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Warden

Alpha Team Vanguard
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  1. Like
    Warden reacted to yamamushi in The Alioth Open - 1st Division Races - For Pre-Alpha Members On May 13th   
    More info is available in the pre-alpha subforum   - 
     
  2. Like
    Warden got a reaction from dw_ace_918 in Recruit Me   
    Hi there,
     
    I realize it says Discord, but since I'll be on the move and can't use it for half a day, I'll post here in advance.
     
    Thing is, with prior experience, we actually wanted to put emphasis on forms for applicants. The idea is to weed out people on different levels while getting to know them through a set of questions, and while checking if they were serious in their interest. Checking if they can (and want to) fill out a form (answer questions) that may perhaps take them a few minutes to 1-2 dozen minutes to fill out, which isn't a terribly lot of time. Before anyone gets me wrong, I'm not implying "how dare you question holy formal applications!"
     
    I'm just providing some insights why people go that route, and it doesn't automatically have to equal becoming another cog in some machine. We, for example, are so far tiny in size which kind of negates the one-of-many or cog in machine aspect.
     
    But apart from that, we're flexible and have created some categories to fit what you look for. I'm now thinking about something like a solid partnership, contractor status, joint projects, etc.
     
    Call it what you want, but basically it would be free reign and working together. Work with, not under a brand.
     
    Now, we've both been around a while, right? I have seen you before, and surely you saw me or rather our group before so you can also already loosely judge whether we are interesting for you or not. If you are not terribly against it we can talk more.
     
    Why us?
    We are not big, we do not have a terribly large community imprint on a public level. But we're somewhat handy with multimedia and taking part in some projects like Tortuga or, later on, the Aerospace expo.
     
    I think we have a good foothold and good foundation to grow on or from and could perhaps benefit helping each other with projects. We have something entertainment related planned in the future and promotional content is already being worked on slowly. We also do not mind paying for good solid work. Think of "donations",  of course mostly meant as small token of gratitude, not large to make it look like a salary replacement or boost.
     
    --------------------------
     
    If you (or anyone else reading this) find this remotely interesting, got some skills to bring to the table and/or are willing to obtain them or contribute, then I encourage you to look up "Vulture Corporation" in the org registry here in the forum if you haven't already. I like to think we always had a small community imprint but can have a big community impact if required. We look for creators and those should not mind starting in a small group. In your case, Yama, we can find fitting ways to work together, with little to no paperwork at all.
     
    No matter whether you think it fits or not, feedback is always appreciated so that we can improve.
     
    I thank you for your attention and will see you in DU either way, while also wishing you good luck in your search and of course future projects.
     
     
    PS: I love typing on mobile. Not.
  3. Like
    Warden reacted to Lethys in Politics, Government and Player Voting Power   
    Still don't get it.
     
    If you want a democratic org with all that inclusiveness thingy and "all players are the same" vibe then just make that org and advertise for it. And don't charge anyone anything because you know... that's stealing. 
    Just do it and see where it goes. If ppl want it, they'll join you.
  4. Like
    Warden reacted to Lethys in Politics, Government and Player Voting Power   
    You can do that. Start an org and Go Vote in leaders, noone is hindering you. You can do that right now. And you can fight those......"nefarious forces". Do it and organize it, make contracts with other entities and actually work for it yourself.
    But don't expect Others to just bow to you or such a system. I personally hate democracies and will never ever join one.
     
    You clearly haven't understood what emergent gameplay in a sandbox is about. All the things you've mentioned are already possible, but there is no mechanic which takes you by the hand and tells you what to do. You have to do it yourself
  5. Like
    Warden reacted to Ryoko_Takahashi in DU Memes   
  6. Like
    Warden reacted to yamamushi in DU Memes   
  7. Like
    Warden reacted to Soarnir in Haven by Luminous   
    Haven
    By Luminous
    Previously known as The Blue Moon Tavern
     
     
    What is Haven?
    Haven is a project brought to you by Luminous. Its goal and purpose are to provide a haven for everyone from all types of organizations. With a planned physical in-game location in the form of a tavern, Haven plans to provide many services ranging from job boards to your favourite voxel shaped snacks! Whether you're here to hang or spread the word about your organization, Haven is the right place for you.
     
