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Warden got a reaction from Papa in Player Jobs/Businesses
My view or suggestion in regards to releasing something early or refined:
It can make or break a group or define a brand when it is revealed at the right time or rather refined.
It can have a notable impact on the rest of the community, whether org seekers or others already in groups. I remember when we posted a refined thread, the initial feedback was good, and there wasn't much going on back then.
Conversely, posting too early or rather unfinished content might in most cases not grant you any flowers. Of course it depends and you might still attract people, but first impressions count.
Maybe I am a bit spoiled, but I see some organization promotion threads with just a few meagre lines and not much info and I immediately find it less than lucrative.
You don't have to be a graphic artist or movie maker to create a decent thread with the for tools already at your disposal.
In short, the most recent care and maybe structure (and refined content) you add, the more it pays off on an abstract and likely real level.
It's a bit like with games. We want them done and refined for a "full release"
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Warden got a reaction from CyberCrunch in Player Jobs/Businesses
Job titles will vary and likely be practical.
Services will be somewhat wide, but not too much. We want to do a few things, but not everything. Can't focus on everything with a smaller team anyway.
Compensation is considered; for our main project, it is possible. For our police side project, we strongly aim for in-game compensation on a regular basis ("salary") if viable and possible. Might depend on whether we are integrated into city funding and taxes or not. Those working in the main project and beyond will be compensated with real money depending on their position or merit.
Marketing is always considered. From feedback obtained over years, it appears we have a unique approach to marketing or at least the possibility to reach many people if we truly must and pour our efforts into it.
As for skills
I humbly believe the particular skills (and approaches) I obtained over the years will provide an advantage. Not because I like to dream about it but because it has gotten us and me into good positions in the past. So far it seemed to work and I doubt it will change completely. As for the last question, not counting ranks:
Both.
I was wondering if you, perhaps between the lines, we're looking for inspiration in finding or selecting certain job titles for your own current or future endeavors. Could that be the case?
It would, at the very least, be a side effect for readers as soon as people share their "titles".
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Warden reacted to Papa in Player Jobs/Businesses
I agree, that should end up being the case. People will end up sticking to what they know best and using the services of other skilled players to progress in the meantime.
For a diverse society & economy with heirarchy systems that make sense (and a way more fun/submerged experience) a hundred with a few talents each is a lot more promising than a few with a hundred talents. That's what I'm excited about, the singular importance of each and every player (or groups of individuals contributing) in one universe.
To be honest, I have been working on something for a while, just playing around with the concept for now.
Don't want to release it to the public until I've determined whether or not it's worth releasing & it's in final stages.
Until I'm there, I just want to get an idea of what people are excited about doing to move forward financially & drive the in-game economy.
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Warden reacted to Hotwingz in The Outpost called Zebra
Greetings,
this time the staff behind Oz had a chat about a topic that many hold dear. DAC, should they be lootable or not?
For your convenience you can follow this link. As always we thank you all for your time.
Oz Team.
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Warden got a reaction from Ginger in Warlden presentation
Uh oh, mistake alert! Hang on, a team of highly trained monkeys is on the case.
There, done, now people can tell us apart
Oh, right, welcome to the community, have fun, Warlden. I also played SWTOR a bit but at one point, it stopped really drawing me in.
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Warden got a reaction from Vyz Ejstu in 「Vulture Metropolice」 [ⓋⓅⓄⓁ] | Law Enforcement ☑ - RP ☑]
Notice: This primarily refers to the Tortuga project team - as such, employment or primary focus would be for that particular city project
»www.metropolice.agency
Hello there,
While not much has been going on, we still aim to fulfil our obligations to our partners once the time is right. But we can hardly do it alone.
Do you want to play a cop and maintain stability¹ in what will become a large urban environment, a sprawling city? Do you want to take responsibility? Do you want to contribute to a bigger project and society? Do you want to experience a job where you may never truly know what could happen next?
Then all you have to do is express your interest here or via PM. A list will collect all willing participants and once more progress is made or when full recruitment or training may begin, you will receive a letter informing you about the next steps.
The best thing is that just like the Tortuga city project we intend to support, this idea is open to the public and not player organization exclusive, meaning that you can generally contribute despite having primary membership in another organization - as long as you are willing and able to commit time to the duties that will be expected of you on a weekly basis on average.
You can make it a full time job or a part time job. It's up to you. You are in control.
