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Alpha

Found 3 results

  1. The roadmap Fast travel is mentioned under exploration in Beta Also https://youtu.be/efu_129hI9o Durring the kickstarter ask me anything event duel universe was mentioned to be infinite. Because of that this is what I envision currently I suggest that Asteroid fields should spawn outside solar systems in the dead space zones referenced above. This is because resources at some point will dry up in say Solar system A and because of that people will move to a new systym strip it and keep going this way it is possible to introduce new resources into the game and reintroduce destroyed resources into the game. I would also expect that this would be place after release. Thoughts? and Addition?
  2. This will be a proposed solution to a problem that NovaQuark has thus far decided not to create: losing money (that is, in-game currency: Quanta) upon death of a player. Let's dive into it. The Problem If my sources are correct, NovaQuark has stated before that such items as DACs, Blueprints, Territory Control Units, Resurrection Nodes, and Quanta will not be lost upon death. Most of these items I have listed are justifiably non-lose-able; they are highly rare and valuable or, in some cases, unique items that would dramatically affect the total universal supply of these items. However, that last one, Quanta, seems not to belong on that list. Quanta will be as common as dirt, and the entire economy of DU will circulate around it. It is not rare, and it useful purely as a medium of exchange. So it seems to me that, like any other item, at least some percentage of Quanta should be lost by a player if he/she dies/is killed. A further incentive to encourage safe civilization building practices, of course. And a mechanic to facilitate looting of money, which is really the end goal of most looters. After all, in real life, should you be killed or rendered unconscious, any cash you may be carrying is easy pickings. However, you might say, if a player dies of non-PVP causes, doesn't that create a currency sink? If a player were particularly deep-pocketed, it could even have a significant impact on the universal economy. Surely, this is a problem that we are better off avoiding? The Attempt at a Solution Allow me the privilege of tickling your economic fancies. We all know, of course, that NQ plans on implementing market bots/non-player-buy-orders initially, in order to inject some currency into the infant economy of the early game. Now let's take that a step further. A player dies, drops random x% of Quanta. First, to facilitate looting, most of his inventory (including that Quanta) will have dropped. In most looting cases, looters will immediately snatch up these items and continue along their merry ways. If it is a non-PVP death (ex. taking too high of a fall, crashing a spaceship), presumably those items will just disappear after x amount of time. But wait! We can't just have Quanta dropping through a wormhole into another (triple?) universe. Oh the humanity economy! So here is what I propose: instead of vanishing like those other inventory contents, Quanta will be whisked away into one of those nifty market bots that will be present at the beginning of the game to inject currency. These bots will purchase items from sellers on the universal market, thus recirculating the money back into the economy. Extension Of course, this all hinges on NQ's willingness to spend development time on this feature, and how to manage the balance between immersion and practicality (there are no market bots in the real world, but there are institutions installed to regulate the economy). This competes against the benefits of such a feature to the game: reality (it makes sense that you should lose money upon a death, even if temporary), the ability to loot money (for all the pirates and scavengers and outlaws), and indeed, the possibility of banking (who would bank money that is perfectly safe in a wallet, save for interest on deposits?) Therefore, discuss.
  3. The Ecumene is an organization made up of political organizations and governments, in which member states may vote on international law, regulations, and military action. Its primary function is to create a safe and free international environment and oversee trade and relationships between member states. The Ecumene does not seek to violate the sovereignty of any member states; laws it passes solely govern interactions between nations and the activities of international entities operating among member states. The primary requirement for joining the Ecumene is to be a political organization. This does not necessarily mean control of any territroy is required, and governments-in-exile may be represented in the Ecumene Congress. The Ecumene values natural rights; governments that are abusive of such rights may be subject to either sanctions or military action. If an abusive government is forcibly removed from power by order of the Ecumene, the successor government will be determined by popular vote of the inhabitants of the affected territory, and subsequently brought into the Ecumene. Ultimately, the goal of any game is to have fun, and the Ecumene seeks to promote all forms of personal enjoyment in a peaceful manner. Those who savor the thrill of combat may join the Ecumene military, and be tasked with hunting down the most dangerous criminals and agressive organizations. Individuals who wish to build great structures may do so knowing that the Ecumene will protect their work. Inventors who create new constructs and miners who gather resources may sell their products on a fairly regulated international market. And of course, those who simply want to explore will be granted a License of Discovery, allowing them to decide the fate of any worlds which they are the first to discover. Organization Page: https://community.dualthegame.com/organization/the-ecumene
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