    How do I join?
    Haven is open to all, simply navigate to our discord.
     
    Is Haven a political entity?
    No, Haven is an absolute neutral zone.
     
    Where will the physical in-game location be?
    Currently, the first planned location is Tortuga.
     
    Legacy forum post
  8. Like
    Warden got a reaction from Vyz Ejstu in A lesson from ARK: Survival Evolved.   
    I would like to provide an example from a different game. Now I don't want people to start comparing the games in great detail, as I do not think they can be compared deeply - at best, they share similarities or universal aspects.
     
    My point now is size, however. And control of groups over territory.
     
    I will use DayZ as example
     
     
    I will refer to the map you can play in.
     
    v Maps in spoiler to keep post short v
     
     
    A wiki entry states the country itself is 225 km2 in size, so the playable map in the first picture above is way smaller. Some google search hinted at it only being 16 x 16 km or so. I currently play it actively in an RP community on a private shard that does well to simulate evolving and growing (or dissolving) player factions. Granted, in this example we have to keep in mind that server population is ultimately limited. Just like map size is compared to DU or comparable games.
     
    But the point here is how player factions exert control over parts of the playable areas. For example, in that community there is currently a major conflict going on between "Anarchy forces" who have ties to some communist secessionist movement that grabbed parts of the nation in the chaos following some rabies infection, and some resistance with ties to the original government of the nation - all portrayed by players. For a long while they exerted power over the survivor populace. Only recently, from government controlled areas, paramilitary, government backed forces returned to the province to engage those anarchy forces.
     
    In a more abstract or general fashion,  we basically had an aggressive group who'd also raid, rob, murder people at will and not everyone submitted to or agreed with them. Some fought. Some stayed away from them. Depending on the player or person you are, you have many options. They were or are a powerful group and good at PVP. They do have numbers and more members than most other groups on average. But the thing is, they can't be everywhere at once. The map above might seem small, especially if you know it well or just look at the map and different scale. But it's still huge in a certain way, with cities, villages and lots of forests. Now not just counting size and looking at player interactions, what happened? A group began to drive others away or piss them off. In that case you can bugger off, join them or fight back. That's what people eventually did - they started fighting back because they grew tired of their antics. This lead to several people and groups forming an alliance to fight those people. And then even other factions joined in, events are generated, content is generated, people are having fun. Instead of complaining about others earning their influence or getting to where they got, people roll with it and incorporate it into their gameplay.
     
    But enough of this example now.
     
     

     
     
    Dual Universe will be even bigger than just a patch of land in a nation, on one planet. Now I get that there will also be vastly more players and all of them will be on the same server or run around in the very same game universe instead of being separated by servers. The scale therefore goes up. But with theoretically endless space and many options, I really - for now - see little need for panic or above-average concerns for the future.
     
    I want to see a large group blockade a whole planet effectively if space will indeed be big in DU later on.
     
    And maybe ... if they got to that point ... they even somewhat earned it. I'll worry or consider dev involvement when it actually happens and when a point is reached where gameplay is severely impacted for new players (there). And before "out of game" involvement or concern is or should be a thing, there's plenty of ways to react to a perceived developing threat with game measures.
     
    I also still see plenty of room for smaller organizations. Not everyone wants to or can be the elephant in the room, as large communities or organizations can be volatile if the right conditions are met. In other words, Empires rise and fall.
     
    As I believe in emergent gameplay in general, I'm also so far against a system to limit organization size by numbers. Again, if people can manage to pull something (large) off and maintain it over time, I see no reason to put stones in their way - unless it turns into an "out of game" problem for new players.
     