Other potential benefits² could later include:
Preferred selection (or discounts) in obtaining certain permits for shops, housing, etc. Tax reductions A stable income Diverse career options And more!
The future awaits, but it does not wait for you forever
¹ The regulations and range of enforcement options - what you will be permitted to do on duty and what duties we will generally be given - will primarily be permitted and set by Tortuga city management - as such, they will likely be specified later on. How much personnel we can employ and what divisions will be created will depend on this first and foremost.
² Lists possibilities, not guarantees, as integration depth, (financial) expectations and potential benefits will be later decided by city management. If feasible, all employees will receive salary through private efforts of backing Corporations or if city tax funds are granted for paying personnel. For other aspects, see ¹
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Warden reacted to Shockeray in Shockeray's Dual Universe Community Map 1.1.x
Here are the rest of the organizations with at least 2 members @TheGreatPigeon @Warden @DarkHorizon
Shockeray's Dual Universe Startup Community Map 1.2.4 06-07-18
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Warden got a reaction from Nebenfigur in RolePlaying, My hopes and Dreams from this game.
Yeah, it's a slight text wall, but potentially interesting for some here. Recap is in bright green down here. If you have problems with colors, it says TL;DR in front of it. Duh. Foolproof.
Mostly in response to the last statement, but also the general topic, perhaps it should be said (for the dear reader right now who may or may not have had much RP experience or interest, and even for those with RP experience) that...
Many people define or view roleplay in a different fashion
I think that's generally the gist of it.
A little excursion or addendum - just skip it if you don't want my views on how RP is viewed in general or how you could break it down a bit:
Alright, those still relatively short ramblings above kind of describe how I view things. Some people like this, some like that. I, for one, started all that in MMORPGs but when I discovered communities where active gameplay was part of the whole RP shebang, I started to prefer it more. It all had more flow to events, was more thrilling, appeared better than playing a text and walking simulator in some MMORPG in essence.
In my honest opinion, with the notable gaps I see between average MMORPG RP and living (and surviving) in such sandbox universes, I don't think the "classic MMORPG RP'er" will be having a good time depending on their expectations. Now, you can throw tomatoes at me, but after years of having been around these and other people, I like to think I can compare a bit. I've noticed that what I would call "average MMORPG RP'er"s usually have less of a thick skin and are relatively quickly offended. Mind you, I do not speak for all but I have seen a few patterns over the time in various people.
In most MMORPGs I've seen there may be "RP servers" around, but often those were just labels bumped on a server, there was no deeper "quality control" from the devs. End result was that many non-RP'ers would also play there or people who wanted to annoy RP'ers. In a nutshell, as RP'er you had to share the server with non-RP'ers. Sometimes people (drunk or not) would annoy RP'ers by running around them or shooting some AOE skill with lots of visual effects or noise into or at the characters, to annoy or distract. Some people almost threw hissy fits about it in local say chat or whispered that to me where I could simply blink and shrug.
And this ties in to your quote there, to some extend:
What I basically want to say is: People who come here with a fixed definition or idea of how to roleplay should perhaps reconsider or expand their horizons or try something new. This isn't a classic RP game or MMORPG-RP scenario where people can live in their bubbles and pretend anything. This will be, very much, an active setting as it's a sandbox game with emergent gameplay. Safe-zones aside, if you run around or mess with people in an RP context or not, then:
You will have to expect to lose
In other words I'd describe it as "RP-PVP" or something. It's something I personally like, RP'ing in such sandbox games in such a fashion where it is mild and yet very seamless. Some games offer this by default due to how they work, I'd say Star Citizen and Dual Universe would be among such games. People already "roleplay" to some extend by creating groups, cities, ranks, pretend they are someone else or at least appear on state with titles, ranks and so on. With a bit of mild immersion you can already have a blast and good time and lose yourself in the game (world).
In the end I don't want to or cannot really convince people with vastly other goals or views on "RP" to change their ways. But I highly encourage anyone to get out of the "MMORPG-RP bubble mentality" if you want to do anything remotely connected to RP in Dual Universe.
My suggestion: Embrace the open-ended sandbox or "RP-PVP" mentality that will persist and you'll have a good time if you incorporate losses or the on-goings of the server community into your gameplay and interact with the general community instead of trying to create your sealed (RP) bubbles where you "passive" all day. I mean you can do that and that's fine, but if you're open to more, you'll likely have a better time.
