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Found 7 results

  1. A while ago there was a discussion in the discord about limiting access to certain resources to the PvP space as well as the importance of PvE-players for PvP-players and vice versa. My conclusion to improve this interaction, is to improve the PvE aspect, because only if PvE-players hold a value to PvP players (besides target practice), a meaningful interaction can exist. Currently PvP-orgs require barely any purely PvE-players, because everything from resource acquisition to crafting can be more or less automated. The solution is a more active and specialized PvE gameplay. 1. Mining Pre-MU planetary mining was in a pretty good state if you ignore its lack of excitement (which could be introduced with rare minerals/gems as random encounters). It required active play and every successful org had at least some dedicated miners to supply them with ore. With MUs now that completely changed. Ore can be acquired passively, and especially the yield for higher tier ores (T3+), which you mostly need in smaller quantities, can easily support a large org. No active input besides the calibration by an alt once every 5 days is required. For miners to be valuable again, mining has to consume active playtime. For that i suggest a few changes: significantly reduce the MU output, especially for higher tier ores. Without indepth calculations, i'd suggest to reduce the yields to 50%/40%/20%/10%/5% for T1/T2/T3/T4/T5, respectively. randomize the spawn time and increase the spawn rate of the current asteroids in the safe zone, make the ore node size more variable (no meganodes necessary, but the occasional supernode would be a nice find) place a few copies of Thades moonlets (or moonlets generated similarly) at a region outside the safe-zone and have a significantly increased spawn rate for asteroids in that region to create a more or less dense asteroid belt for mining and PvP base building randomly (time and location) spawn large amounts of surface rocks of a single ore (5000%+ of MU-mini-game generated ones) on the surface of planets (T1-T2 in safe-zone, T1-T4 in PvP space), with a rarity of the spawn relative to the tier of the ore. This enables repeated scouting of planet surfaces for surface rock deposits, gives new players the ability to start mining without neglect able initial costs and adds to the importance of surface rock picking talents. These changes require nearly no new mechanic that isn't already in game, but would improve the value of active mining and thus the value of dedicated miners for orgs immensely. 2. Industry Industry is a bit harder to tackle, because its automated by definition. The schematics update is a step into the correct direction, even tho i would prefer to have a proper CPU/Power system which would have similar and more effects. One way to increase the importance of active game time in industry (as well as other aspects of PvE) could be the introduction of a job system that is based on a players ingame activity and provides boni to cores or elements. Each job has an activity bar, which fills whenever a player does certain ingame activities. The amount of actions to fill the bar should be relatively low (fill-able with 2-4h standard game time) and reduces over time (exponentially dependent on the fill status, very slow when its full, faster when nearly empty, from full to 50% without any actions it should take a week). The maximum job bonus should be kept as long as the bar is over 50%. In addition you can only have a single job active at any given time, and changing jobs will reset the job-bar to 0. Let me give four examples: Job: Miner Actions to fill job bar : calibrate MUs, mine/harvest any ore Effects : Increased mining efficiency with hand tool and calibrated MUs (0-30% depending on job-bar) Job: Industry Manager Actions to fill job bar : interact with any industry unit (limited to once per day and unit) Effects : decreased ore, pures and product consumption (0-10%) and craft time (0-20%) (applied to a core, not to individual elements, limited to a low number of cores) Job: Pilot Actions to fill job bar: fly any mobile core Effects: improved handling of flight elements (0-20%) Job: Soldier Actions to fill job bar: shoot&hit other mobile constructs Effects: improved hit chance, improved radar range (not a PvP guy, so no values suggested) With this system we could encourage specialized and especially active game play. As a bonus the impact of alts on industry would be reduced as well. Due to the core-limitations for the Industry Manager boost, every org with several factories would require several players that focus on doing industry related activities ingame to have an efficient production that can compete with market prices. If we get a CPU&Power system that would limit the maximum amount of industry units per core, so you can't place 5 or 6 large production lines on the same L-Core, in the future the effects of the job system would be even better. With the following increase of importance for PvE-centric gameplay, DU could then start to put up higher incentives or stakes for PvP-space, like adding exclusive resources that you can't get in the safe-zone. Bcause the new incentive for trade between the safe-zone inhabitants and the PvP-space occupants, a good and enjoyable interaction between those two pillars of gameplay should be possible.