    But time shall tell. I just see no real need to worry until then, frankly.
  9. Like
    Warden got a reaction from AzureSkye in A lesson from ARK: Survival Evolved.   
    I would like to provide an example from a different game. Now I don't want people to start comparing the games in great detail, as I do not think they can be compared deeply - at best, they share similarities or universal aspects.
     
    My point now is size, however. And control of groups over territory.
     
    I will use DayZ as example
     
     
    I will refer to the map you can play in.
     
    v Maps in spoiler to keep post short v
     
     
    A wiki entry states the country itself is 225 km2 in size, so the playable map in the first picture above is way smaller. Some google search hinted at it only being 16 x 16 km or so. I currently play it actively in an RP community on a private shard that does well to simulate evolving and growing (or dissolving) player factions. Granted, in this example we have to keep in mind that server population is ultimately limited. Just like map size is compared to DU or comparable games.
     
    But the point here is how player factions exert control over parts of the playable areas. For example, in that community there is currently a major conflict going on between "Anarchy forces" who have ties to some communist secessionist movement that grabbed parts of the nation in the chaos following some rabies infection, and some resistance with ties to the original government of the nation - all portrayed by players. For a long while they exerted power over the survivor populace. Only recently, from government controlled areas, paramilitary, government backed forces returned to the province to engage those anarchy forces.
     
    In a more abstract or general fashion,  we basically had an aggressive group who'd also raid, rob, murder people at will and not everyone submitted to or agreed with them. Some fought. Some stayed away from them. Depending on the player or person you are, you have many options. They were or are a powerful group and good at PVP. They do have numbers and more members than most other groups on average. But the thing is, they can't be everywhere at once. The map above might seem small, especially if you know it well or just look at the map and different scale. But it's still huge in a certain way, with cities, villages and lots of forests. Now not just counting size and looking at player interactions, what happened? A group began to drive others away or piss them off. In that case you can bugger off, join them or fight back. That's what people eventually did - they started fighting back because they grew tired of their antics. This lead to several people and groups forming an alliance to fight those people. And then even other factions joined in, events are generated, content is generated, people are having fun. Instead of complaining about others earning their influence or getting to where they got, people roll with it and incorporate it into their gameplay.
     
    But enough of this example now.
     
     

     
     
    Dual Universe will be even bigger than just a patch of land in a nation, on one planet. Now I get that there will also be vastly more players and all of them will be on the same server or run around in the very same game universe instead of being separated by servers. The scale therefore goes up. But with theoretically endless space and many options, I really - for now - see little need for panic or above-average concerns for the future.
     
    I want to see a large group blockade a whole planet effectively if space will indeed be big in DU later on.
     
    And maybe ... if they got to that point ... they even somewhat earned it. I'll worry or consider dev involvement when it actually happens and when a point is reached where gameplay is severely impacted for new players (there). And before "out of game" involvement or concern is or should be a thing, there's plenty of ways to react to a perceived developing threat with game measures.
     
    I also still see plenty of room for smaller organizations. Not everyone wants to or can be the elephant in the room, as large communities or organizations can be volatile if the right conditions are met. In other words, Empires rise and fall.
     
    As I believe in emergent gameplay in general, I'm also so far against a system to limit organization size by numbers. Again, if people can manage to pull something (large) off and maintain it over time, I see no reason to put stones in their way - unless it turns into an "out of game" problem for new players.
     
    But time shall tell. I just see no real need to worry until then, frankly.
  10. Like
    Warden got a reaction from Haunty in A lesson from ARK: Survival Evolved.   
    I would like to provide an example from a different game. Now I don't want people to start comparing the games in great detail, as I do not think they can be compared deeply - at best, they share similarities or universal aspects.
     
    My point now is size, however. And control of groups over territory.
     