TL;DR In a nutshell, my point basically is: Open your mind or expand your horizons and you'll have a better time. Losing can be part of the fun and not everyone can always win anyway - whether in an RP context or not.
On a closing note, I also try to avoid using the terms "RP" or "Roleplayer" by and large. In the past in Star Citizen and group promotion, it was shown that the term itself confused some people at times, and as stated way above, there's still wildly different views and (mis?)conceptions about that.
I, instead, like to speak or talk about immersion. Something anything can relate to, or do so better at least. I want to mix up things and have a seamless experience where, at a second glance, you make it so that you and those around you already are kind of "roleplaying" by playing what you portray, whether that is some pirate, businessman, faction leader, trader, diplomat, etc.
As this is a modern setting, it's also fairly easier to do for all. You don't have to speak in some odd twisted language or wording. You just play your role and immerse yourself mildly at least. You can still do anything including hardcore super serious passive RP, but nothing will really annoy you if you stop expecting this to happen from everyone or everywhere and just laugh at other stuff.
Okay, enough text for now. Don't throw stones at me.
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Warden reacted to Tordan in In-game voice.
in-game voice is absolutely essential. to not put it in the game would be in my not-so-humble opinion completely asinine. call it Quantum entangled radio so there's no excuse for it to not be instant. Frankly I want to be able to fly through space with music on belter pirate radio, a scanner scanning the national channels for important news, and be on a private com with my wife
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Warden reacted to NinjaGmBh in In-game voice.
I feel in-game voice should defininetly be in the game. I was talking with a friend of mine and I got this idea about something like a ship to ship comms-system so you could cordinate fleets. I know there is already stuff like Discord or Teamspeak but it would add to the immersion. Just imagine you see one of your ships getting destroyed and just before the comms break up you just hear the screams of the crew :).
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Warden got a reaction from CoreVamore in Suggestion; Corruption Mechanism
I was never really fond of what could be dubbed karma mechanics, often highly subjective or controversial to begin with.
Hard game mechanics like above could never fully cover all the potential justifications 'bad deeds' might have.
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Warden got a reaction from Davis in In-game voice.
It's always worth it, most notably in first person based games I suspect where you can run into people and potentially attack anyone without artificial restrictions (safe zones aside) - in my view or book anyway, that is. Whether it is worth it for NQ, time will tell.
What would ARMA (any title, with or without RPG modes), DayZ, Squad, countless other comparable games be without local VOIP to give an example.
Mumble, Teamspeak, Discord, all useless if you run into someone where the next or immediate communication might matter or decide the outcome. You can't always type or always have the luxury of typing. And one should not always think so limited to only consider group play where you sit in your (insert third party software here) channel with your pals or allies. Even then I could argue that in larger operations where you have to have people split among different channels (opposed to all being in one), it could be beneficial if you run into other teams. Instead of having to tab around to switch channels and be distracted, you could simply speak to them locally as you run into them. Or just use some appropriate in-game text channel where you can reach 'em.
"Squad" (the game) is a good example. You join a squad and unless you are the squad leader, you can only communicate in your squad. As SL, you can communicate with the commander and other squads (their SLs), in turn. Naturally there are situations where different units from various squads meet or have to interact, and for that you can use local voice chat, which works well.
Call me biased, but given the vast tactical advantages or potential immersion or simply quick responses and interactions that can stem out of a voice chat feature, "cost factor" should not be a general reason to say "no".
With that, I mean: If it is considered and they try to see how they could implement it into the general framework, and whether it is possible and would work later on, and they come to the conclusion that it won't work well or is an obstacle too big at that time and they won't do it, then it is what it is.
Just saying "Well it could cost them time and they could spend that elsewhere" isn't a convincing reason to me who'd like to see some feature like that, however.
On a closing note, I'm no real development expert. Will it cost them time and maybe result in a few sleepless nights or headaches? Probably. But other games offer this. Of course, "other games" might not be as vast in scope or have that many components you have to consider and "harmonize", but this would be exactly the argument I see to justify it: The big scope of the game. If games with smaller scales have it and have it "justified", would this not be justified here the most?
I also think no one is really saying "Drop anything else and work on integrated voice features!" It's just that I (and not just me) see a huge potential and demand for this, and many people would benefit from it. In turn if you don't want it, you could mute it or lower the volume.
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Warden got a reaction from Haunty in Suggestion; Corruption Mechanism
I was never really fond of what could be dubbed karma mechanics, often highly subjective or controversial to begin with.