  2. As we promote ourselves as the City that never sleeps we are looking for Timezone City managers. For Perks and Conditions, just poke me. Working hours are related to your Time zone. As a City Manager you will get "A partial floor including a private dock within his/her appointed part of the city. In the restoration period of Tranquility the materials for building this room and parkingspot are partially the residents responsibility, but the materials will be returned in Salary ASAP". We will be needing anything between 4 and 16 Managers, Please sent your application in the "Joining" post. Joining can be done on this page: https://community.dualthegame.com/organization/tranquility
  3. Just curious, From release, there is going to be an incredibly competitive market, which will inevitably create a huge demand for service providers. What types of job titles are people thinking of claiming in-game? What kinds of services are people thinking of providing? What would you call it for marketing purposes? Have you pre-established any rates of compensation for your work? Are they in relation to any other game/job outside Dual Universe? Do you have any marketing techniques planned to grow your business? Dual Universe seems to provide some cool opportunities for people with skills and education gained in real life. Do your chosen in-game professions relate to any skills/job titles you have outside the game? (3d modeling, logistics, architects, programmers, etc..) Do your skills outside DU give you a step up in-game? Do you think your expertise will play a part in your in-game status? Do you plan on profitting from your talents, or working on your own masterpiece? If you were going to make a list of in-game professional titles, based off of all available information, what would it contain?
  4. Hey there, i am looking for people who want to take on a Job. I guarantee, it´ll be not the casual Job offer. If you are Interested, send me a Message and i´ll get in contact with you soon. No Questions asked here will be answered about the Job or any related things to it.
  5. We already know of a job system that will be added to DU, but what if we could extend this more? Think about if you are a Universal Leader and your general has command of over 100 or more ships and even more soldiers. Who's keeping track of them? How does one know their ranks. What if in the game there is a way to design a custom system with easy object movement and management in a way to design your own roster and rank system for players. There would also be a way to make multiple of them or add a 2nd folder to label Fleet Pilots or something with specific ranking. No one wants to keep track of that many players. The terran union for example already has 400 members. What if they all became soldiers with specific ranks. No one will want to keep track of them, where they work, who they work for. Having a easy roster/rank system for DU for organizations. No one wants 100 members in one discord group talking at once either to keep track of. There should also be a way to send specific mail to one from there and even ways to add a check up box. Having a checkup box activate if the owner of the roster adds one to send out to specific or all members of the roster to clear out anyone who has been offline or inactive for a specific amount of time. If you liked this idea anyone is welcome to join The Opean Federation and anyone is also welcome to join our discord in which you can find perm links in our recent posts.
  6. From recreational vehicles and mining vessels to carriers and capital ships, Craft Corp is here to deliver! Cheap, reliable, and durable ships accessible to everyone to explore the verse! Plenty of jobs for the average Joe! Mining, transport, manufacturing, design, you name it! Craft Corp has a place for you! We have a dream to create a perfect universe, build cities in the skies and trade only the finest products. If you're looking for and honest job that'll pay you a few big bucks, look no further and join Crafting Corporation! https://community.dualthegame.com/organization/crafting-corporation
  7. Hello dear DU-Community, I think what Dual really needs is a 'Contract Function'. If you are a employee you want to get paid. As employer you want that your company works, so your workers have to work. You wont pay workers if they dont work. Right? But how I can be sure to get paid or how I can be sure that my employee worked x hours? I want to mine somewhere but i need protection. I search for some mercenaries. But how they can be sure to get paid? How i can be sure that they wont kill me after mining?
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