    I will use DayZ as example
     
     
    I will refer to the map you can play in.
     
    v Maps in spoiler to keep post short v
     
     
    A wiki entry states the country itself is 225 km2 in size, so the playable map in the first picture above is way smaller. Some google search hinted at it only being 16 x 16 km or so. I currently play it actively in an RP community on a private shard that does well to simulate evolving and growing (or dissolving) player factions. Granted, in this example we have to keep in mind that server population is ultimately limited. Just like map size is compared to DU or comparable games.
     
    But the point here is how player factions exert control over parts of the playable areas. For example, in that community there is currently a major conflict going on between "Anarchy forces" who have ties to some communist secessionist movement that grabbed parts of the nation in the chaos following some rabies infection, and some resistance with ties to the original government of the nation - all portrayed by players. For a long while they exerted power over the survivor populace. Only recently, from government controlled areas, paramilitary, government backed forces returned to the province to engage those anarchy forces.
     
    In a more abstract or general fashion,  we basically had an aggressive group who'd also raid, rob, murder people at will and not everyone submitted to or agreed with them. Some fought. Some stayed away from them. Depending on the player or person you are, you have many options. They were or are a powerful group and good at PVP. They do have numbers and more members than most other groups on average. But the thing is, they can't be everywhere at once. The map above might seem small, especially if you know it well or just look at the map and different scale. But it's still huge in a certain way, with cities, villages and lots of forests. Now not just counting size and looking at player interactions, what happened? A group began to drive others away or piss them off. In that case you can bugger off, join them or fight back. That's what people eventually did - they started fighting back because they grew tired of their antics. This lead to several people and groups forming an alliance to fight those people. And then even other factions joined in, events are generated, content is generated, people are having fun. Instead of complaining about others earning their influence or getting to where they got, people roll with it and incorporate it into their gameplay.
     
    But enough of this example now.
     
     

     
     
    Dual Universe will be even bigger than just a patch of land in a nation, on one planet. Now I get that there will also be vastly more players and all of them will be on the same server or run around in the very same game universe instead of being separated by servers. The scale therefore goes up. But with theoretically endless space and many options, I really - for now - see little need for panic or above-average concerns for the future.
     
    I want to see a large group blockade a whole planet effectively if space will indeed be big in DU later on.
     
    And maybe ... if they got to that point ... they even somewhat earned it. I'll worry or consider dev involvement when it actually happens and when a point is reached where gameplay is severely impacted for new players (there). And before "out of game" involvement or concern is or should be a thing, there's plenty of ways to react to a perceived developing threat with game measures.
     
    I also still see plenty of room for smaller organizations. Not everyone wants to or can be the elephant in the room, as large communities or organizations can be volatile if the right conditions are met. In other words, Empires rise and fall.
     
    As I believe in emergent gameplay in general, I'm also so far against a system to limit organization size by numbers. Again, if people can manage to pull something (large) off and maintain it over time, I see no reason to put stones in their way - unless it turns into an "out of game" problem for new players.
     
    But time shall tell. I just see no real need to worry until then, frankly.
  11. Like
    Warden got a reaction from Ben Fargo in Custom Armor, Helmets, Clothing, etc.   
    I mainly hope enough emphasis will be put on diverse or different armor sets. Regardless of whatever priorities might exist, I simply think having this grand game scale but later only having a hand full of different armor sets (+ maybe some combinations you can get through combining different pieces) would not really 'fit' the scope or idea of the game in my book.
     
    But then again with my background I like to put emphasis on having a decent armor and clothing selection in the game to customize your character, appearance and in that sense your position in whatever entity you might be part of. The more, the merrier.
     
    As this can also attract a larger audience who like visual customization, I think NQ should eventually put some form of focus on increasing the selection. On an abstract level it can satisfy some players and help in telling stories, and can in turn help in multimedia content and promotion as players share their stories on the net and showcase different outfits.
     
    In a nutshell, it makes players happy and / or helps with their media content. In an indirect way, not just the community but NQ would also benefit from that, I think.
     