Hard game mechanics like above could never fully cover all the potential justifications 'bad deeds' might have.
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Warden reacted to Davis in In-game voice.
It's not really a learning curve, that suggests it can be mastered with time. Without a way to communicate with you troops, squads and fleets instantly then you are putting your players at a disadvantage. If this was your average MMO with questing with a max of 10 players in your squad then I'd agree, Discord is fine. But what happens when the Terrain Union mobalizes it's entire fleet of (just guessing) 300 enlisted troops and flies out with 190 ships? You can't slap them all in one discord channel, and you can't tab to switch between channels and honestly typing just isn't a viable communication channel in a PVP situation where every second counts. Have direct voice comms with either just people in your organization or people in proximity is a must for a game like this, it's completely about efficient communication.
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Warden got a reaction from blazemonger in Suggestion; Corruption Mechanism
I was never really fond of what could be dubbed karma mechanics, often highly subjective or controversial to begin with.
Hard game mechanics like above could never fully cover all the potential justifications 'bad deeds' might have.
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Warden got a reaction from Davis in In-game voice.
In a nutshell and my book, the technical obstacles or effort of implementing such features (with, perhaps, additional customization or scaling options for the user to decide or set) is worth it as many players would benefit from some sort of integrated voice feature.
While NQ surely has bigger fish to catch (problems to solve) right now, it is vital to speak about this early as, as soon as possible, and bring it up on the plate, as this (assuming it will be accepted) allows you to integrate or plan integration early on into the general framework of the game.
Furthermore, I am happy to see that all the "lobbying work" wasn't futile - thanks to all bringing it up:
*
That's no definite "approval", there's no time-frame, but it is on the plate (being considered), and that is what counts.
* The picture wasn't taken recently, so it's not literally yesterday. It was sent to me some time ago via Discord, around May 13.
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Warden got a reaction from Vyz Ejstu in Warlden presentation
Uh oh, mistake alert! Hang on, a team of highly trained monkeys is on the case.
There, done, now people can tell us apart
Oh, right, welcome to the community, have fun, Warlden. I also played SWTOR a bit but at one point, it stopped really drawing me in.
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Warden reacted to RakXiss in Warlden presentation
Thank you all for your welcome message!
@Warden --> You make me laugh!!
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Warden reacted to RakXiss in Warlden presentation
Hello everyone!
I'm Warlden, I'm 30 years old and I'm pretty newbie in MMO World. I have played SWTOR a little bit.
I'm so excited to start playing this game.
See you IG!
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Bonjour tout le monde!
Je m'appelle Warlden, j'ai 30 ans et j'ai peu d'expériences dans les MMO, j'ai juste un peu jouer à SWTOR.
J'ai hâte de pouvoir jouer à DU.
Au plaisir de vous voir IG!
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Warden got a reaction from RakXiss in Warlden presentation
Uh oh, mistake alert! Hang on, a team of highly trained monkeys is on the case.
There, done, now people can tell us apart
Oh, right, welcome to the community, have fun, Warlden. I also played SWTOR a bit but at one point, it stopped really drawing me in.
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Warden got a reaction from blazemonger in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
Shh, before people actually get creative ideas OR, god beware, try them.
Other than that, people usually go by the low hanging fruits. It is what it is.
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Warden got a reaction from Red The Hunter in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
Shh, before people actually get creative ideas OR, god beware, try them.
Other than that, people usually go by the low hanging fruits. It is what it is.
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Warden reacted to Aaron Cain in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
I fully agree with blazemonger in this, and your argument about the terroris bunker doesnt hold, your terrorist could be my freedom fighter and Thats the idea in DU. So everyone is free to build that bunker and arm it to the teeth. The will to be able to destroy all basses or conquer them or loot them as fast as possible does feel like a nice troll setup and i dont think thats the meaning of DU to provide a fast way to kill the fun of alot of players for the fun of a few destructors that will probably leave after a week or two finding out that detroying everything in sight doesnt make you a respected member of the community
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Warden reacted to blazemonger in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
How is that a problem? It's as if you would be validating a terrorist's complaint that today's airport security is too tight for them to get an explosive on a plane.
People hiding bases deep underground is absolutely not a 'problem'. Part of the need/wish to do so stems from the war-mongering and apparent desire to turn the game into a big battlefield as quickly as possible quite a few are advocating here.