to come in Dual Universe. While I consider myself as modest person I think the best example of how we feel about RP and what effort we want to invest is our multimedia such as promotional videos or AI contact videos. Feedback so far seems to tell us that we're on a good path regarding that. There is a lot of interesting and even great groups and multimedia out there but I did not see the same style elsewhere so far, so I think we're somewhat unique in that area.
We currently have a few members in reserve and do not specifically focus on Dual Universe at this time - obviously, given the lack of content or accessibility yet, but we always look for alternatives. In between members can play what they have together, for example we recently dipped into "7 days to die" where a member provided a small dedicated server. Perhaps you can bring a new addition on the table as we wait for DU or you assist us with multimedia and specifying company lore more. To stress it, however, our "primary games" we wait for are still being developed, we have no hard alternatives.
We so far have a flat hierarchy on an OOC basis and prefer a healthy inner social climate where de-escalation is key to preventing notable conflicts in the first place.
Chances are you're ultimately not interested or part of a group already and simply taking a look, but in either case we're happy about feedback. What should change? What is right just the way it is? Let us know. You might just get it back later when it matters to you.
I believe this should suffice for a more or less solid overview so far. If something is unclear, simply ask. We don't bite, and with that said, I thank you for your attention.
- Subject to change -
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Warden reacted to MasteredRed in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]
Time for me to step up my game. This is quite high quality and now that this has just entered into the picture, I'm going to have to advance myself.