    Of course, "custom armor" might sound a bit odd or tricky. I generally hope for a diverse selection of clothing and armor down the road, but would not be averse to have a special way of requesting unique or specific outfit designs for money that could then be added as a sort of "skin" for existing armor so that the appearance changes, if not as hard armor item for all. This would bind personnel at NQ who are occupied with implementing such skins or armor items per player request. At the same time I see abstract risks, such as potential copyright issues if armor design sources are unclear.
     
    It would be cool for the customer, but all in all the measure would seem exotic and could bear abstract risks depending on how this would be implemented or work (if, say, you would supply requests with pictures instead of being able to design armors solely in-game through some tool).
     
    In short, I don't see it happening.
  12. Like
    Warden reacted to Anopheles in The right to be evil   
    I like playing evil, on occasion, in games. 
     
    This doesn't mean I torture animals in real lifeel  (anyway cruelty to people pays better and they seem to appreciate it more).
     
    Neither do I play evil for the lulz.  I like to be the consequence of laziness, greed or bad planning.  In one Space game my organization made it so that you could buy a pass to not be pirated and briefly turned a core area of space into the New Caribbean until the developer drained the joy out of pvp and the core professions of piracy.
     
    We were a bad organisation that had a code (more of a guideline, really).
     
    The one thing I like in a game is rules which can be broken and worked around but not so tight that you can't do anything.
     
    We enjoy conflict with security and playing cat and mouse with traders.  But while we enjoy pvp, we didn't (as happened in the other game) want to do it all the time.  We wanted every contact with Traders to be unique-ish.  We weren't murder hobos, we wuz pirates. 
     
    I understand the 'hours wasted' argument against non consensual pvp - i really do - and I like DU's way around it with zones of varying security but I do not understand people who join a free form sand box and start omediately seeking ways to restrict it.
     
    It is upon you to defend your 'hours of work' by use of forethought and care.  It is not for the developer to make a game where you are totally safe all of the time.
     
    A good game has safer and less safer areas.  It also has levels of risk which can be modified by player actions  (forming a convoy, not putting everything you own in one fragile ship).
     
    Adapt yourself and everyone can have the game they want.   Strangle the simulation and you only end up with one type of player and a shrinking player base.
     
    And with that, good day. 
  13. Like
    Warden reacted to Jenshae in A lesson from ARK: Survival Evolved.   
    This is the sort of statement made by one of those guys with wild hair, dirty clothes and screams the end of the world is coming. 
     
    More seriously, their aim is obviously to have a game more like EVE than ARK. Where the single universe is too large for any one group to control it all, too many ways for small groups to grab a foothold, build themselves up and take a piece of that pie.
  14. Like
    Warden reacted to Lethys in A lesson from ARK: Survival Evolved.   
    Combat takes Up the exact same space as building, trading, exploring. It's in even ground with anything else and also prominently displayed in the first Paragraph of the description, as every other vital component of Du.
     
    On many occasions they did say now that everything is equally important and they want to give "peaceful" players a home just as "PvP" loving ones. Also they want to give ppl Safe spaces aswell as making space dangerous.
     
    Running a successful org is always a lot of work, regardless of where you max live. Many will fail because their dreams might not work out and many will fail because they're Not used to a 24/7 game
  15. Like
    Warden reacted to NQ-Nyzaltar in Apology from Slaxx to NQ and the Dual Community   
    All right, this topic is going to be locked.
     
    Surprisingly all these "TheSlaxx" defenders are fresh new accounts.
    Apparently some think it's okay to create accounts just to try to strongharm Novaquark's decision, even if this was already discussed and explained in private many times.
    Making it public will NOT change Novaquark's decision. If someone opens another topic on TheSlaxx to try to change Novaquark's mind, expect your account to be banned permanently from the forum without further notice. We don't have time to waste on this topic anymore. This practice of coming back again and again on a decision made by Novaquark will only make the situation worse.
     
