Search the Community
Showing results for tags 'currency'.
-
My apologies if this is already a thing, but I would like to propose there being a finite limit to the amount of currency in circulation and not an unlimited amount that can be created from player sold items/vehicles/etc. The reason: what breaks most mmo economies is the ability for players to amass wealth without limit, which ultimately causes the currency to be essentially worthless. You can look on the market of nearly any current mmo and see items priced in the millions+ because the majority of players have more currency than they could ever possibly spend. Most mmo's have attempted to compensate for this inevitability by having 'money sinks' or regularly introducing new currencies to keep the market from flooding and prices skyrocketing to absurd levels. However, money sinks and new currencies always fail since they underestimate the speed at which players can amass currency (especially when working together in large numbers). I would like to see a mmo do the right thing and learn from the mistakes of the thousands of mmo's that have failed at this in the past, and the solution is simple: cap the currency.
-
it would be cool if players were able to make their own shops,like u open the shop menu, and then u select the player's shop,(it will have an icon that the player will have added)and there,the player who created the shop, iwll be able to make his OWN GUI(ofcourse not with lua programming)and there u will be able to buy and sell products att hte price the player has set.Also, shop owners will be able to start an auction for an item .This is it.DONE
-
I understand the current system that is proposed would be setup and run by the game, not by a free market. Although I realize this is normal, and all games have some way of adding money into the game through non player activities (missions, etc.), I was wondering if anyone thought that a free market system, based overwhelmingly on economic decisions of the citizens not NPCs, would be a better idea than a centralized system which could favor certain businesses over others. Thank you
-
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?
- 9 replies
-
- jobs
- employment
- (and 11 more)
-
Everyone has been saying that DACs can be turned into Quanta, so by chance does anyone know how many DACs equals 1 Quanta
-
Hello Guys, please excuse my poor english, but i will try it to explain. Do not implement an universe wide currency made by the administration. Give each organisation the possibilety to create a own crypto currency. but make it expensiv to launch. let them choose the parameters of the crypto currency, how many units should be exist in which time and how much energy take the production... now create a universe wide online market where you can exchange every currency instant. the material trade market owners can now choose which currency they accept. at least there will be just a few stabil currency with huge organisations in the background. If you implement this idea there will be more room for politics and economy dependencies. In german: Implementiert nicht eine unviersumsweite Währung welche von der Administration eingeführt wurde. Gebt jeder organisation die möglichkeit eine eigene Crypto Währung zu erschaffen. Diese zu starten soll aber kostspielig sein. Lasst sie alle möglichen parameter dieser cryptowährung aussuchen, wie viele geldeinheiten sollen existieren und in welcher zeit anwachen und und und aber lasst die production der währung geld kosten. Nun brauchen wir einen unversumsweiten online markt wo man die cryptowährungen in echtzeit tauschen kann und angebote abgeben kann. Die Besitzer der Rohstoffmärkte sollen die Währung auswählen können, die sie am markt akzeptieren. am ende bleiben nur ein paar stabile währungen übrig mit mächtigen organisationen im hintergrund. Dies würde politik und ökonomie weiter intensivieren.
-
So, as you can probably tell from the name of the topic, is there currently a confirmed name for the in game currency? I feel like this information(if it exists) should be more widespread as currently I see it refered to as many different things, even by myself. Also, if the all seeing all knowing replies section does not know of any definitely confirmed (citations for sources please), may I suggest that as a community we start referring to the currency as GALACTIC UNITS (or units for short). If this post gets enough up votes which would suggest that we do need to decide on a currency name if one doesn't already exist, I will put a poll out on the forums with suggestions for the name, and let the community take it from there!
-
Simple discussion really. Should blueprints act as a unit unlock in RTS games? E.G. : Player A sells a blueprint for a ship to Player B. Player B has the materials, but to build the ship, he has to pay royalties set on the contracted blueprint to the owner of the ship. This example takes into assumption the possibility of a universal currency (sadly), and my point of worrying is this. Inflation. If Player A sets the price on X amount at the point of the blueprints creation and after a year, the currency has inflated isnaely , the price set on that blueprint and that date, is now actually less that when it was set on. Which would require a sort of "termination of contract" via an NPC in the Arkship, that would allow a player to terminate their contractual blueprint with a set of "number of terminations remaining" and a recharge timer of months, or possibly, a real-money paid service, if the guy you sold your ships to ends up stealing your waifu or something . Which opens the flood gates also to the need for fixed circulation of cash in the game, or, the ability for factions to build their own currency. I know many EVE players are having a "rocket in their pockets" for such things. Mmmmmm, spreadsheets.
- 22 replies
-
- currency
- blueprints
-
(and 3 more)
Tagged with:
-
The following link is to a post about the economy by the user Alpha Team Member: https://board.dualthegame.com/index.php?/topic/353-the-economy/ His/her post is much better than my own. Please go there if you are interested in the Economies of DU. Hello fellow Ark Survivors, It's come to my attention that since we are all going to be contributing to the economy in some way or fashion, and I worry for the sake of al of us. In MMORPGs such as World of Warcraft, currency can be acquired by completing quests, looting, and trading with other players (auction and barter). In the past, currency could also be acquired by micro transactions. This means that there is a potentially infinite amount of currency about the game world, which has led to global economic inflation. Dual Universe should not have to suffer with such an instance. All mentions of "economy" can refer to a factions economy or the economy between ALL players unless explicitly mentioned. On the basis of the starting areas (Arks): Quests given by the NPCs and completed by players should not have rewards, but rather these quests should be tutorials or tasks. The reward is in what the player completes. Trading NPCs at Ark stations should be based on the surroundings of the ark station. For example, the very first time an ark is put in, it has a base amount of resources, which it uses to trade with players. Say there are 3 small animal pelts in storage, the player would have to give something of equal value, the next player can perform the same process. Outside of the Arks, players would simply use the resources of the universe to trade, survive and build. As people expand and explore other parts of the virtually infinite universe, more resources are discovered and taken. This is rather alright, and the only struggle would the realistic enjoyment of preventing clans and guilds monopolizing resources, this is acceptable and personally preferable to any artificial limiters or changes. This means that the states of worlds would need to not regenerate minerals. Foliage and vegetation can regrow as that is sensible. Micro-transactions for in-game currency will destroy the entire economy very quickly. Players should not be able to use real-world currency to purchase any in-game item. Note that it is likely that the payment method for playing the game is subscription based with the option of using a token to pay for the month. The token should not be able to be bought with real money, the existence of the token could become disastrous as it has a real world value and is not limited. Instead, I propose that a fairly large (but constant) amount of these tokens be placed in the game world possibly first distributed by the ARKs (for a in-game price), then by players later on. Maybe as one token is used, a new one is placed in the world automatically to prevent their depletion. A constant amount of tokens should result with the same individual value before being altered by players' numbers. The point of all this is to avoid any possibility of inflated economy. The options are to do a credit system based on some global resource, or stick with pure resource trade. The concepts of a FULLY player driven economies, politics, and diplomatic relations are prized gems of Dual Universe. Lets do it right. TL;DR The economy is important and should not have the opportunity to inflate. Regards to NPCs (ARKs), Micro-transactions, and after-ark instances. Euclidius