    TheSlaxx hasn't been banned for the shady practices regarding the Organizations.
    He has been banned for what he did after.
    "He has changed now" will never be a valid argument to rehabilitate him.
    If we make an exception for him, we will have to make exceptions for everyone else that has a toxic behavior. 
    That's not gonna happen.
     
    Best Regards,
    Nyzaltar.
     
  16. Like
    Warden reacted to Lethys in Apology from Slaxx to NQ and the Dual Community   
    Nope, that's not what happened lol
     
    That's not NQs problem. If that's true then he's better off WITHOUT the game anyway and should see a psychiatrist.
     
     
     
    Also strange that this is brought up.....by three different ppl. Who only ever posted in this thread. Quite the "coincidence"
  17. Like
    Warden got a reaction from satoshi in Concerns About PVP   
    To summarize or generalize, I personally still think that in many people's heads, there is an abstract wild fear about PVP, being "griefed", ganked, taken advantage of, etc.
     
    Now I realize I might have it easy or be potentially biased: I'm no hardcore PvP fan by default or through playstyle. I don't actively look for the confrontation or need it all the time. I don't intend to hold people up, rob them, ruthlessly destroy their creations, etc.
     
    But at the same time I do not hide and shy away from a fight. Defend myself or fight back if need be. I'm currently playing on a DayZRP community that goes with its own lore and setting.
     
    And boy, it's a blast!
     
    But why? It's the conflict, the survival, the unclear encounters. Anything can happen and at the same time, various factions formed that fight for power, influence and control over the region you play in. From government forces to remnants, to anarchists, communists (secessionists, in a nutshell), to psychopath groups or people and groups with their own agendas - so many interactions, so much to do. And at the same time, despite or due to the conflict, plenty to do for people who may not want to actively fight. Logistics, helping others, moving things back and forth in the war, obtaining intelligence.
     
    It's just an example from another game, and while DayZ may not be completely or very comparable to DU, some things remain pretty much universal in conflicts. As someone neither totally fond but not totally averse to PvP either, I can only suggest to look past potentially abstract fears for the future and embrace the possibilities you have in a potentially war-torn or always politically and economically contested universe.
     
    Don't let your fears control you and embrace the vast options that unfold before you, and you shall truly go through an immersive or epic experience with ups and downs. And when you look back one time, you will know it was worth the time investment. I want you all to eventually look back and say:
     
    "...and boy, has it been a blast!"
     
    Even if that means you stayed in safe zones most of the time. But that's fine. Unlike in DayZ and other comparable games, here, we have hard, actual or fully safe zones. Really, make the best of that instead of fearing what could happen. And if even that may be "too much" for you, then maybe DU might not be a game for you. For all it's compromises, there's still risk once you go into certain areas. That's just what it is.
     
     

     
     
    As for rank structures and taking orders...
     
    ...how would you define taking orders? What would be the averse factor, the thing that bugs you there?
     
    I'd generalize and say: (Almost) No matter what group you join, you (are expected to) integrate somehow and contribute in some way or form. I think "taking orders" is simply a measure of sharing duties or contributions or managing them. It boils down to the same: You do certain things in the organization or contribute somehow, in whatever pace, in whatever form. My point is, it's likely just "how" the group is organized, but in the end it's still a very much social or collective approach.
     
    Less abstract and out of curiosity: What bugs you more? That you are expected to contribute in general or that someone gives you an order or task (with emphasis on how)?
     
  18. Like
    Warden reacted to Lethys in To Viewers - Account Discarded   
    Try sentences. Works. - L.E.T.H.Y.S. | 14.04.2018
  19. Like
    Warden reacted to NanoDot in Sandbox vs Themepark MMOs - What do you think?   
    It comes as no surprise that everyone here is a fan of "sandbox" games, lol
     
    However, history has shown us that "sandbox" games just don't appeal to the vast majority of players. Everyone of us will have their own pet explanation for why that has been the case in the past, and why it will be "different" with DU.
     
    But I don't think it will be any different at all, actually. To thrive in a sandbox, you have to be creative and self-motivated. You cannot sit back and just consume the entertainment provided by the devs. The vast majority of gamers want just that: they want to be entertained and given clear goals to attain. And it mustn't take too much time to get there...
     
  20. Like
    Warden reacted to Vyz Ejstu in Heimera Trade Xchange   
    "
    Congratulations to @Falstaf for the second Community Spotlight: https://www.dualthegame.com/en/news/2018/04/10/community-spotlight-2/
     
    You deserve this one Falstaf, and we're as happy as you could possibly be with the interview and the spotlight. It's great to see your hard work with Oz getting limelight too!
     
    Many cheers and good wishes from all of us at the HTX!
    "
  21. Like
    Warden reacted to Lyria in Lyria´s fanarts   
    So, it is done! The first DU-Fanart made by me  Hope you like it!
     
  22. Like
    Warden got a reaction from Tsunami in ...arrived and ready for Action   
    Hi Guowenn,
     
    Saarland, eh?
     
    I'm sure DU will become an interesting, great game.
     
    Speaking of German-speaking organizations, Hyperion (Corp) is likely one if not the biggest around, so if you don't mind larger groups you should perhaps take a look at them. (No, I'm not a member before anyone gets funny thoughts here :P)
     
    But of course, there might also be others that fit your bill. It's just that not many other German-speaking organizations come to my mind right now other than Fenrir Development and 1-2 others.
     
    And if you don't mind going international, there's even more choice.
     

     
    But, why go to organizations? Let them come to you!
    It could be a tedious process (possibly, not always), as soon as you intend to check more than a hand full of groups. So to bring use to another topic, why don't you utilize this thread?
     
     
    In this thread (thanks to the mods / NQ again for picking up the idea upon request cough or coming up with it themselves!), you can post and specify what you want to look for in organizations. You can bet the thread would be monitored by most organizations, or in other words, that your post would then be checked by most organizations. The advantage I see by posting in there is that you can, to great detail, elaborate what you want to see in organizations and not see in organizations, or you can describe what you can bring to the table and cannot bring to the table.
     
    This would in theory mean that depending on how you "filter" and describe things, you'd only get fitting organization offers.
     
    Why try to swim through the lake looking for fish when you can let the right fish come to you? Try it, lean back and see who replies, then look at those offers and pick the subjectively best.
     
    Now, you may not need to do this if you're already set and given that there's likely just a hand full of German speaking groups, you could check those yourself. But for anyone else, especially those with a bigger "target pool", I can only recommend you utilize this thread
     
    Anyway, have fun. Viel Spaß.
     
  23. Like
    Warden got a reaction from AzureSkye in Incentive and ability to build cities in non-protected areas   
    Does not have to be 8 hours, but generally yes, it can be expected. Maybe you would not do it, maybe - subjectively seen - many others would not like this.
     
    But for some it's fun. For some it's RP. For some it's thrill or just what they want to do, or at least do for a bit as they play and do other things. If you can't imagine this, there are easy examples that highlight that people exist that want to do this - at least a bit.
     
    Roleplaying games (online), such as MMORPGs. Or, more actively, games like ARMA III (and any version before) where people play online in some sort of "cops vs robbers" mode where civilians can do certain jobs, become criminals or where emergency services exist including police that drive around and patrol, respond to incidents, etc. Then there is private security, mercenaries, etc.
     
    It's all players doing this. So with those good examples, I think it can be said that it can generally be expected that people contribute to major projects once they come home, in whatever capacity that may be. And if that may be "menial" guard duty or similar, then so be it. Some people will sign up for it and at least do it partially, and with more people you can have shorter "shifts".
     
    Some games will simply be relentless. If no one watches your hide-outs, caches, etc, then someone might steal from them or someone might damage them. To prevent or lower this, you need to deal with better or more coverage.
     
    In an RP game (G-Mod, Half-Life 2 RP) I once stood at a subway checkpoint for what felt like 8 actual hours (or must've been between 6-8 hours). It's menial, it's repetitive at times or for many, but so is life. You would not believe how many citizens I kept away from the restricted area just by being there and showing presence, and I could do it all from a comfy control room that would control the doors if need be. For some it is boring, but it still served a vital job in the bigger picture.
     
    And if players can understand that those jobs can be very vital, their acceptance may rise notably.
  24. Like
    Warden got a reaction from Lethys in Incentive and ability to build cities in non-protected areas   
    Does not have to be 8 hours, but generally yes, it can be expected. Maybe you would not do it, maybe - subjectively seen - many others would not like this.
     
    But for some it's fun. For some it's RP. For some it's thrill or just what they want to do, or at least do for a bit as they play and do other things. If you can't imagine this, there are easy examples that highlight that people exist that want to do this - at least a bit.
     
    Roleplaying games (online), such as MMORPGs. Or, more actively, games like ARMA III (and any version before) where people play online in some sort of "cops vs robbers" mode where civilians can do certain jobs, become criminals or where emergency services exist including police that drive around and patrol, respond to incidents, etc. Then there is private security, mercenaries, etc.
     
    It's all players doing this. So with those good examples, I think it can be said that it can generally be expected that people contribute to major projects once they come home, in whatever capacity that may be. And if that may be "menial" guard duty or similar, then so be it. Some people will sign up for it and at least do it partially, and with more people you can have shorter "shifts".
     
    Some games will simply be relentless. If no one watches your hide-outs, caches, etc, then someone might steal from them or someone might damage them. To prevent or lower this, you need to deal with better or more coverage.
     
    In an RP game (G-Mod, Half-Life 2 RP) I once stood at a subway checkpoint for what felt like 8 actual hours (or must've been between 6-8 hours). It's menial, it's repetitive at times or for many, but so is life. You would not believe how many citizens I kept away from the restricted area just by being there and showing presence, and I could do it all from a comfy control room that would control the doors if need be. For some it is boring, but it still served a vital job in the bigger picture.
     
    And if players can understand that those jobs can be very vital, their acceptance may rise notably.
  25. Like
    Warden got a reaction from Ben Fargo in Incentive and ability to build cities in non-protected areas   
    Does not have to be 8 hours, but generally yes, it can be expected. Maybe you would not do it, maybe - subjectively seen - many others would not like this.
     
    But for some it's fun. For some it's RP. For some it's thrill or just what they want to do, or at least do for a bit as they play and do other things. If you can't imagine this, there are easy examples that highlight that people exist that want to do this - at least a bit.
     
    Roleplaying games (online), such as MMORPGs. Or, more actively, games like ARMA III (and any version before) where people play online in some sort of "cops vs robbers" mode where civilians can do certain jobs, become criminals or where emergency services exist including police that drive around and patrol, respond to incidents, etc. Then there is private security, mercenaries, etc.
     
    It's all players doing this. So with those good examples, I think it can be said that it can generally be expected that people contribute to major projects once they come home, in whatever capacity that may be. And if that may be "menial" guard duty or similar, then so be it. Some people will sign up for it and at least do it partially, and with more people you can have shorter "shifts".
     
    Some games will simply be relentless. If no one watches your hide-outs, caches, etc, then someone might steal from them or someone might damage them. To prevent or lower this, you need to deal with better or more coverage.
     
    In an RP game (G-Mod, Half-Life 2 RP) I once stood at a subway checkpoint for what felt like 8 actual hours (or must've been between 6-8 hours). It's menial, it's repetitive at times or for many, but so is life. You would not believe how many citizens I kept away from the restricted area just by being there and showing presence, and I could do it all from a comfy control room that would control the doors if need be. For some it is boring, but it still served a vital job in the bigger picture.
     
    And if players can understand that those jobs can be very vital, their acceptance may rise notably.
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